Unknown2010-12-08 07:42:02
QUOTE (Nydekion @ Dec 7 2010, 09:53 PM) <{POST_SNAPBACK}>
Note here that having an effect is based upon a number that mulitplies itself as it gets bigger ends up being a runaway train (to armor reducing plate effectiveness based on wound levels).
That's why I'm just asking for the part in question to be treated as if it were protected by a static amount like 70/70 plate. Not like dex/damage.
Fain2010-12-08 09:22:13
I've cut out the tiresome Ixion/Sidd spat.
Ushaara2010-12-08 11:22:19
If you do end up tweaking the RNG, please also look at the % to-hit-bodyparts on swings. It plays into what Shuyin said about wanting to control your afflictions. I use a smite down because I want to hit my opponents head, not their chest five times in a row... A bit more accuracy there would be welcome too.
EDIT: Oh, I've just seen Ixion's log about the same issue. Glad I'm not the only one who thinks it is annoying.
EDIT: Oh, I've just seen Ixion's log about the same issue. Glad I'm not the only one who thinks it is annoying.
Unknown2010-12-08 11:25:10
Actually, Akui had a good idea about making it so that when you're using swings to hit someone, it will always default to the most wounded bodypart (within the bodypart set) first before the rest.
That'd be handy.
That'd be handy.
Ushaara2010-12-08 11:28:47
Hrm, for me increasing the % to-hit rate of the primary bodypart would be the easier fix, though I will defer to the more experienced warriors.
Unknown2010-12-08 11:31:05
Yeah, that'd be cool too. So long as it gets the job done.
Ixion2010-12-08 11:33:39
-Change grip rune to keep item wielded but drop parry on that arm for a brief moment.
-Akui's idea is HOT. The multiple limb attacks need more focus, absolutely.
-Reduce dex's reliance somehow on wounding affs (If target dex > warrior dex, then your wounding afflictions are going to be sparse at best)
- Remove natural miss rate, parry/rebounding/dodge/stance/shield-passive shields/RNG game is enough layers already.
-Akui's idea is HOT. The multiple limb attacks need more focus, absolutely.
-Reduce dex's reliance somehow on wounding affs (If target dex > warrior dex, then your wounding afflictions are going to be sparse at best)
- Remove natural miss rate, parry/rebounding/dodge/stance/shield-passive shields/RNG game is enough layers already.
Borca2010-12-08 13:26:20
I still remember fighting warriors in the days of old when I played a geomancer. Circle 80ish with all skills and robes and buffs you could get. I always enjoyed fighting warriors because it took so much strategy. There were a couple of rules for fighting warriors:
- Their health damage was so large that you had to choose between between applying and sipping, you couldn't just sparkle it off. Health was only a buffer to postpone soaking up deepwounds for a bit.
- All warriors, artificed or not, stacked wounds faster then you could heal (because of the above). Warriors were the attrition class, others did burst offense. This meant you had to disengage combat once in a while to heal up, if you didn't manage to get the upper hand quick enough. Staying in the same room with a warrior for a longer time meant you would lose with mathematical certainty. I regret people later found this OP. It added a dimension of chasing and engaging/disengaging and burst versus attrition to combat.
- One in every three/four actions you did had to be a web or shield, else you'd be simply overwhelmed. This was fair and nice, warriors are easily hindered and suffer greatly from it. This meant you had to monitor the warriors progress as close as your own offense. If you had a successful parry you could get in an extra attack before hindering.
- If you had rebounding up, you had to hold your attack back for a second for the warrior to remove it. Warriors were just too dangerous to disrupt your own rebounding against.
It seems nowadays warrior combat lost many of it's complex dimensions. Just let your system apply wounds and sparkle the damage. Stay in the room with them, no problem. Don't hinder them actively, disregard your own rebounding, just concentrate on setting on your own offense and generally ignore what they do.
Bring back dangerous unartificed warriors. Let'm do 1500-2000 health damage per combo for instance. It was fine then. With demigods around now, people can even sip for that much. It'll be fine now. Combat would be much more interesting from it.
