The Warrior Update

by Estarra

Back to Common Grounds.

Estarra2004-11-15 03:39:33
Please post your thoughts and comments!
Daganev2004-11-15 03:45:36
I love it, I'm sure some will think its too strong. I expect tae'dae to do 1.2K not sure I expect viscanti to be doing the same.

To me, I see 3 types of knights.
Fast ones, like Aslaran, doing 400-500
Regualar ones like Viscanti or other good healers doing 800-1000
and the buff ones like Tae'dae doing 1000-1400
Unknown2004-11-15 03:46:48
After bashing a few hordes of rockeaters, I have noticed no differance at all. Or does this only affect player versus player?
Gwynn2004-11-15 03:55:05
Considering Faeling Moondancers do me 1.1k damage (and thats fairly moderate), I don't think anyone else has a right to complain that I, a person with level 3 slow balance, hits you for about 1.2k. You hit me comparably, and faster.
Gwynn2004-11-15 04:00:24
Thats assuming they have no armor and damage reducing abilities, of course.

I think such an increase to damage makes the Knight class very much on par with the other guilds.

Oh and consequently, a Xorani Druid in Achaea does 1.3k damage to a completely unarmored person. As Roark said, the Knights still do sub-other IRE damage technically.

Nonetheless its all good! I like the changes, I hope they stay.
Rhysus2004-11-15 04:13:34
Given the range of passive effects that knights have available to them here, it's understandable that they wouldn't do as much damage as other IRE knights. I haven't extensively tested the changes to damage for knights yet, though I never really felt they had too much of a problem to begin with so I'll probably leave it to someone else to judge.
Daganev2004-11-15 05:45:56
You must be refering to moondancers,nihilists act.... passive abilities to explain low damage?
Thorgal2004-11-15 12:10:18
Well at mythical knighthood it takes me 8 rounds to kill a cow now, instead of 9 rounds, so I only do 3 times less damage than a novice mage instead of 4 times less. Guess that's an improvement.
Thorgal2004-11-15 12:17:00
QUOTE (Rhysus @ Nov 15 2004, 06:13 AM)
Given the range of passive effects that knights have available to them here, it's understandable that they wouldn't do as much damage as other IRE knights. I haven't extensively tested the changes to damage for knights yet, though I never really felt they had too much of a problem to begin with so I'll probably leave it to someone else to judge.


Lusternian knights are missing a lot of advantages compared to other IRE knights, like...decent accuracy, a falcon, arc, disembowel, razeslash, bashing ability, accurate envenoming, ability to venomlock, not having to cope with resilience and combat, etc. There's really no reason to have Lusternian knights do less damage or even equal damage than achaean or imperian knights. Since they have many advantages we don't have. The only advantage we -would- have had, are wound afflictions, but since venoms are unreliable, the wound advantage gets negated.
Roark2004-11-15 13:22:36
This only affects PvP, which was the most broken.
Roark2004-11-15 13:41:12
Two other things to note...

Do not look at bashing cows as a benchmark. The cow runs away when the first sword hits. This means you effectively hit cows at 50% damage since you can't get in your second shot. Monks in Achaea would have the same problem, so it's not unique to here. Unfortunately, there's not much that can be done about that other than encourage knights to not bash cowardly NPCs that bolt the moment a weapon hits them.

Secondly, increased damage also applies to body part damage. Thus a high damage tank should be leaning more on wounds than a low damage speed racer with a rapier, who would probably focus more on poisons.
Unknown2004-11-15 13:59:44
While missing more at cowardly NPCs, Knights get a higher chance for Critical hits at higher level due to their two attacks per round, so that kind of negates one another.
Roark2004-11-15 13:59:46
Regarding some listed disadvantages:

> decent accuracy
With an average rapier and high skill ranks, missing should be nearly impossible, particularly since you can change your fighting style to improve accuracy. If it is ever found that this is not the case then obviously it would be taken care of, as indicated by how much care has been taken to upgrade knight defficiencies, including the carte blanche accuracy upgrade every knight got a week or two ago.

> disembowel
If balance works as I expect, a tank knight will find disembowel here happen more often than in Achaea, where it is quite difficult to get someone on the ground and disemboweled before they writhe off the sword. Disembowel in Achaea was always rare for the fighters I knew. Though it still should not be a frequent occurance here as it is quite powerful.

> falcon
Definitely something we don't have here. Though to compensate for the lack of a bird, one could think of it that the number of knightly combat guild skillsets by 50%, giving them 3 combat guild skillsets instead of 2 by putting forging in the tradeskill slot. I always hated how Druids got Concoctions and knights got Forging as a skillset while everyone else got useful combat skillset. Even snakes got Venoms, which they could use both for combat and for trade. That sort of thing should never happen here.

> arc
That was always a problem skill since you hack into all your friends as well and also did not do a great deal of damage to effectively kill a group. I never knew any knights that used it for that reason, so I expect most knights won't miss it.

> razeslash
The solution to this is to make an alias to do raze with one hand and slash with the other. That's why knights use limb balance. The end result is 100% identical to RSL. In fact, it can be tweaked further to your advantage if you chose hands carefully. Suppose you have one weapon with higher damage than the other, the high one in the left hand. You can append LEFT HAND or RIGHT HAND to any weapon attack command to choose your hand. Therefore, you can raze with the right hand and slash with the left hand, thus ensuring your weaker weapon always gets expended for the raze and the strongerone being used for the slash. This would actually make it superior to Achaea's RSL, where you have less control over which weapon gets used for what.

> bashing ability
This is still under investigation. Anyone carefully tracking the vast quantities of upgrades that knights have already gotten should see a trend towards this.

