Author Topic: Game mechanic megathread!  (Read 91872 times)

0 Members and 1 Guest are viewing this topic.

Offline Elmokki

  • Count
  • *****
  • Renown: 192
  • Infamy: 18
  • cRPG Player
    • View Profile
  • Faction: United democratic national whatever
  • Game nicks: elmokki_Krokotiili
  • IRC nick: Elmokki
Re: Game mechanic megathread!
« Reply #15 on: January 07, 2012, 04:24:54 pm »
0
Added stuff on raw damage determination and a lot of stuff about damage reduction from armor. Any stuff related to swing speed, bow draw speed and running speed would be nice along with exact mechanics of crushthrough would be very welcome. Though obviously anything not on the post is nice.

Thanks. Thats assuming the original info is accurate I guess. I wonder how that is determined? Was the thrust length changed recently for 2 handers? I remember the way you stabbed changed a bit but not sure if the actual length went down

The animation was changed, but I have no idea how the animation lengths were originally measured or if the animation change affected the reach at all. I would bet, though, that if the reach changed, the change was very minimal.

Offline Tydeus

  • King
  • **********
  • Renown: 1422
  • Infamy: 351
  • cRPG Player A Gentleman and a Scholar
  • Item re-unbalance guy
    • View Profile
  • Game nicks: Tydeus
  • IRC nick: Tydeus
Re: Game mechanic megathread!
« Reply #16 on: January 07, 2012, 06:32:40 pm »
0
if hit_bone == head:
    if weapon_type != 0:
            effective_damage *= 1.75
    else
            effective_damage *= 1.2
elif hit_bone == calf or hit_bone == thigh:
    effective_damage *= 0.9

Hitting someone in the head with a melee weapon gives 20% bonus damage or 75% with a ranged weapon. Hitting someone in the calf or thigh gives a 10% damage reduction, though you can still hit someone in the foot for 100% damage. All of these are applied at the absolute end of the damage calculation as well.
chadz> i wouldnt mind seeing some penis on my character

Offline Jagdpanther

  • Peasant
  • *
  • Renown: 4
  • Infamy: 4
  • cRPG Player
    • View Profile
Re: Game mechanic megathread!
« Reply #17 on: January 07, 2012, 10:35:48 pm »
0
OMG THIS THREAD IS SEXY.

Seriously, good work!     :D

And when can weapon speed be calculated? I would really like to know that.

Offline Elmokki

  • Count
  • *****
  • Renown: 192
  • Infamy: 18
  • cRPG Player
    • View Profile
  • Faction: United democratic national whatever
  • Game nicks: elmokki_Krokotiili
  • IRC nick: Elmokki
Re: Game mechanic megathread!
« Reply #18 on: January 07, 2012, 11:53:39 pm »
0
OMG THIS THREAD IS SEXY.

Seriously, good work!     :D

And when can weapon speed be calculated? I would really like to know that.

I don't think there's a formula for that, but now that you mentioned I think I've seen graphs of empirical data.

EDIT: Found them
« Last Edit: January 08, 2012, 12:16:01 am by Elmokki »

Offline Elmokki

  • Count
  • *****
  • Renown: 192
  • Infamy: 18
  • cRPG Player
    • View Profile
  • Faction: United democratic national whatever
  • Game nicks: elmokki_Krokotiili
  • IRC nick: Elmokki
Re: Game mechanic megathread!
« Reply #19 on: January 09, 2012, 02:41:53 am »
0

With shield/mounted the polearm equation gets multiplied by 0.85 and the two handed equation is multiplied by 0.9.


This would seem to be wrong.

Code: [Select]
   if (weapon_type == 'two_handed' or weapon_type == 'polearm') and (has_shield or mounted):
      raw_damage *= 0.85
     
      if weapon_type == 'polearm':
         raw_damage *= 0.85
     
      if weapon_flags & itp_two_handed:
         raw_damage *= 0.9

Over at http://forums.taleworlds.com/index.php/topic,168722.msg4090900.html#msg4090900 would make it seem that the penalties are 27.75% for poles and 23.5% for twohanders.

