Knighthood Proposal

by Roark

Back to Common Grounds.

Tehn2005-05-07 05:03:00
Was it axekick combos? And are you sure? His axekick combos did alot.
Narsrim2005-05-07 05:05:19
QUOTE(Tehn @ May 7 2005, 01:03 AM)
Was it axekick combos? And are you sure?  His axekick combos did alot.
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I'm sure. I was a level 80 dwarf vampire whose sole artie was a vibrating stick.
Alger2005-05-07 06:04:49
cant kill you in one combo there cant kill you in one combo here... so whats the point? cant kill you in one combo... okay... now maybe get back on topic or make your own thread?

about the affliction well i dont know if i understand what roak posted. But i dont really have problems get afflictions rather its the selection. Since i cant get what i want at the right time, the limitations on its strategical potential is imposed. Sounds interesting to us though deffinitely... can dex be plus on the to-hit? please i really hate missing...
Olan2005-05-07 06:30:03
Alger (in particular),

If people like us, with good speeds, rework our weapons for high to hit and speed, and scrap damage altogether, we should be able to do wound damage and cause afflictions at a fairly alarming rate. I imagine 2 hits with 200-to-hit weapons (which should be hard to dodge, with a set percent and reduced chance of dodging) especially combined with crush, should see a lot of wound damage and almost always an affliction of some sort.

I think this idea has some great potential, and actually makes knight strategy multidimensional (not sure it really reaches Murphy's z-axis yet, but at least it has both an X and Y, and each could be viable).

I'm concerned how it will be balanced so that normal knights, that don't emphasize their wounding ability, will still do enough wound damage to be interesting, but that a quick aslaran or faeling with shortswords using crush won't be causing one-hit brainbashes. But, that's your job to balance! tongue.gif

When you say that accuracy tops out at 100%, does that mean 100% before or after adjustments for people dodging? i.e., if it is before, it might top out at 100 but be reduced by 10 for stance and dex, etc etc. If the 100% is before adjustments, is there a way to raise/remove that cap, so that people who really focus on accuracy are rewarded?
Murphy2005-05-07 06:32:47
Ok to end the rant and hijack!

The elemental runes ARE getting nerfed I believe.

And also the damage will be getting balanced out, and Narsrim crush doesn't do any extra raw damage.

I just want to be able to kill people via another method apart from raw damage. And roark is here ask you bastards about it, and you hijack it.

FOR SHAME

BACK ON TOPIC

I used my hammers in a few spars against rakor who is 25% of my might, no trans skils I dont think. And against revan.

I got absolutley no-where wven with 19 str and 255 speed hammers, no wound damage to speak of and no damage to speak of either. Against alger most people can just sparkle apply health.

The fact that I can kill 80% of the population in one combo means nothing if 80% of the population are low level and low might and low con races.

Ireckon I could maybe kill 20% of the fighting population in one combo. Rest of em maybe 50 % in a few comboes.

the other top 30% I can't kill unless its a lot of work, and against narsrim and tuek I can't kill either with outright damage as a dwarf, narsrim has even said to me i can't kill him straight up with him doing nothing to hinder me except rebound parry and stance and heal.

So damage could be made % based. I think however that maybe Roark......wound damage could be affected by a combination of to-hit and strength, that was a damage/accuracy warrior could hit hard and accurate, at a slower speed.

Even make weapon damage and strength affact 60% of the damage, with to-hit affecting 40% of the wound damage, giving all combinations of knights the opportunity to select weapon/stance combos to manipulate their wounds/raw damage or afflictions to their advantage.
Murphy2005-05-07 06:37:28
and my 3 dimentional knight combat scenrio is

X: Speed
Y: Accuracy
Z: Damage

With lusernia being the first ever IRE game to make tohit really worth something.....then it will enable all sorts of combos and strategies to be used with that 3rd dimention available, to really change it up.

I love the idea of working one stance to get their armour/wounds low while keeping up the damage so they can't heal it properly, then switching it up to the hammers and a different stance to go to afflicting the hell out of them for a wound lock.

Its gonna make it so much better, no no-one claiming overpowereds because it all comes down to good strategy and to kill anyone good you're gonna hafta use at LEAST 2 differnent types of combat moves.
Olan2005-05-07 06:58:33
Murphy:

I think if you really want the 3d model to work, you need to allow the wound damage and afflictions to be all to-hit based, and not mix in strength or damage stats.

I'm not sure what I think about the strength+wounds knight...it seems like as long as you don't have a speed penalty, you're still plenty fast enough to do crazy damage AND crazy wounds at the same time. I don't think the speed stat plays enough of a role except at the fringes to slow a dracnari or viscanti warrior much. Plus, being a bit slower is all they have to pay, there's no greater chance of missing. At that point, it is clearly better to have a high to hit weapon and no balance penalty instead of being a tiny bit stronger and much, much slower...and not be able to make up some of that speed difference without losing all your wounding ability.

