Damage Updates/Damage Caps

by Estarra

Back to Common Grounds.

Malarious2009-11-20 09:12:56
QUOTE (Murphy @ Nov 19 2009, 08:46 PM) <{POST_SNAPBACK}>
Yeah but you still get the good int to go with it, and it's a bit faster. Some mugwumps were getting overly tanky from memory! Still, you take a low hp race for a reason, which clearly is a sacrifice. The sacrifice should not be weakened in my opinion.

And I believe i WAS playing when they nerfed balance speed, which is why I went from aslaran to krokani.


Now mugwumps are just MOSTLY inviable for combat, especially with the shuyins of the world around still.

Mugwumps/Merian need less penalties sad.gif

Merian (Low race):
20% more damage from fire/electric
lvl 1 faster eq (4%...)
10 base con (knight to 15)


Mugwump (Low race):
20% more damage from fire
30% more damage from electric
lvl 3 faster eq (12%, or about a half second for base speed attacks)
10 con

For both of these int matters very little anymore.


Compare to others

Elfen (High race):
No weaknesses
11 base con though
Other stats are all high

Furrikin(Mid race):
10% more damage from fire
Takes 30% less damage from magic
lvl 1 eq/bal
Natural somersault
11 base con

Aslaran(Mid race):
20% more damage from fire
lvl 2 balance
lvl 1 eq
12 base con


I prefer furrikin over aslaran because its lower penalties (and I us eq not bal anyway). Elfen is the best of all these if you spec, and suffers no drawbacks.
Murphy2009-11-20 15:48:15
Yeah apart from the fact you're a filthy, unemployed, bike stealing, crack smoking ELF.

You heard me.

Back to serious discussion, 12 is the average con. 10 is below for the extra int. 14 is above and you suffer enough penalties trying to get high con. What I'm saying here (you're all splitting hairs and missing the point) is that low con races should not be tankier than high con races. Don't institute a damage cap that will do this. Also a damage cap should not make big damage against high hp targets unviable. The damage cap i suggested on page 2 gives enough of an umbrella to the squishies out there, and still allows damage on bigger targets to hit hard.
Kharvik2009-11-24 18:08:34
QUOTE (Murphy @ Nov 20 2009, 10:48 AM) <{POST_SNAPBACK}>
Yeah apart from the fact you're a filthy, unemployed, bike stealing, crack smoking ELF.

You heard me.

Back to serious discussion, 12 is the average con. 10 is below for the extra int. 14 is above and you suffer enough penalties trying to get high con. What I'm saying here (you're all splitting hairs and missing the point) is that low con races should not be tankier than high con races. Don't institute a damage cap that will do this. Also a damage cap should not make big damage against high hp targets unviable. The damage cap i suggested on page 2 gives enough of an umbrella to the squishies out there, and still allows damage on bigger targets to hit hard.


stfu nub
Murphy2009-11-25 00:40:11
QUOTE (Kharvik @ Nov 25 2009, 04:08 AM) <{POST_SNAPBACK}>
stfu nub

HOLY :censor: it's kharvik. Long time mate! how ya been?
Estarra2009-11-25 02:42:51
Just to steer this back on track... how are the damage updates panning out?

More to the point--are there still concerns about over-the-top damage hits that need to be addressed?
Chade2009-11-25 02:47:52
QUOTE (Estarra @ Nov 25 2009, 02:42 AM) <{POST_SNAPBACK}>
Just to steer this back on track... how are the damage updates panning out?

More to the point--are there still concerns about over-the-top damage hits that need to be addressed?


Damage output is low on wounding weapons at the moment, I certainly don't think I'll be buying elemental runes for my new axe any time soon - not when its output is between 400-600 damage. Not being a Demigod is going to be really quite rough on warriors now, especially unartied ones.

It is nice to be able to output decent wounding though. I killed a Demi warrior today without using choke, it made me happy. Double tap had a big part in that though.
Unknown2009-11-25 05:05:08
QUOTE (Chade @ Nov 25 2009, 03:47 AM) <{POST_SNAPBACK}>
Damage output is low on wounding weapons at the moment, I certainly don't think I'll be buying elemental runes for my new axe any time soon - not when its output is between 400-600 damage. Not being a Demigod is going to be really quite rough on warriors now, especially unartied ones.

