Poll

What should be done with cut damage?

Nothing - it is fine
59 (43.7%)
Buff cut weapon stats slightly
17 (12.6%)
Buff cut damage armor penetration slightly
42 (31.1%)
Buff weapon stats and armor penetration slightly
9 (6.7%)
Buff weapon stats and/or armor penetration greatly
8 (5.9%)

Total Members Voted: 135

Author Topic: Cut Damage Tweak?  (Read 7328 times)

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Offline Thucydides

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Re: Cut Damage Tweak?
« Reply #60 on: September 17, 2011, 10:05:09 pm »
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cyranule can 2shot me with his danish in my 70+ armor setting, cut damage is fine

Offline Snoozer

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Re: Cut Damage Tweak?
« Reply #61 on: September 18, 2011, 12:05:01 am »
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ummm maybe im mistaken isnt he a str build?(kinda talking out of my ass right now i believe i played him before)
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Offline MrShine

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Re: Cut Damage Tweak?
« Reply #62 on: September 18, 2011, 08:13:46 pm »
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cyranule can 2shot me with his danish in my 70+ armor setting, cut damage is fine

That has to be head shots w/ speed bonus, you aren't going to ever 2 shot anyone in 70+ armor with cut damage otherwise.

E: Votes are still close, but it looks like there is a slight majority of people who think some change is needed as opposed to leaving things exactly as they are.  I'd be interested in hearing if there are any plans from devs to revisit some of the balance on these things :)



« Last Edit: September 18, 2011, 08:18:29 pm by MrShine »
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Offline Phew

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Re: Cut Damage Tweak?
« Reply #63 on: September 19, 2011, 05:20:31 pm »
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Variation with cut damage is off the charts now. Even with 48 cut, 10 Power Strike, archers in light armor survive held torso hits all the time. Naked people survive a swing sometimes. Meanwhile, plate wearers take 4-5+ swings to down.

I'm fine with cut being ineffective on plate, but it should slaughter people in light armor. Current variation in cut damage doesn't ensure that.

Offline Adamar

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Re: Cut Damage Tweak?
« Reply #64 on: September 19, 2011, 05:23:41 pm »
-1
Cut damage should be nerfed for swords. They shouldn't be able to slash through most types of metal armor.

Offline Leshma

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Re: Cut Damage Tweak?
« Reply #65 on: September 19, 2011, 05:30:23 pm »
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Meh I don't slash people anymore, only when I have to. Overhead, overhead, overhead... it's a must!

Offline Phew

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Re: Cut Damage Tweak?
« Reply #66 on: September 19, 2011, 10:01:30 pm »
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At least with my Long Bardiche, overheads mean I will TK someone behind me at least once a round, if not more.

Doesn't mean I don't still do it...and I generally don't apologize for backswing TKs, because I shouldn't be expected to run around with my camera reversed just to avoid this. Really, backswing hits should be removed from the game.

Offline Snoozer

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Re: Cut Damage Tweak?
« Reply #67 on: September 20, 2011, 12:54:51 am »
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i dont... i think they r lulz and should be kept i love doing those on accident its funny
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Offline Thucydides

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Re: Cut Damage Tweak?
« Reply #68 on: September 20, 2011, 12:59:52 am »
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That has to be head shots w/ speed bonus, you aren't going to ever 2 shot anyone in 70+ armor with cut damage otherwise.

E: Votes are still close, but it looks like there is a slight majority of people who think some change is needed as opposed to leaving things exactly as they are.  I'd be interested in hearing if there are any plans from devs to revisit some of the balance on these things :)

two clean shots to my midsection in a danish sweetspot pretty much.

Cut damage is wonky, i'll say that.

Offline Leshma

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Re: Cut Damage Tweak?
« Reply #69 on: September 20, 2011, 01:39:34 am »
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Now even more than ever.

Welcome back, glancing...

Offline ArchonAlarion

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Re: Cut Damage Tweak?
« Reply #70 on: September 20, 2011, 01:44:00 am »
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Welcome back game including medieval technology, including plate armor, including its function, ie to be pretty much immune to all but the most heavy cut damage.

Offline Leshma

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Re: Cut Damage Tweak?
« Reply #71 on: September 20, 2011, 01:48:50 am »
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Welcome back game including medieval technology, including plate armor, including its function, ie to be pretty much immune to all but the most heavy cut damage.

So you admit that you suck so much that you have to crutch on armor.

I understand, I really do :)

Offline ArchonAlarion

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Re: Cut Damage Tweak?
« Reply #72 on: September 20, 2011, 01:53:06 am »
0
Nah, not that this will prove anything to you, but I only rarely loadout in heavy armor, and only briefly when I do. I used to play european-ish chars, but I've since changed to this generally more easternish armor wardrobe:

steppe armor
Black lamellar (my overall most common armor, looks nice, feels nice)
Sarranid guard armor (My second most common armor)
churburg or something in that range (occasionally, when I have good ping and feel like playing against other heavyweights, mostly for my main char, Archon, who has heirloom gold and is cav)
Black armor (just to have black armor for each char, can't maintain for more than a round or two, hardly ever use it)

My main set of chars (I have over a dozen) are slightly agi-heavy on average, because I like to be different and zoom to different combat engagements at-will.

So anyways...
« Last Edit: September 20, 2011, 01:55:31 am by ArchonAlarion »

Offline Leshma

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Re: Cut Damage Tweak?
« Reply #73 on: September 20, 2011, 02:09:54 am »
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Whatever, this game isn't good because of realism. In some cases realism is just making it worse, like with glancing on heavy armor...

Offline Vingnir the Wanderer

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Re: Cut Damage Tweak?
« Reply #74 on: September 20, 2011, 02:16:54 am »
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totally off the wall here, and probably not doable with the engine, but what if  all armor in the transitional to plate classes 'transformed' cut damage into blunt damage -7 ??

So, a nordic champion sword, for instance, would do 32 cut on a swing, until it encountered a 'plate class' armor, and then would do 25 blunt instead? (32-7=25)

This is what cut weapons DID to plate armor -  they bashed them, and bieng as the higher original cut number seems to be based on weight of the weapon and hardness of the hit, this seems a  logical formula for a 'blunt blow -7 or -8' as well, to 'simulate' what actually happened when a cut weapon encountered 'plate'???

If this could be done, I think it would be a pretty slick simulation and improvement...  :)i say this because not only would it seem more logical, but it would still give a slight disadvantage to cut towards heavy, and make people lean towards a heavier hitting cut rating as the most viable cutting weapons vs  armor.

Like for instance, that 'less heavy' cutter with a 27 cut, is going to suffer more from the -7 against plate, than the short hefty iron war axe with 37 cut;

So with the new equation:

L. Espada Eslavona:       swing: 27 cut, swing against plate : 20 blunt

Iron War axe:               swing: 37 cut, swing against plate: 30 blunt


So, as you can see, the historic cut weapon that continued to be effective in medieval times of a need to get through the heaviest armor on the field , - the big crushing war axe, gets the tactical advantage it should have, and the tapered one hand sword suffers a greater loss to its cutting effectiveness, and retains its stabbing pierce, which was what was becoming the one handed swords strong point historically.

If this could be done, i think it would be pretty neat, it could address any current unbalance, and fix what theyre trying to achieve here, and just make it an improvement to the historical accuracy, fan, making everyone happy.

So is it doable??  :lol:
« Last Edit: September 20, 2011, 02:46:20 am by Vingnir the Wanderer »