medheriadh2004-11-15 18:02:54
Just one thing,
This is a typical misconception in all IRE games. If criticals here work the same way as in Achaea, etc, your statement is not right. They get double chance of criticals, but each critical only applies to half the damage (only one sword). The net effect is the same. Do some maths and check it
Regards
QUOTE (Ridanmos_Frostbite @ Nov 15 2004, 02:59 PM)
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.
This is a typical misconception in all IRE games. If criticals here work the same way as in Achaea, etc, your statement is not right. They get double chance of criticals, but each critical only applies to half the damage (only one sword). The net effect is the same. Do some maths and check it
Regards
Olan2004-11-15 18:21:59
QUOTE (medheriadh @ Nov 15 2004, 11:02 AM)
Just one thing,
This is a typical misconception in all IRE games. If criticals here work the same way as in Achaea, etc, your statement is not right. They get double chance of criticals, but each critical only applies to half the damage (only one sword). The net effect is the same. Do some maths and check it
Regards
This is a typical misconception in all IRE games. If criticals here work the same way as in Achaea, etc, your statement is not right. They get double chance of criticals, but each critical only applies to half the damage (only one sword). The net effect is the same. Do some maths and check it
Regards
It is correct that the net effect of criticals ends up the same, at least if it functions like Achaea. This doesn't seem like the sort of thing they would change, as it is balanced there.
In terms of the shear frequency you see the words CRITICAL HIT!, yes, they get more. And that is somewhat satisfying. But everyone else's criticals are much more powerful singularly. It should be a wash.
Unknown2004-11-15 18:38:55
QUOTE (Olan and medheriadh @ Nov 15 2004, 10:21 AM)
It is correct that the net effect of criticals ends up the same, at least if it functions like Achaea. This doesn't seem like the sort of thing they would change, as it is balanced there.
In terms of the shear frequency you see the words CRITICAL HIT!, yes, they get more. And that is somewhat satisfying. But everyone else's criticals are much more powerful singularly. It should be a wash.
In terms of the shear frequency you see the words CRITICAL HIT!, yes, they get more. And that is somewhat satisfying. But everyone else's criticals are much more powerful singularly. It should be a wash.
I'm a bit weak on my statistics.. but something doesn't fit here. If it were the case that criticals ONLY doubled damage I'd be in full agreement, but there is more then one kind of critical out there. Criticals can offer x2, x4, x8, and x16 (I think, not staring at the help files at the moment). Which would mean that if you really sat down and did the math, Knights should actually do more damage over time via criticals. Shouldn't they?
Edit: clarification is in order.
Unknown2004-11-15 18:49:04
No. Imagine a simple example:
Person A is a mage who does 200 damager per hit on something.
Person B is a knight who does 100 damage per jab on something, so using both hands they will hit for 200.
Assume speed is the same. Without criticals, they will do exactly the same damage over time. Now look at criticals.
Assume that, as a simplified example, 10% of the time each person may hit a 4X critical hit. Changing the probabilities or amount, or adding different levels, changes nothing in the math.
Over 10 rounds, the mage will do 10 hits and on average get 1 critical hit. The 9 non critical hits will do 200 damage each, while the one critical hit will do 800 damage. All together the mage will do 1800+800 = 2600 damage.
Over those same 10 rounds, the knight will do 20 hits and on average get 2 critical hits. The 18 non critical hits will do 100 damage each, while the two critical hits will do 400 damage. All together the knight will do 1800+400+400 = 2600 damage.
It's exactly the same.
Person A is a mage who does 200 damager per hit on something.
Person B is a knight who does 100 damage per jab on something, so using both hands they will hit for 200.
Assume speed is the same. Without criticals, they will do exactly the same damage over time. Now look at criticals.
Assume that, as a simplified example, 10% of the time each person may hit a 4X critical hit. Changing the probabilities or amount, or adding different levels, changes nothing in the math.
Over 10 rounds, the mage will do 10 hits and on average get 1 critical hit. The 9 non critical hits will do 200 damage each, while the one critical hit will do 800 damage. All together the mage will do 1800+800 = 2600 damage.
Over those same 10 rounds, the knight will do 20 hits and on average get 2 critical hits. The 18 non critical hits will do 100 damage each, while the two critical hits will do 400 damage. All together the knight will do 1800+400+400 = 2600 damage.
It's exactly the same.
Lophe2004-11-15 19:36:24
That's assuming there's only one type of critical, and all mobs have infinite hit points.
If a mob can be killed in 16 blasts or 32 slashes, and 32x criticals only happen 1/128 times, then, it's more likely to get a 32x crit AT LEAST ONCE in the 32 slashes than in the 16 blasts. And just that single 32x crit will kill the mob in one hit. Thus the 32 slashes have the higher chance of one-hit killing the mob.
If a mob can be killed in 16 blasts or 32 slashes, and 32x criticals only happen 1/128 times, then, it's more likely to get a 32x crit AT LEAST ONCE in the 32 slashes than in the 16 blasts. And just that single 32x crit will kill the mob in one hit. Thus the 32 slashes have the higher chance of one-hit killing the mob.