It is nice to be able to output decent wounding though. I killed a Demi warrior today without using choke, it made me happy. Double tap had a big part in that though.


Yeah, the demi requirement for knights seems to get more and more stringent, which is a shame, but I'm not sure how to fix it.
Rael2009-11-25 06:14:06
QUOTE (Malarious @ Nov 20 2009, 02:12 AM) <{POST_SNAPBACK}>
Now mugwumps are just MOSTLY inviable for combat, especially with the shuyins of the world around still.

QUOTE (Chade @ Nov 24 2009, 07:47 PM) <{POST_SNAPBACK}>
Not being a Demigod is going to be really quite rough on warriors now, especially unartied ones.


QUOTE (Rainydays @ Nov 24 2009, 10:05 PM) <{POST_SNAPBACK}>
Yeah, the demi requirement for knights seems to get more and more stringent, which is a shame, but I'm not sure how to fix it.

sad.gif :'-( sad.gif
Estarra2009-11-25 06:24:20
Why is demi a "requirement" for knights more than anything else, especially when the damage updates make higher stats less important? Just asking!
Xanfinro2009-11-25 07:17:22
Basically because warriors gain more benefits from higher strength than any other class. High int isn't going to help a druid saplock someone, or a bard pull off a deathsong, or a celestine set up an absolve. But high strength boosts both damage and wounding, tying up healing potion that could be used for wound curing and making the brainbash or behead that much faster. And when the game is 'kill the other guy before s/he kills you,' speed is important, and 2 unweighted strength is a lot. The extra dex probably doesn't hurt, either.
Desitrus2009-11-25 08:30:38
What the F are you people smoking? You never had combo weapons before the update to stances. The game has been returned to MAKING SENSE. Why do you think people used to have elementals on their DAMAGE WEAPONS and wounding on their WOUNDING WEAPONS????????????????????????????

Good grief!
Estarra2009-11-25 09:55:40
QUOTE (Xanfinro @ Nov 24 2009, 11:17 PM) <{POST_SNAPBACK}>
Basically because warriors gain more benefits from higher strength than any other class. High int isn't going to help a druid saplock someone, or a bard pull off a deathsong, or a celestine set up an absolve. But high strength boosts both damage and wounding, tying up healing potion that could be used for wound curing and making the brainbash or behead that much faster. And when the game is 'kill the other guy before s/he kills you,' speed is important, and 2 unweighted strength is a lot. The extra dex probably doesn't hurt, either.


Well, since the damage updates mean that super high strength (over 20) does less than it did (note mid-high strength didn't change that much), it sounds like an argument that demigod has become less important. What am I missing?
Unknown2009-11-25 12:28:55
I really, really like that weapon stats are much more balanced now. I hear people complain (not much, mind you) that their weapons don't hurt people like they used to, and I just have to remind them that their weapons are geared for speed and not damage. It means some people are now finally making the shift away from pure speed weapons, and that's a good thing in my book.
Murphy2009-11-25 12:46:10
Yeah I never used pure speed weapons. I had hammers that had an awesome balance of damage and wounding. Did the job well. Pure speed weapons are fun but i'm glad the balance has been shifted.
Chade2009-11-25 14:37:22
QUOTE (Estarra @ Nov 25 2009, 09:55 AM) <{POST_SNAPBACK}>
Well, since the damage updates mean that super high strength (over 20) does less than it did (note mid-high strength didn't change that much), it sounds like an argument that demigod has become less important. What am I missing?


There has been a Demi requirement for Knight combat for ages. My combat ability went up 10-20 fold on hitting Demigod just because of the 4-5 extra STR points I was able to achieve. You've tweaked higher stats not to do as much without really touching the lower stats - that doesn't improve the situation for the people with lower strength, it just makes it harder for the Demis. I know I switched to Shadowlord Faeling because it made more sense after the change, they'd been relatively untouched by the changes compared to higher strength races.

I don't know if the tweaks in weapon stats will make a difference to non-Demi warriors or not, but I certainly haven't seen a top tier warrior fighter who was not a Demigod since the days when Murphy was a warrior, especially not an unartied one. That situation is different with other classes - Nienla for example.

If you want to make weapon runes more attractive for warriors, I'd suggest taking them from the weapons and putting them onto jewellery which then gives an "aura" to any weapons being held. It's really annoying that when a warrior wants to change spec, they have to trade in all their runes at a huge cost.