> accurate envenoming, ability to venomlock
This is in exchange for the increased afflictions given through wounding. For example, in theory it is possible for a haymaker to give 8 afflictions in addition to the extra damage, which would be absurdly strong if it was consistantly dishing out all those afflictions.

> not having to cope with resilience and combat
It's called "Avoidance" in other realms, not much different than what we have here. Many people don't realize it, but Avoidance not only increases your dodging ability like our Combat, it also decreases all physical damage, exactly like Resilience. (We shuffled things around so the poison damage resistance skill was folded into with the physical damage resistance, and dodge-boosting skillset was mixed in with actual skills and a boost to knightly offense.) Also, parry in those realms is 100% effective. Parry here is actually weaker overall since it never is 100% effective, though to compensate we put in the stuff to dillute your parry over multiple limbs. So it should be a disadvantage in the other realms since their parry is more accurate.
Thorgal2004-11-15 14:24:54
You're probably right about various things, except a trans blademaster with a rapier still regularly misses people with inept combat, I've never ever seen a knight behead or disembowel someone, even with their gut and head wounds at near 0, various reports will confirm behead and disembowel practically never occur, and when it finally would occur, you have 8 seconds to apply regeneration to your gut to fix it, salve balance for regeneration is 1.5 second.

Now to razing, in Lusternia, a knight needs both arms in balance to use raze, I'm not sure wether this is a bug or not, but razing needs both arms in balance and will throw both arms off balance when used. So I don't really understand your point about razeslash. It'd be extremely nice if raze would work like you described it, unfortunately it doesn't.

QUOTE (roark @ Nov 15 2004, 03:59 PM)
Regarding some listed disadvantages:

> decent accuracy
With an average rapier and high skill ranks, missing should be nearly impossible, particularly since you can change your fighting style to improve accuracy. If it is ever found that this is not the case then obviously it would be taken care of, as indicated by how much care has been taken to upgrade knight defficiencies, including the carte blanche accuracy upgrade every knight got a week or two ago.

> disembowel
If balance works as I expect, a tank knight will find disembowel here happen more often than in Achaea, where it is quite difficult to get someone on the ground and disemboweled before they writhe off the sword. Disembowel in Achaea was always rare for the fighters I knew. Though it still should not be a frequent occurance here as it is quite powerful.

> razeslash
The solution to this is to make an alias to do raze with one hand and slash with the other. That's why knights use limb balance. The end result is 100% identical to RSL. In fact, it can be tweaked further to your advantage if you chose hands carefully. Suppose you have one weapon with higher damage than the other, the high one in the left hand. You can append LEFT HAND or RIGHT HAND to any weapon attack command to choose your hand. Therefore, you can raze with the right hand and slash with the left hand, thus ensuring your weaker weapon always gets expended for the raze and the strongerone being used for the slash. This would actually make it superior to Achaea's RSL, where you have less control over which weapon gets used for what.


I really don't want to hack on the warrior archetype too much, I've had a character in every class and guild of other IRE games, and Lusternias warrior archetype is by far is the most fun and original I've ever played as, just some bugs that need to be fixed and skills that need tweaking smile.gif.
Roark2004-11-15 15:16:37
QUOTE (Thorgal @ Nov 15 2004, 10:24 AM)
I've never ever seen a knight behead or disembowel someone


I think the problem has been the garbage damage. Since the damage boost also impacts body part damage dished out, I am hoping that these sorts of things should start happening on occassion. (If not, I need feedback indicating that these high wounds are still unattainable.)
Thorgal2004-11-15 15:27:31
But what about the razing? Is it a bug or is it intended, cause it'd makes a huge difference in our effectiveness if we could use raze on seperate armbalances.
Akhenaten2004-11-15 15:44:17
QUOTE (roark @ Nov 15 2004, 02:59 PM)
> razeslash
The solution to this is to make an alias to do raze with one hand and slash with the other. That's why knights use limb balance. The end result is 100% identical to RSL. In fact, it can be tweaked further to your advantage if you chose hands carefully. Suppose you have one weapon with higher damage than the other, the high one in the left hand. You can append LEFT HAND or RIGHT HAND to any weapon attack command to choose your hand. Therefore, you can raze with the right hand and slash with the left hand, thus ensuring your weaker weapon always gets expended for the raze and the strongerone being used for the slash. This would actually make it superior to Achaea's RSL, where you have less control over which weapon gets used for what.


I just tried this on an eel

QUOTE
2684h, 1881m, 2034e, 10p, 12154en, 7324w ex-raze eel left hand;swing eel right hand
You whip an orcish flail through the air in front of a bloated sewer eel, to no
effect.
2684h, 1881m, 2034e, 10p, 12149en, 7324w e-You must regain balance first.
2684h, 1881m, 2034e, 10p, 12149en, 7324w e-You have recovered balance on all limbs.


So maybe it's different when you try it on players, I don't know, but is this the way I ought to use it?
Roark2004-11-15 16:13:53
I didn't mean for this to get off-kilter into the raze stuff. I will examine what exactly going one with that when I have time. Any additional feedback on the posted changes?
Gwylifar2004-11-15 17:14:36
Haven't done enough to really see how the differences are working, but I can say this much: I have disembowled, in that FFA that came right after the announcement, so it does happen. I wasn't really all-out fighting in that FFA; I was pausing, trying different things, wasting rounds on unneeded diagnoses, using venoms I normally wouldn't want to use, etc. just for the sake of learning. Even so, I did a fair amount of damage and got in a disembowel and a few other nice criticals.

I'd agree that the raze question is important -- if we're meant to be able to raze with only one-arm balance, that makes a huge difference.
Thorgal2004-11-15 17:45:06
Not sure about the posted changes, I haven't noticed any damage increase at pvp, and I haven't met anyone that did notice a change. But us paladins don't have too much time testing in-depth like Valek does.