(This topis is kinda just some random thoughts that I want to plant out there, I probably read these somewhere else but forgot where)
FYI: Frequentley used Short name:
Reasoning or Lack Thereof = ROLT
1. Chamber = disarm(scripted drop) chance
yXX=your(chamberers) stat
eXX=enemy(the chambered one's) stat
% chance to disarm(yWM+yPS)*2-(eWM+eStr)
Reasoning or Lack Thereof(ROLT):
PS(instead of STR) of chamberer because PS better indicator of using strength fully in the weapon swing.
WM(instead of wpf) of chamberer/chambered because WM signifies weapon training, while wpf is more of a "second level" specialization" of combat training
Str(instead of IF or PS) for chambered because PS and IF really doesn't fit to use here, Ps=deal dmg, IF take damage, Str=how strong grip you have on weapon.
Example: 21/21,7ps,7wm chambers agi-wh0r3-ninja-katana-f46(9/30, 3ps, 10wm):
(7+7)*2-(10+9)=28-19=11% chance to disarm
agi-wh0r3-Ninja-katana-f46 chambers:
(10+3)*2-(7+21)=26-28=-2%(0%) chance to disarm
2. Hitting archer/xbower when string drawn/aiming:
scripted Drop chance of bow/xbow=%health damage received-(WM+IF)*2
ROLT:
Example: 8WM archer hit for 50% hp has (50-(8+0)*2)=34% chance/risk to drop bow.
WM and IF boost might need a tweak(higher?)
3. When cav is hit for 25%+ of hp the rider loses steering for 2 seconds -0,2 per riding.
ROLT:
Cav needs buff therefore I start by describing a nerf, 10 riding negates this penalty. 8 riding=0,4 seconds of un-turnable horse.
4. Cav bump damage= Tripple it(I quintupled(x5) in native and it felt a bit op... courser crushing tincan due to speed bonus... 200+ looters blobs being herded and all looters on the edges being trammpled with Charger)
ROLT:
Cav should rule the battlefield, teamplay/skill/anti-cav weaponry should be needed to take on cav 1on1, just like Backstab/Dodge-skills/Shield is the counter to range on open battlefield.
5. Ironflesh gives some kind of knockdown ressistance(5% per if?) and for each point of IF you can absorb one point of damage without getting interrupted in your animation(12if monster must be hit for 12+ pts of dmg to stop that great maul...)
ROLT:
This is sort of a buff to strength builds and/or heavy armor users with some IF.
6. Decrease speed bonus for lighter weapons and buff it a little for very heavy weapons(mauls etc.)
Something like: Weight:0-2=-50%, 2.1-2.5=-25%, 2.6-5=unchanged, 5.1-7=+10%, 7.1+=+20%
ROLT:
Pure agi rondeliérs lé my old friend, should need to hold attack more often to be able to pierce heavier armours.
7. To counter cav and IF buffs mentioned earlier: Make held attacks do more bonus damage. Multiply current damage bonus by 1,5 or more.
ROLT:
This is kinda meant to counter the IF buff and proposed speed bonus nerf, and to make group ganks more effective.
End notes:
These suggestions are unrefined, untested and kind of "Hey I have a crazy idea, what if we do it like this?"
The main point with all of this is to get some sort of discussion going about these approaches to tweak the gameplay.