Author Topic: Need some math. Mathematical idea for balancing weapons.  (Read 2367 times)

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Offline Thomek

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Need some math. Mathematical idea for balancing weapons.
« on: November 08, 2011, 02:09:39 pm »
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Alright so here's the idea:

I think one can boil down most melee weapons to a very simple thing.

A stick with different lengths and different weights.

What would happen if one applied semi-realistic physics on them to figure out it's stats?
(Of course adding and substracting at the end for price, sophistication and specialty uses, modes etc.)

After a bit of googling, could this be the formula I'm looking for? http://en.wikipedia.org/wiki/Pendulum_(mathematics)

Anyway, I'm a retard when it comes to math, could someone help out on this?

How would Length and Weight influence Speed? (At different lengths and weights)
Can damage potential of a weapon be boiled down to a speed factor? (As in: Lower speed=more time to charge the weapon with energy)

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Let's use the Longsword as a starting point as a "Standard Weapon". Not OP, Not UP.
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weapon length: 106
weight: 1.8
speed rating: 98
thrust damage: 23 pierce
swing damage: 36 cut

Check if Danish Greatsword fits the formula:
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weapon length: 124
weight: 2.5
speed rating: 92
thrust damage: 24 pierce
swing damage: 40 cut
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Offline Dezilagel

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #2 on: November 08, 2011, 02:11:22 pm »
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Its correct.Longer sword is slower, but has more force(Its heavier).
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Offline Vibe

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #3 on: November 08, 2011, 02:12:55 pm »
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Offline Zisa

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #4 on: November 08, 2011, 05:23:22 pm »
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This is another idea that may seem balancing on the surface, or realistic, but is likely to cause more problems then it's worth in the long run.
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Offline Leshma

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #5 on: November 08, 2011, 10:00:51 pm »
-1
So this is about Danish GS vs Longsword. I'm Danish GS user but I find Longsword a better weapon (I had it in the past). Only reason why I'm still using Danish is that no one is willing to give me MW Longsword for my MW Danish GS.

Danish GS is overused, overhyped but it's basically nothing special. Greatest thing about it is that it can assume many roles (can be used against cav). Other than that it has good damage (for a sword...) and can be used in crowd fights cause of stab range. But it's slow, it can't out range poleaxe and many polearms and it's very expensive weapon. Stab damage is good when compared to swords but in general it's crap cause with my 6 PS sometimes I need 4 stabs to kill average archer (thankfully head stab is usually insta kill). Stab is retarded as with all other swords, it's pain in the ass to fight katana, longsword, bastard sword, 1h swordsmen (without shield), any form of pike or spear etc etc...

Longsword on the other hand has decent range (it doesn't feel short like katana does), modest damage (39 cut on MW weapon isn't much) but it's really fast. Because of it's speed and decent range it's much easier to fight people who use greatswords, polearms and archer can't that easily block your feints and attacks. It's an epic weapon but sadly I don't see enough of them on the battlefield, probably because those who know to fight use hiltslash all the time so slowness of Danish isn't big of an issue for them and those who don't know to fight usually spam and therefore find longer range better.
« Last Edit: November 08, 2011, 10:02:23 pm by Leshma »

Offline WaltF4

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #6 on: November 08, 2011, 10:47:47 pm »
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After a bit of googling, could this be the formula I'm looking for? http://en.wikipedia.org/wiki/Pendulum_(mathematics)

No. Try this page for weapon speeds if you insist, but energy and momentum are poor metrics for wound mechanics in general. Pressure and/or impulse are better for wound mechanics in principle but are largely useless in practice due to the specifics needed to determine them.

Offline zagibu

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #7 on: November 08, 2011, 11:06:52 pm »
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A lighter and/or shorter weapon can be accelerated faster, so you will achieve better rotational speed with the same force at the handle, which means it's hard to compare the momenta of both sword's tips. There should actually be an ideal length (to achieve maximal momentum at the tip) for a half arc distance using a constant force. Also, when dealing with rotations, inertia is not simply equal mass, but actually more like mass times length squared. This means that the same weight distributed on a rod double the length will need four times more force to accelerate to the same rotational speed.

But all this is moot anyway, because reducing weapon swings to rotations is an invalid oversimplification.
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Offline Paul

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #8 on: November 08, 2011, 11:09:07 pm »
+1
We don't believe in math, physics or any other kind of superstition.

Offline B3RS3RK

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #9 on: November 08, 2011, 11:11:20 pm »
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Yes Manliness says bigger sword is better sword.
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Offline Digglez

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #10 on: November 08, 2011, 11:11:32 pm »
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We don't believe in math, physics or any other kind of superstition.

or documenting code

Offline Kafein

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #11 on: November 09, 2011, 01:32:57 am »
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All the big weapons like top tier 2h and polearms should be (much) slower than now and have a sort of "subtle crush through" . You shouldn't be able to crush through blocks with any big weapon ofc. But blocking massive cut/pierce weapons shouldn't be the same as blocking a short sword.

That "subtle crush through" could be many things. One example could be a small damage inflicted to the blocker, based on weapon weight and strenght comparison.

Offline cmp

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #12 on: November 09, 2011, 02:22:54 am »
+1
or documenting code

I document all my code using assembly language.

Offline Thomek

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #13 on: November 09, 2011, 02:45:32 am »
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No. Try this page for weapon speeds if you insist, but energy and momentum are poor metrics for wound mechanics in general. Pressure and/or impulse are better for wound mechanics in principle but are largely useless in practice due to the specifics needed to determine them.

Thanks for replying, but I don't understand.  :?

Could you perhaps elaborate, do you have any suggestion for a GENERAL THEORY OF WEAPON BEHAVIOUR that could work?
Assuming that all weapons are sticks that deal blunt or cut or just damage. For our use, wether the weapon has cut, pierce or blunt is just a matter of speciality. If we know the supposed damage potential, we could easily calculate the appropriate amount of blunt, cut or pierce damage from that.

I guess what I want, is a more accurate way of determining weapon speed and damage. I have a feeling it's a bit off in the long end of weapons. Of course, trial and error is not the worst method, but it took us a year to get where we are.. Ultimately I want to see more weapon variety actually being used in cRPG.
« Last Edit: November 09, 2011, 02:53:30 am by Thomek »
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Offline John

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Re: Need some math. Mathematical idea for balancing weapons.
« Reply #14 on: November 09, 2011, 03:16:26 am »
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Just replace all the damage calculation formulas with those from Dwarf Fortress.  I'd like to smack my teammates with an adamantine war hammer. 

Also add bullet time, but only the guy with the highest level on the server can use it.