- Their health damage was so large that you had to choose between between applying and sipping, you couldn't just sparkle it off. Health was only a buffer to postpone soaking up deepwounds for a bit.
- All warriors, artificed or not, stacked wounds faster then you could heal (because of the above). Warriors were the attrition class, others did burst offense. This meant you had to disengage combat once in a while to heal up, if you didn't manage to get the upper hand quick enough. Staying in the same room with a warrior for a longer time meant you would lose with mathematical certainty. I regret people later found this OP. It added a dimension of chasing and engaging/disengaging and burst versus attrition to combat.
- One in every three/four actions you did had to be a web or shield, else you'd be simply overwhelmed. This was fair and nice, warriors are easily hindered and suffer greatly from it. This meant you had to monitor the warriors progress as close as your own offense. If you had a successful parry you could get in an extra attack before hindering.
- If you had rebounding up, you had to hold your attack back for a second for the warrior to remove it. Warriors were just too dangerous to disrupt your own rebounding against.
It seems nowadays warrior combat lost many of it's complex dimensions. Just let your system apply wounds and sparkle the damage. Stay in the room with them, no problem. Don't hinder them actively, disregard your own rebounding, just concentrate on setting on your own offense and generally ignore what they do.
Bring back dangerous unartificed warriors. Let'm do 1500-2000 health damage per combo for instance. It was fine then. With demigods around now, people can even sip for that much. It'll be fine now. Combat would be much more interesting from it.
Vadi2010-12-08 13:32:42
Nobody can sip for 1500 every 3s as far as I know.
Unknown2010-12-08 13:40:34
I wish I could do 1500 to 2000 damage as a well artificed warrior. And, yes, there are people who can sip for that much, especially if you add in some sparkleberry, scroll, or active healing. My old medicine bag used to heal me for almost 2k a shot.
Borca2010-12-08 13:59:16
QUOTE
Nobody can sip for 1500 every 3s as far as I know.
You're not going to get hit every 3 seconds, are you? Rebounding, natural miss rate, parry, stance, active web demesne stun, demon schackle, dodge, magnetize and what have you will make sure of that. Don't pin me on the exact numbers I give, though, it's been too long. More damage then you can heal from without actively hindering, that's what they should do.
I'll give you that in that day and age because of how forging and weapon stats worked that warriors didn't hit 3 seconds balance time. In a demesne cycle of 10 seconds you'd have to deal with two comboes, one weakend by raze rebounding.
Shikha2010-12-08 15:26:09
I am nostalgic of those days as well, Borca, but the main problem with it was that doing 2k damage a combo like that is fine vs demigods, against smaller people it could sometimes be two balance kills. Larger people were able to soak it up well enough + hindering. A smaller opponent means they probably aren't all transed out, so having lower damage against them isn't a big deal because you can keep sticking mantakaya or something. Doing only ~300 damage a hit against a demigod, however, is really never going to result in them sipping. (that's with a 53/215/260 rapier with a jagged lightning rune against vathael. 125/95/280 with no runes did ~370)
Is adjusting damage more for the damage stat off the table though? I can understand my prec-rapier's 53 damage being a little puny, but it seems since one isn't going to do decent damage anyways that damage is doomed to be a wasted stat. I'd really like to see max damage weapons make people sip. Probably not going to actually damage kill, but if you can force them to sip then they aren't applying and slowly you could build wounds etc.
I really like the ideas about increasing probability of hitting the primary bodypart on swings, but have higher hopes about killing the natural miss rate. Thanks for the input so far people
Is adjusting damage more for the damage stat off the table though? I can understand my prec-rapier's 53 damage being a little puny, but it seems since one isn't going to do decent damage anyways that damage is doomed to be a wasted stat. I'd really like to see max damage weapons make people sip. Probably not going to actually damage kill, but if you can force them to sip then they aren't applying and slowly you could build wounds etc.