I haven't touched Python in years and even back then it was very little. Am I wrong on the syntax? Not having {} to go with confuses me, but from the whole snippet it'd seem that's the only way it makes sense.
« Last Edit: January 09, 2012, 02:44:26 am by Elmokki »

Offline Espu

  • The good
  • Count
  • *****
  • Renown: 261
  • Infamy: 33
  • cRPG Player
    • View Profile
  • IRC nick: Espu
Re: Game mechanic megathread!
« Reply #20 on: January 09, 2012, 11:20:57 am »
+2
Stickied.

Offline Kekn

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: Game mechanic megathread!
« Reply #21 on: January 09, 2012, 11:33:21 am »
0
Armor weight
Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 3*head armor weight + body armor weight + leg armor weight + 2*hand armor weight - 7
(Source: WaltF4)

This means that every point of effective armor weight over 7 reduces your wpf by 1%. So 130 wpf with 8 armor weight is actually 0.99 * 130 = 128.7 wpf
Just to get rid of any misunderstandings; not armor, it's armor weight :)

Offline Elmokki

  • Count
  • *****
  • Renown: 192
  • Infamy: 18
  • cRPG Player
    • View Profile
  • Faction: United democratic national whatever
  • Game nicks: elmokki_Krokotiili
  • IRC nick: Elmokki
Re: Game mechanic megathread!
« Reply #22 on: January 09, 2012, 04:17:07 pm »
0
Just to get rid of any misunderstandings; not armor, it's armor weight :)

Thanks. Updated it. To be precise though, it's not even armor weight, it's effective armor weight with the modifiers to gloves and helmet :)

Offline CaptainQuantum

  • Knight
  • ***
  • Renown: 44
  • Infamy: 11
  • cRPG Player
    • View Profile
  • Faction: The 22nd Battalion
  • Game nicks: Quant, Quantum
Re: Game mechanic megathread!
« Reply #23 on: January 09, 2012, 07:31:14 pm »
0
This would seem to be wrong.

Code: [Select]
   if (weapon_type == 'two_handed' or weapon_type == 'polearm') and (has_shield or mounted):
      raw_damage *= 0.85
     
      if weapon_type == 'polearm':
         raw_damage *= 0.85
     
      if weapon_flags & itp_two_handed:
         raw_damage *= 0.9

Over at http://forums.taleworlds.com/index.php/topic,168722.msg4090900.html#msg4090900 would make it seem that the penalties are 27.75% for poles and 23.5% for twohanders.

I haven't touched Python in years and even back then it was very little. Am I wrong on the syntax? Not having {} to go with confuses me, but from the whole snippet it'd seem that's the only way it makes sense.

Yes sorry, I didn't check that properly, this is also the same as C code, *= means take what it was before and multiply it by this. So for 2h its 0.85*0.9 and for polearm it's 0.85*0.85.

Offline Stabby_Dave

  • Count
  • *****
  • Renown: 197
  • Infamy: 34
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Stabby_Dave, Squelch, Dave_The_Longbowman, Faggy_Dave
  • IRC nick: Stabby
Re: Game mechanic megathread!
« Reply #24 on: January 11, 2012, 12:33:14 am »
0
Question about the armour weight thing.

I have:

Head Weight: 1.6*3 = 4.8
Body Weight: 4.4
Hand Armour: 0.7*2= 1.4
Foot Armour: 0.8

= 11.4

Do i then take 7 away from that? If so, my effective armour could be 14 before i start to get a wpf reduction?

Also, would be nice to see what effect shields and sheathed weapons have on speed (both run speed and swing speed).
« Last Edit: January 11, 2012, 12:40:27 am by Stabby_Dave »

Offline Elmokki

  • Count
  • *****
  • Renown: 192
  • Infamy: 18
  • cRPG Player
    • View Profile
  • Faction: United democratic national whatever
  • Game nicks: elmokki_Krokotiili
  • IRC nick: Elmokki
Re: Game mechanic megathread!
« Reply #25 on: January 11, 2012, 09:58:57 am »
0
Question about the armour weight thing.

