Poll

For the past 4 days either cRPG1 or cRPG4 has been running with new armor soak and reduce parameters. Did you feel any difference?

Yes, I noticed a big difference. cRPG1 felt alot better compared to cRPG4
4 (8%)
I noticed a small difference and cRPG1 felt a bit better than cRPG4.
2 (4%)
I didn't notice any difference at all.
26 (52%)
I noticed a small difference and cRPG4 felt a bit better than cRPG1.
0 (0%)
Yes, I noticed a big difference. cRPG4 felt alot better compared to cRPG1.
1 (2%)
I don't care.
17 (34%)

Total Members Voted: 50

Voting closed: June 09, 2011, 09:53:19 pm

Author Topic: Feedback new soak/reduce values  (Read 5748 times)

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Offline Paul

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Feedback new soak/reduce values
« on: June 08, 2011, 09:44:24 pm »
0
For the last 4 days either cRPG1 or cRPG4 had been running with the new armor soak&reduce values I suggested here. I don't exactly remember which of the two server it was but I'll find out later. This poll is to determine if the players felt a difference such as less undeserved glances.

The watered-down version of the soak nerf and reduce buffed was tested. Theoretical outcome should be that it is easier to prevent glancing blows against armor on "good" hits - even with weaker weapons. "Bad" hits such as hits outside the weapon sweetspots or with a bad speed bonus should still glance. Furthermore it should be harder to one or two hit people in heavy armor because the reduce buff should result in lowered damage that got past the soak.

Original (Native) values:
armor_soak_factor_against_cut       = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt     = 0.5

armor_reduction_factor_against_cut       = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt     = 0.75

Tested new values:

armor_soak_factor_against_cut       = 0.65
armor_soak_factor_against_pierce    = 0.5
armor_soak_factor_against_blunt     = 0.4

armor_reduction_factor_against_cut       = 1.6
armor_reduction_factor_against_pierce    = 1.1
armor_reduction_factor_against_blunt     = 1.3


We also checked if there was any significant impact on the kill statistics based on weapon type but there was none.

UPDATE: We found out which server was the one with the altered soak/reduce values. It was cRPG1. The values are still used there for the time being.
« Last Edit: June 09, 2011, 09:57:06 pm by Paul »

Offline Tzar

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Re: Feedback new soak/reduce values
« Reply #1 on: June 08, 2011, 09:52:53 pm »
0
Any update on Strategus paul or are you just in charge of random items nerf :?:mrgreen:

Anyways how would we know if we felt a diffrence when you dont know wich server you used the test on  :?:

To tell you what i experienced i haven't felt any change High PS users still hit like a truck and low PS users.. fuck up their spam and die nothing new  :lol:

The values you showed are interesting and looks like a good change

Maybe its because i only been playing on the duel server and pecores and shogunate jojo servers and only a few times on EU1
« Last Edit: June 08, 2011, 09:57:49 pm by Tzar »
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Punisher

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Re: Feedback new soak/reduce values
« Reply #2 on: June 08, 2011, 10:05:36 pm »
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Don't know if this was the best time to test it since official servers often get locked by the incorect authorization key bug and most people play on Pecores these days. Personally I never played on EU4 nor ever saw anyone playing there, so I can only compare EU1 to Pecores (native values). Only significant difference I noticed was pierce damage being more effective. Bounces were indeed removed, even when watching low ps archers fighting people in heavy armor I rarely saw one. Otherwise it's mostly the same, probably due to the randomness that can't be removed without WSE. A slight over the board pierce damage nerf should be enough to compensate the changes.

Offline Tears of Destiny

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Re: Feedback new soak/reduce values
« Reply #3 on: June 08, 2011, 10:12:09 pm »
0
I only noticed a slight difference and chalked it up to my computer messing with me or luck, so I voted no difference as I still don't know if it was the new changes or me backwards rationalizing what I saw.
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
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Offline ShinySpoons

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Re: Feedback new soak/reduce values
« Reply #4 on: June 09, 2011, 04:15:34 am »
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Lol, ninja beta test. Giving people less opportunity to whineXD

Offline DrKronic

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Re: Feedback new soak/reduce values
« Reply #5 on: June 09, 2011, 09:16:13 am »
0
if any server I was on had different values I couldn't tell
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Offline ThePoopy