Asarnil2004-11-15 19:40:53
except each 32x critical for a Warrior is equal to a 16x critical for anyone else. Yes Warriors have a higher abundance of critical hits, but the hits do half as much damage so you have to try and compensate for it.
Roark2004-11-15 20:05:39
QUOTE (Thorgal @ Nov 15 2004, 01:45 PM)
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.
I don't think rapiers are much changed. If that is what you used, try a broadsword, scimitar, or longsword.
Thorgal2004-11-15 21:39:11
I used a longsword from Bob, since forged blades somehow always turn out worse than those for me. But that aside, I think it's an extremely good thing to have rapiers to crap damage compared to the bigger weapons, that is an excellent feature which achaea doesn't have. A knight using rapiers here has to make clever use of his second skillsets to even think of winning, but a knight using big weapons is a lot harder to tank. That'll probably shine through even more once everything is tweaked.
Aajen2004-11-15 23:07:23
Ahhh such a wonderful announce post. The PvP damage has increased to where I can kill a low level player in exactly 12.3 seconds, which is how it should be all things considered. However, I still don't just overwelm reasonable leveled people with damage, which is again, is how it should be. These are just a few initial impressions that can, and probably will, change after I play with the change for awhile. But for now I say yay...
Roark2004-11-16 02:50:46
QUOTE (Olan @ Nov 15 2004, 02:21 PM)
It is correct that the net effect of criticals ends up the same, at least if it functions like Achaea. This doesn't seem like the sort of thing they would change, as it is balanced there.
In terms of the shear frequency you see the words CRITICAL HIT!, yes, they get more. And that is somewhat satisfying. But everyone else's criticals are much more powerful singularly. It should be a wash.
In terms of the shear frequency you see the words CRITICAL HIT!, yes, they get more. And that is somewhat satisfying. But everyone else's criticals are much more powerful singularly. It should be a wash.
Each strike a knight give has the same odds as anyone else in getting a critical. They get double strikes at half damage, so twice the criticals at half the effect comes out the same as everyone else...if you get two strikes in. If you get only one strike in, the result is the same odds as everyone else in getting a critical, but half the damage for the single strike. Knights are basically as screwed as an Achaean monk when it comes to bashing cowards. Try bashing someone with honor!
Silvanus2004-11-16 04:00:57
Well, the thing I have to say abotu Knights is simple: Its very hard to kill them. Yes, they did not do much damage, but then they did not die. Now they are good on offense and the best on defense.
Daganev2004-11-16 05:01:01
knights have no skills that cure any afflictions so....
Rhysus2004-11-16 05:33:34
So...what? They can't use herbs and salves and elixirs like everyone else does most of the time? Fact still remains that they're the best defensive archetype, and now at least as good as other archetypes offensively. Don't know if maybe the Divine really, really had a problem with how knights were done in the past, but they've obviously been spending a whole lot of time on them, for better or for worse.
Daganev2004-11-16 07:30:45
I would just think there are better defensive archtypes out there.
Unknown2004-11-16 09:04:44
I was taking, what looked to be, about 700 damage per sword from Valek using broadswords, at 12 strength I believe.. Yea, it's working. I think they might consider putting defences back to what they use to be now, because perhaps the problem was only around the person itself. Though, I don't do the extensive testing, so I don't know.
Niara2004-11-16 09:05:33
Uhm, no, Daganev...noone else can wear these heavy armours. But you know what? I don't complain at all. An enemied knight is still food for my squirrels should he enter my demesne and that is fine and he will easily cleave me in two outside...sounds fair to me.
Daganev2004-11-16 09:31:15
As Valek always likes to say... and I paraphrase... Anyone who dies to straight damage is an idiot... or something.
Thorgal2004-11-16 12:45:59
I've been testing some more, and I'm definately noticing a damage increase now, with any weapons with higher than 80 damage stat, the increase is quite large, at least on people without putrefaction . I think the base weapon damage is coming very close to being balanced for PvP.
Unknown2004-11-16 13:56:07
QUOTE (Niara @ Nov 16 2004, 10:05 AM)
Uhm, no, Daganev...noone else can wear these heavy armours. But you know what? I don't complain at all. An enemied knight is still food for my squirrels should he enter my demesne and that is fine and he will easily cleave me in two outside...sounds fair to me.
As far as I can tell there isn't really a tremendously noticeable difference between fieldplate and scalemail but then again who am I to say?
Arthalas2004-11-16 16:40:07
QUOTE (Felemar Palewynd @ Nov 16 2004, 01:56 PM)
As far as I can tell there isn't really a tremendously noticeable difference between fieldplate and scalemail but then again who am I to say?
Does anyone have statistics to back this? I'd really hate to slog for a field plate only to have minimal impact on my character. Judging from the posts so far, gold might be better spent on master weapons.