Author Topic: 0.5.2.3: Back in Action  (Read 12854 times)

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Offline kasMVC

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Re: 0.5.2.3: Back in Action
« Reply #60 on: January 23, 2018, 03:53:05 am »
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buff range plz

Offline Renay

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Re: 0.5.2.3: Back in Action
« Reply #61 on: January 23, 2018, 04:05:49 am »
+3
Please don't change DTV  :cry:
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Offline kasMVC

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Re: 0.5.2.3: Back in Action
« Reply #62 on: January 23, 2018, 04:37:40 am »
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currently 8 of my 13 teammates are range. this obviously means range is most popular. so buff range already duh?

Offline Asheram

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Re: 0.5.2.3: Back in Action
« Reply #63 on: January 23, 2018, 04:43:14 am »
+1
csRPgo now is the best time to add muskets
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Offline belda

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Re: 0.5.2.3: Back in Action
« Reply #64 on: January 23, 2018, 11:36:45 am »
+3
Using the stones is unplayable. I want a loom refund.

Edit_ The stones can not be picked up from the ground, they weigh too much so your agility does not count for shit. An arrow or a simple shuriken destroy you.
« Last Edit: January 23, 2018, 11:40:28 am by belda »

Offline //saxon

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Re: 0.5.2.3: Back in Action
« Reply #65 on: January 23, 2018, 03:23:15 pm »
+2
I'm one for changing the higher cut damage back to normal please, CHANGE IT BACK !!  :(
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Offline Kirman

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Re: 0.5.2.3: Back in Action
« Reply #66 on: January 23, 2018, 04:18:43 pm »
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-Soak: 1H cut buffed, higher amounts of cut nerfed
-Shields: Shield difficulty lowered by 1 across the board. Dying to ranged? Try picking up a shield, there's now even more variety.

Sucks to be a flamberge player.  :D

Offline Jona

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Re: 0.5.2.3: Back in Action
« Reply #67 on: January 23, 2018, 04:32:11 pm »
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I'm one for changing the higher cut damage back to normal please, CHANGE IT BACK !!  :(

Sucks to be a flamberge player.  :D

I for one would like to see how exactly cut damage as a whole was changed. Don't quite see why the buff to weak amounts of cut made it necessary for higher amounts to be nerfed.
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Offline Kirman

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Re: 0.5.2.3: Back in Action
« Reply #68 on: January 23, 2018, 04:33:25 pm »
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Since my alt is a flamberge 2h, i didn't feel that much of a difference to be honest, the only thing is i can't carry a shield cause flamberge is unsheatable.

Offline Jona

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Re: 0.5.2.3: Back in Action
« Reply #69 on: January 23, 2018, 04:42:41 pm »
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Since my alt is a flamberge 2h, i didn't feel that much of a difference to be honest, the only thing is i can't carry a shield cause flamberge is unsheatable.

Ah, I just saw the first part of the post you quoted and assumed that's what you were talking about. My b.
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Offline Asheram

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Re: 0.5.2.3: Back in Action
« Reply #70 on: January 23, 2018, 05:44:45 pm »
+1
What's the point of large stones, who is going to run around with 6 lb rocks? And you also increased the weight of regular stones to 3.6 lbs from 2.5 you must really hate stones lol.
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I think it's got to be the build you hate not stones. Native gkmods Xtra gear gives Rhodoks stones which had about the same stats as stones here before they were nerfed and I don't find them all that fun to use as they are not very effective there.
« Last Edit: January 23, 2018, 06:00:45 pm by Asheram »
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Offline Renay

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Re: 0.5.2.3: Back in Action
« Reply #71 on: January 23, 2018, 05:52:31 pm »
+2
EU1 infested with shielders now.
My dedicated xbow with 184 wpf in crossbow now has terrible aim... is it not punishment enough that the arbalest is 4 slots already? Sure we need a change, but these are really bad changes. Terrible job balancing in this patch...
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Offline tropik33

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Re: 0.5.2.3: Back in Action
« Reply #72 on: January 23, 2018, 06:02:13 pm »
+3
Nice patch. Just don't like DTV changes. I mean there is a reason why it is called defend the virgin. Why do we even need her now? Now, I expect to see some trolls who will be standing on unreachable for bots roofs and doing"funny" boxing fights forever (and spamming voice chat). I think that Virgin/Viscount option is much better, it gives some sense to that whole game mode.
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Re: 0.5.2.3: Back in Action
« Reply #73 on: January 23, 2018, 06:46:26 pm »
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showing some creative efforts at balancing beyond "add 1 to damage here, remove 1 from damage there"

Well...