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Re: Feedback new soak/reduce values
« Reply #6 on: June 09, 2011, 03:36:23 pm »
0
when i think about it ive noticed that early hits glance more and i can take a bit more arrows, havnt noticed dmg dif from melee weps tho
played on eu_1

havnt played in a week, so it might just be immagination
« Last Edit: June 09, 2011, 03:41:40 pm by ThePoopy »

Offline Punisher

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Re: Feedback new soak/reduce values
« Reply #7 on: June 09, 2011, 03:44:30 pm »
0
when i think about it ive noticed that early hits glance more and i can take a bit more arrows, havnt noticed dmg dif from melee weps tho
played on eu_1

havnt played in a week, so it might just be immagination

It's only been live for the last 4 days so it is your imagination.

Offline ThePoopy

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Re: Feedback new soak/reduce values
« Reply #8 on: June 09, 2011, 04:09:29 pm »
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It's only been live for the last 4 days so it is your imagination.
played today

Offline MrShine

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Re: Feedback new soak/reduce values
« Reply #9 on: June 09, 2011, 05:39:39 pm »
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I don't think you're going to get conclusive findings from this poll; glances are the sort of thing that people only remember when they are the one who glance, and with the minor tweaks I doubt it will 'feel' much different to players. 

Not saying that the changes *should* be dramatic or anything, but I think the poll will be very scattered.
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Offline Phew

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Re: Feedback new soak/reduce values
« Reply #10 on: June 09, 2011, 09:08:41 pm »
0
All I can say is that when I sneak up on some archer from behind and hit them with my Powerful Great Long Bardiche (48 cut dmg) with Power Strike 10, and they don't die, but instead whip out some 0-slot weapon and spam me to death, I rage a fit.

10 PS+expensive, unbalanced weapon against light armor (studded or below), should be a 1-hit kill ALWAYS. If it's going to take 2 swings, why should I even bother with all of the drawbacks of using an unbalanced weapon? I should just bring a great sword like everyone else.
« Last Edit: June 09, 2011, 09:09:54 pm by Phew »

Offline Tears of Destiny

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Re: Feedback new soak/reduce values
« Reply #11 on: June 09, 2011, 09:14:04 pm »
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All I can say is that when I sneak up on some archer from behind and hit them with my Powerful Great Long Bardiche (48 cut dmg) with Power Strike 10, and they don't die, but instead whip out some 0-slot weapon and spam me to death, I rage a fit.

Those archers have 0 WPF and are spamming you? Unusual, but rage worthy. I suggest to one shot them while sneaking, you try overheads to the head, or at the very least make the very end of your weapon hit so the maximum amount of damage is transfered. I can one shot most archers with a standard German Poleaxe and 8 PS if I line up correctly.
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
Death is a fun way to pass the time though, several little bullets moving in staccato.
The terror of my reign will live on in infamy, singing when they die like a dead man's symphony.

Offline Phew

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Re: Feedback new soak/reduce values
« Reply #12 on: June 09, 2011, 09:49:22 pm »
-1
Those archers have 0 WPF and are spamming you? Unusual, but rage worthy.

Unbalanced weapons can't usually deliver a hit after they are used to block (at least not in time before you get struck again), so it's not rare for a skilled archer to just facehug me and kill me with some crappy peasant weapon, despite me sneaking up on them.

Overheads aren't reliable, since most archers are constantly moving between shots.

Then again, sometimes lady luck smiles, as I've one-shot people in plate right after they spawn as well. I bet they rage over that as much as I rage over being spammed to death by an archer with a peasant weapon.


Offline Torp

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Re: Feedback new soak/reduce values
« Reply #13 on: June 10, 2011, 03:31:34 pm »
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blunt weaps have knocdown so i dont see the problem in a slight pierce dmg buff

Offline v/onMega

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Re: Feedback new soak/reduce values
« Reply #14 on: June 10, 2011, 05:36:39 pm »
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By reading this I remember 2 exact  situations that made me think wtf was that.

Damage dealt by those specific hits isnt brutal, it was enough to interrupt my attack, always.

Now. Thinking that an actual shielder, or even worse, one of the skilled ones gets the same benefit i allrdy start puking.