You know...now that I think about it...I think this makes balance penalties even harsher...I don't think any amount of speed stat will ever make up for a level 2 or 3 slow balance, and now they won't even be able to try without hurting their ability to cause wounds. At least prior to a change like this, a slow but strong warrior would be causing both damage and significant wounds. Even then, most good warriors have gone with races that have no balance penalty...this will only make that more desirable. As if tae'dae, Igasho, etc weren't already endangered.
Murphy2005-05-07 07:02:09
never said dementions had to all be equal, but as long as hat to-hit demention means something.....then hell yeh its a good thing!

and it makes the 3d thing work......but lets not mince words or argue little things...it makes for a good elemental of combat and I personally look forward to it.
Olan2005-05-07 07:18:47
Aye, I agree Murph...But I do think it's gonna hurt the slow warriors a lot more. Don't you think this change, from what we can see of it, would make balance penalties even more painful? (and they're already untenably damaging).
Thorgal2005-05-07 08:06:10
The changes are great, they'll finally completely balance out speed knights against damage knights. Roark, if this change is implemented, I am 150% sure the warrior archetype will be finally balanced to a master piece.
Icarus2005-05-07 08:31:22
With the current system, when fighting a warrior, I have to decide whether to heal raw damage (sip health) or heal limb damage (apply health). While I agree that high damage warriors are difficult for most people to deal with, there are many skilful players who are able to shrug off both the raw damage and wounding easily. By polarising damage and to-hit (i.e. either go for raw HP damage or limb wounding damage and effects), any competent player will be able to heal effortlessly.

As for the wounding effects themselves, most of them, even critical ones, are now easily curable. If emphasis is going to be placed on to-hit and wounding, then they should be more lethal. At least make it so behead and bashbrain will happen a lot more often, regeneration balance takes alot longer and nothing ridiculous like bursting someone's organs four times and he's still standing.
Thorgal2005-05-07 08:43:42
QUOTE(Icarus @ May 7 2005, 10:31 AM)
By polarising damage and to-hit (i.e. either go for raw HP damage or limb wounding damage and effects), any competent player will be able to heal effortlessly.
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Or..you know, you could find a middle ground, instead of getting weapons at damage-accuracy 180-130 or 40-220, you could use balanced weapons. These changes are exactly what the archetype needs.
Maelon2005-05-07 09:28:07
I have a question though...

Is the strength impact on damage going to keep level in this balance, or is that going to get changed too?

See, as a Tae'dae, it seems to me that I do pretty good damage, but obviously I'm maddeningly slow, and I've heard dex is probably going to be upgraded...

With this system change for accuracy, and say, a Shadowlord Faeling pinning my legs, that might be it... now, you might say, part of the dynamic will be that a Tae'dae shouldn't fight a Shadowlord Faeling, and that's one thing, but if you add the dex to this too, it get's pretty dangerous for a Tae'dae on a single miss in a number of circumstances (above and beyond being slow to begin with). This is (albeit less critically) applicable to any not-quite-so-sluggish race against the faster races I would think too, so I thought I'd ask.

EDIT: This would include consideration for stancing or parrying my legs of course, since I'm guessing it might be possible to have to-hit specific rapiers to get by at least some parrying, and then they could poke me in the eye with their free hand or what have you.
Alger2005-05-07 09:30:39
actually you're right olan, i misread roarks post
Icarus2005-05-07 09:30:57
QUOTE(Thorgal @ May 7 2005, 04:43 PM)
Or..you know, you could find a middle ground, instead of getting weapons at damage-accuracy 180-130 or 40-220, you could use balanced weapons. These changes are exactly what the archetype needs.
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The changes are good for balancing, I agree. Middle-ground weapons or two sets.

But the problem remains, a swing now is damaging to HP and limbs, so there is a decision to be made which to heal first, while the warrior is counting on the other one to stack. But in the case of either HP or limbs, damage can be more easily dealth with.

For example, I think someone mentioned fighting Alger by just eating sparkleberries to keep up with HP damage and applying health to keep up with limbs damage.
Ceres2005-05-07 09:35:10
Alger uses rapiers and so doesn't count.
Thorgal2005-05-07 10:02:01
QUOTE(Narsrim @ May 7 2005, 06:18 AM)
Look at Terenas. He is a Merian Serenguard. He's right up there in the top 3 best Knights there are and does the least damage. It can be done.
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No offense to Terenas, but the only reason he is able to kill anyone remotely capable at all, is because of his 19 int moonburst as a Merian. I don't think he can even come close to killing someone who can tank moonburst, and tanking moonburst really isn't that hard.
Unknown2005-05-07 10:07:29
its only 19 int if he were an Imperial.. which, um, he isn't. So, its a 17 int Moonburst.
Thorgal2005-05-07 10:11:13
He has a knowledge blessing and a war blessing dude, which sets it at 19 int + additional damage from War.
Olan2005-05-07 10:33:11
QUOTE(Icarus @ May 7 2005, 02:30 AM)
The changes are good for balancing, I agree. Middle-ground weapons or two sets.

But the problem remains, a swing now is damaging to HP and limbs, so there is a decision to be made which to heal first, while the warrior is counting on the other one to stack. But in the case of either HP or limbs, damage can be more easily dealth with.

For example, I think someone mentioned fighting Alger by just eating sparkleberries to keep up with HP damage and applying health to keep up with limbs damage.
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Actually, this problem would (hopefully) not remain under the new system; even if they could still sparkle for the real damage, the wound damage will no longer be piddling, since it will be based off the 200+ to-hit rapiers Alger will (have made) for this purpose. In theory, he should be doing at least, if not more, wounds damage then Murphy is doing now (which is a lot, but no one except Narsrim and Tuek notice, because they just die to his damage too fast).

Roark, I think I must have missed some part of the explanation, or be wrong about some conception...current wounding damage is based off of strength + weapon damage yes? So the new wounding will be based off of to-hit and....??? still strength? Or is strength not actually part of the equation?