Author Topic: Mod is again alive and kicking (Ninja Patch Majestic)  (Read 4527 times)

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Offline pingpong

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #30 on: January 31, 2014, 06:57:56 pm »
+12
ranged bundle of sticksry easykill supremacy is over, deal with it, bundle of stickss.

Offline karasu

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #31 on: January 31, 2014, 07:00:09 pm »
+11
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Offline Turkhammer

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #32 on: January 31, 2014, 07:01:23 pm »
0
If you're not dying to a headshot, then when do you think you should be dying?  :rolleyes:

What's the use of a armored helmet then?  They should offer the same protection as body armor from ranged.

Offline Tydeus

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #33 on: January 31, 2014, 07:08:50 pm »
+7
Yes I agree, especially that archers with the second best damage dealing bow and best arrows glance.

20 body shots to kill a plated charger.
A "glance" simply means doing less than 10 damage, I believe, I'm not sure it comes with any side effects in crpg. Personally, I've been using both a MW Horn Bow and MW Longbow with bodkins and I'm not really seeing this 10+ shit to kill someone, thing. It's definitely less, but my longbow is still regularly hitting for about 15-25 on most players.
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Offline San

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #34 on: January 31, 2014, 07:28:55 pm »
+2
Well good job. It takes me 8 arrows to kill a guy with 76 body armor and my arrows glanced when I shot him at the sides.

Nice patch keep this going

The old armour penetration values just served to increase ranged damage against everything.

Putting in the numbers against 76 body armour in the damage calc, a bow with bodkins should deal similar damage to a melee weapon with the same pierce and same PD/PS and wpf w/ no hold or speed bonus. Slightly worse than the equivalent melee weapon at lower values around 28p and slightly more at bodkins + long bow level. Used 6PD/6PS and 172 wpf.

Medium armour sees damage reduced by a few points, while heavy armour gets a much more noticeable boost. With 28p final damage for a bow and 76 armour, 7-14 damage is reduced to 2.2-8.3, while 35p sees a reduction from 13-22 to 8.7-16.9.

We discussed this in the balancing forums, but I was pretty adamant about just removing the extra soak/reduce (setting them both to 1) since I believe this screws over low damage ranged a little too much. It would also naturally nerf the highest damage ranged of 90+ raw damage without having to mess with weapon stats, since the new soak/reduce doesn't affect those weapons that much.

Offline kinngrimm

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #35 on: January 31, 2014, 07:37:10 pm »
0
Sounds like a huge improvement because before spending 70k equipment cost on plate made you take half an arrow more than in medium gear while making you a much easier to hit target.
so, this patch has made it so that the average armour level on the server is going to jump up significantly?
...
i dont intent to increase my armor, last time i did this is like 2+ years ago  ... but hey i am ok with my gear. But perhaps we need an increase of upkeep cost for high tier armor  :lol: sry Teeth i couldnt resist  :lol:

now i just hope within the coming month ranged numbers are decreasing ^^, or well at least with this patch i wouldnt mind anymore ... perhaps ... perhaps i would be seen more often on eu1 again  :D if this really works out.
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Offline Leesin

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #36 on: January 31, 2014, 07:39:37 pm »
0
Not massively bothered about the nerf myself as I've already been planning on going back to playing Infantry as I'm bored of HA. But isn't this just going to make arbalests, high pierce throwing weapons and high PD bow builds more common and anyone wearing anything less than heavy armour will be brown bread?  :lol:

Offline kinngrimm

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #37 on: January 31, 2014, 07:43:44 pm »
0
... But isn't this just going to make arbalests, high pierce throwing weapons and high PD bow builds more common and anyone wearing anything less than heavy armour will be brown bread?  :lol:
Since 1 1/2 years ago, i havent seen a big influx in Throwing, i guess a few may wander of but it wouldn't be a hype. Xbow i see more as a possibility, as long there is no need to invest in a Xbow skill however that one would work then.
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Offline CrazyCracka420

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #38 on: January 31, 2014, 07:50:04 pm »
0
The old armour penetration values just served to increase ranged damage against everything.

Putting in the numbers against 76 body armour in the damage calc, a bow with bodkins should deal similar damage to a melee weapon with the same pierce and same PD/PS and wpf w/ no hold or speed bonus. Slightly worse than the equivalent melee weapon at lower values around 28p and slightly more at bodkins + long bow level. Used 6PD/6PS and 172 wpf.

Medium armour sees damage reduced by a few points, while heavy armour gets a much more noticeable boost. With 28p final damage for a bow and 76 armour, 7-14 damage is reduced to 2.2-8.3, while 35p sees a reduction from 13-22 to 8.7-16.9.

We discussed this in the balancing forums, but I was pretty adamant about just removing the extra soak/reduce (setting them both to 1) since I believe this screws over low damage ranged a little too much. It would also naturally nerf the highest damage ranged of 90+ raw damage without having to mess with weapon stats, since the new soak/reduce doesn't affect those weapons that much.

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Offline San

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #39 on: January 31, 2014, 08:17:11 pm »
+2
@Huseby

Removing the soak/reduce for ranged against "good armour" = Less damage from high damage weapons, normal reduction for decent damage weapons, very slight reduction for low damage weapons, and a buff for extremely low damage weapons. Aka stones would stun people more often.

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Offline bagge

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #40 on: January 31, 2014, 08:34:03 pm »
+9
I hope you guys get some sort of sticky balls deseases and smell like my armpits, sorry excusese for nolife fucking cunts you are.

Offline Grumbs

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #41 on: January 31, 2014, 08:37:32 pm »
0
Adapt, teamwork, get a headshot  :twisted:

Haven't tried it yet, but I expect that if ranged got hard it will be reverted pretty soon
If you have ranged troubles use this:

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Offline Osiris

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #42 on: January 31, 2014, 08:41:34 pm »
0
hmm probably still wont get me to come back to eu1 except on rare circumstances. Might have a bigger affect on Eu2 with the full str high armour mauler squads. Will this affect Balista bolts?
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Offline kinngrimm

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #43 on: January 31, 2014, 08:47:48 pm »
0
Well i didnt notice any positiv changes sofar, but well i got light/medium gear, so i guess i wasnt in the targeted group(tincans).
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Offline Tindel

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Re: Mod is again alive and kicking (Ninja Patch Majestic)
« Reply #44 on: January 31, 2014, 09:02:48 pm »
-1
I think plate and heavy armor should have significant soak against low damage in general and low cut damage in particular.

So you can stomp peasants and archers properly (if you manage to reach them alive that is...........:/ )

The weight from heavy armor kinda cripples your mobility, and that together with the price makes it hard to justify using heavy armor unless it actually has benefits.



And being oneshot with a loomed plate helm, that is just too much.