QUOTE (Zarquan @ Nov 25 2009, 12:28 PM) <{POST_SNAPBACK}>
I really, really like that weapon stats are much more balanced now. I hear people complain (not much, mind you) that their weapons don't hurt people like they used to, and I just have to remind them that their weapons are geared for speed and not damage. It means some people are now finally making the shift away from pure speed weapons, and that's a good thing in my book.


The Axe I'm using currently, has coal runes and Nightkiss but no artifacts:

Damage: 106 Precision: 456 Speed: 280

Allows me to doubletap and is giving me about 600-900 wounds per hit depending on the person, which isn't too shabby. I'll never damage kill someone with it though, most people regen the damage without needing to sip.
Unknown2009-11-25 15:40:37
QUOTE (Chade @ Nov 25 2009, 09:37 AM) <{POST_SNAPBACK}>
The Axe I'm using currently, has coal runes and Nightkiss but no artifacts:

Damage: 106 Precision: 456 Speed: 280

Allows me to doubletap and is giving me about 600-900 wounds per hit depending on the person, which isn't too shabby. I'll never damage kill someone with it though, most people regen the damage without needing to sip.


That sounds about right, though I doubt "most" people would recover from the damage with regen alone, especially if you're still fast enough for the doubletap.
Xanfinro2009-11-25 16:09:21
QUOTE (Zarquan @ Nov 25 2009, 09:40 AM) <{POST_SNAPBACK}>
That sounds about right, though I doubt "most" people would recover from the damage with regen alone, especially if you're still fast enough for the doubletap.


With sparkle, scroll, regen, him having a 'paltry' 18 strength as a faeling (which is still crazy) and the low damage on the weapon, I suppose it's possible to use all your healing potion on wounds, even for cloth wearers, for single swings. But not with the double tap. And he'd better be fast enough to do it, he's a faeling, remember?
Unknown2009-11-25 16:12:53
Double tap does have a significant impact, but it's being looked at under report 272.

Just wanted to comment that I agree with the bit about putting the weapon runes on jewelry and having them be an aura. Shifting specs with weapon rune credit loss is more brutal than shifting to a whole different guild, in some cases.

Oooor, just let us pop the dang things off and stick the same rune on something else! (Which is probably an easier solution, and wouldn't give knights all their runes on all their weapons at the same time.)
Chade2009-11-25 16:26:32
QUOTE (Zarquan @ Nov 25 2009, 03:40 PM) <{POST_SNAPBACK}>
That sounds about right, though I doubt "most" people would recover from the damage with regen alone, especially if you're still fast enough for the doubletap.


Most of my combat involves fighting other Demis. If they're sipping for health against my axe they're doing it wrong tongue.gif

QUOTE (Rainydays @ Nov 25 2009, 04:12 PM) <{POST_SNAPBACK}>
Double tap does have a significant impact, but it's being looked at under report 272.


Yeah, the stun contributes a lot to slowing down healing, I quite like Ceren's suggestion of a 1s stun and disrupt instead on AL Knockdown.

QUOTE (Rainydays @ Nov 25 2009, 04:12 PM) <{POST_SNAPBACK}>
Just wanted to comment that I agree with the bit about putting the weapon runes on jewelry and having them be an aura. Shifting specs with weapon rune credit loss is more brutal than shifting to a whole different guild, in some cases.

Oooor, just let us pop the dang things off and stick the same rune on something else! (Which is probably an easier solution, and wouldn't give knights all their runes on all their weapons at the same time.)


I'm still a little bitter about losing 140-150ish credits on trading in my elemental runes, but with the changes to damage/wounding I didn't see the point in sticking to pure damage rapiers anymore and wanted something more hindering i.e. AL Knockdown. Would have been nice to keep the weapon runes though and rune up a damage axe for group stuff. Expensive sad.gif

At the extreme end of the spectrum, a full set of arti weapons costs 3150 credits, meaning you incur a loss of 1050 credits on the runes if you want to switch specs and reupgrade to full stats - $300 a time is expensive. Even with +10s 10%s and Elementals its still 533 credits.
Desitrus2009-11-25 17:13:19
The reason there are not a lot of good knights pre-demi these days is because they're pretty much all Demis now. Without stepping on toes I haven't really seen a super non-demi knight candidate that was just lacking stats these days...

Edit: And I probably changed my runes like, 15-20 times haha.