I have:

Head Weight: 1.6*3 = 4.8
Body Weight: 4.4
Hand Armour: 0.7*2= 1.4
Foot Armour: 0.8

= 11.4

Do i then take 7 away from that? If so, my effective armour could be 14 before i start to get a wpf reduction?

It's phrased badly there since the effective armor weight already has - 7 in the equation. Basically any armor above effective armor weight is -1% per 1 weight. So basically 11.4 - 7 = 4.4, you already take 4.4% penalty.

Quote
Also, would be nice to see what effect shields and sheathed weapons have on speed (both run speed and swing speed).

It would indeed, but I'm far too lazy to conduct tests like WaltF4 did :)

Offline _Sebastian_

  • Baron
  • ****
  • Renown: 132
  • Infamy: 16
  • cRPG Player
  • Lazy Wizard
    • View Profile
    • Bad Bug Busters
  • Faction: Flat-Earth Reptilian
  • Game nicks: Fenris_Sebastian
Re: Game mechanic megathread!
« Reply #26 on: January 13, 2012, 09:31:42 pm »
0
wpf and strength dont effect crossbow damage.
The damage is still the same... it doesn't matter how much wpf or str.
Code: [Select]
raw_damage = crossbow_damage + bolt_damage
This is the damage reduction formula for crossbows if it's raining;
raw_damage = (crossbow_damage + bolt_damage) * 0,75

But for bows the damage reduction is not at the end of the formula;

raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) * 0.9 + strength / 5.0

Offline Elmokki

  • Count
  • *****
  • Renown: 192
  • Infamy: 18
  • cRPG Player
    • View Profile
  • Faction: United democratic national whatever
  • Game nicks: elmokki_Krokotiili
  • IRC nick: Elmokki
Re: Game mechanic megathread!
« Reply #27 on: January 13, 2012, 10:38:04 pm »
0
wpf and strength dont effect crossbow damage.
The damage is still the same... it doesn't matter how much wpf or str.
Code: [Select]
raw_damage = crossbow_damage + bolt_damage
This is the damage reduction formula for crossbows if it's raining;
raw_damage = (crossbow_damage + bolt_damage) * 0,75

But for bows the damage reduction is not at the end of the formula;

raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) * 0.9 + strength / 5.0

Thanks for the crossbow correction.

The bow damage thing I knew of, but it wasn't very clearly on the first post so I changed it a bit.

Thanks.

Offline WaltF4

  • Baron
  • ****
  • Renown: 131
  • Infamy: 2
  • cRPG Player
    • View Profile
Re: Game mechanic megathread!
« Reply #28 on: January 14, 2012, 01:36:27 am »
+1
Also, would be nice to see what effect shields and sheathed weapons have on speed (both run speed and swing speed).

My testing suggests that the engine uses a single, total weight for the running speed calculations. This weight includes all items your character has on them: worn, sheathed, or unsheathed. Holding a weapon further reduces running speed based on the weapon length and weight. Holding a shield does not change running speed relative to wearing that shield, unless your character is holding one shield while wearing another shield; in which case, there is an enormous reduction in running speed.

Only armor weight appears to matter for attack speeds. Holding a shield does not change the time taken to complete an attack. However, the delay between blocking an attack and beginning your own attack may be different if you block with a weapon compared to a shield. I would assume that the difference depends on the weights and speeds of both the attacking and blocking weapons and the shield. 

Offline Stabby_Dave

  • Count
  • *****
  • Renown: 197
  • Infamy: 34
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Stabby_Dave, Squelch, Dave_The_Longbowman, Faggy_Dave
  • IRC nick: Stabby
Re: Game mechanic megathread!
« Reply #29 on: January 14, 2012, 11:38:53 pm »
0
Ah thanks for that walt!