Shield difficulty lowered by 1 across the board.
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Re: 0.5.2.3: Back in Action
« Reply #74 on: January 23, 2018, 09:03:24 pm »
+1
I'm one for changing the higher cut damage back to normal please, CHANGE IT BACK !!  :(

I for one would like to see how exactly cut damage as a whole was changed. Don't quite see why the buff to weak amounts of cut made it necessary for higher amounts to be nerfed.

im pretty sure (from what i picked up from desire) that the 1h 'buff' has decreased a sort of minimum threshold required for the lower (sub 35 dmg?) cut weapons to actually dish out damage rather than glancing. or something like that. I've been playing pure 1h for a few years now and can definitely say that this is super nice (all we need now is a weight buff so we dont get stun locked by Iberian maces)

as for the nerf to higher cut weapons, im not sure how that plays in. maybe something to do with this?


Damage types


To compare, below are the same graphs with 20 raw damage instead of 40.

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Following is at 40 base damage:
- Pierce is about 5% weaker than blunt from 40 to 55 armor.
- Between 60 and 75 armor pierce is about 15% weaker than blunt.
- At 80 armor the difference is only around 7%.

- At 15 armor cut is about 11% weaker than blunt
- At 30 armor cut is about 24% weaker than blunt
- At 45 armor cut is about 37% weaker than blunt
- At 60 armor cut is about 45% weaker than blunt
- At 75 armor cut is about 50% weaker than blunt

Following is at 20 base damage:
- Pierce is about 10% weaker than blunt from 20 to 30 armor.
- Pierce is about 20% weaker than blunt from 35 to 40 armor.
- Pierce is about 15% weaker than blunt from 45 to 55 armor.
- After that the difference in damage jumps around between 25% and 67% depending on rounding, but in general the damage amounts for both weapons are ridiculously low already.

- At 15 armor cut is about 21% weaker than blunt
- At 30 armor cut is about 43% weaker than blunt
- At 45 armor cut is about 50% weaker than blunt
- At 60 armor cut is about 83% weaker than blunt
- At 70+ armor cut glances always

From this we can fairly safely assume this:
- Blunt is superior damage type. It deals the most damage and glances least easily. Especially at lower armor levels pierce has very close to the same damage output though.
- The higher the dealt base damage goes, the less pierce and blunt differ from each other. At 60 damage pierce is slightly better than blunt against medium tier armor and at above it becomes better in all categories. At 100 damage pierce is 7% better at 80 armor, 4% better at 40 armor and mariginally better at low armor levels.
- The higher the dealt base damage goes, the less cut proportionally suffers compared to pierce and blunt (45% weaker than blunt at 60 damage at most, 35% at 80)

Simplified:

Damage types with below 60 raw damage:
blunt > pierce > cut
Damage types with above 60 raw damage:
pierce > blunt > cut

Blunt is best if you have weak damage potential or expect to hit a lot with negative speed bonuses. Pierce is best if you have high damage potential. In reality though the difference at 100 base damage is very minor unless you're hitting very heavy armor.

The Excel spreadsheet used for this is available at: http://nikita.tnnet.fi/~elmokki/crpg-damage.xls


(Source and exact math at: http://forum.c-rpg.net/index.php/topic,23344.msg341355.html#msg341355).


so at different weapon damage values (20 vs 40 dmg), the actual damage falloff is varied. I'm assuming that higher cut weapons (40+?) are now getting a higher damage falloff versus armor or something along those lines

BUT I COULD BE ENTIRELY WRONG IM NOT TRYING 2 BE PRETENTIOUS HERE
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