I really like the ideas about increasing probability of hitting the primary bodypart on swings, but have higher hopes about killing the natural miss rate. Thanks for the input so far people
Dysolis2010-12-08 16:45:38
If your going to make warriors better then let's just super buff everyone. Seriously it's going to end all arguments and will hopefully make everyone at least happy that their skill sets are not worthless. It kinda seems like everyone is going the other route such as being under powered over all, honestly I think having everyone overpowered would be a lot more fun but that's just me. Mages used to be good that had a super demesne of 200ish room size which I remember melding from the Skarch and all the way into the Razine mountains.
Vadi2010-12-08 17:07:44
Erm... this game isn't 100% geomancer. Not everyone has a medicine bag either.
Lets stop assuming everyone has everything, spends hours a week keeping up all the quest bonuses, and spends hundreds of dollars on top-north artefacts.
Lets stop assuming everyone has everything, spends hours a week keeping up all the quest bonuses, and spends hundreds of dollars on top-north artefacts.
Unknown2010-12-08 17:42:33
I'm not saying it's the norm, but it does happen, and that was enough to put a small dent in your argument.
With 3150 credits worth of runes locked onto a single pair of weapons, plus forging runes and Drawdown, I barely do 500 damage a swing on the younger warriors. These are flails, geared more towards damage than your "normal" BC weapons. So, yes, the damage is rather pathetic right now.
You were using your Nightkiss to do over 1700 a shot to me, by the way.
With 3150 credits worth of runes locked onto a single pair of weapons, plus forging runes and Drawdown, I barely do 500 damage a swing on the younger warriors. These are flails, geared more towards damage than your "normal" BC weapons. So, yes, the damage is rather pathetic right now.
You were using your Nightkiss to do over 1700 a shot to me, by the way.
Ixion2010-12-08 17:55:58
QUOTE (Zarquan @ Dec 8 2010, 12:42 PM) <{POST_SNAPBACK}>
I'm not saying it's the norm, but it does happen, and that was enough to put a small dent in your argument.
With 3150 credits worth of runes locked onto a single pair of weapons, plus forging runes and Drawdown, I barely do 500 damage a swing on the younger warriors. These are flails, geared more towards damage than your "normal" BC weapons. So, yes, the damage is rather pathetic right now.
You were using your Nightkiss to do over 1700 a shot to me, by the way.
With 3150 credits worth of runes locked onto a single pair of weapons, plus forging runes and Drawdown, I barely do 500 damage a swing on the younger warriors. These are flails, geared more towards damage than your "normal" BC weapons. So, yes, the damage is rather pathetic right now.
You were using your Nightkiss to do over 1700 a shot to me, by the way.
But that doesn't afflict with a shruggable poison or give a wounding affliction, so it's completely justified. Right? Right? Give me a 1700 damage attack under a 4 second balance... I can almost hear the complaints already..
Sidd2010-12-08 18:00:35
QUOTE (Ixion @ Dec 8 2010, 10:55 AM) <{POST_SNAPBACK}>
But that doesn't afflict with a shruggable poison or give a wounding affliction, so it's completely justified. Right? Right? Give me a 1700 damage attack under a 4 second balance... I can almost hear the complaints already..
Yeah, lets nerf all those, including staffcast, destruction and all that jazz, I'm totally on board with that, DOWN WITH MAGIC DAMAGE ATTACKS
Vadi2010-12-08 18:01:45
Yeah, 1700 every 4s or at certain times, 6s. Sip balance is ~4s, so you can sip and sparkle it away. Oh, and nevermind I can't cleave, so a shield is a very effective stopper against nullify.
Don't worry man, just have Malarious hit you for 2k every 2s and you'll get it. Or try out Fillins staffcast. I'm not bad at all.
Don't worry man, just have Malarious hit you for 2k every 2s and you'll get it. Or try out Fillins staffcast. I'm not bad at all.
Lilian2010-12-08 18:03:06
Or do what Dysolis suggests and unnerf everything.
The game is way too...'safe'...Not wanting to step on any toes except when something new's implemented.
The fact that there are way more demigods now, with a yearly Ascension, you would think the dial would get turned up (and it did, with all the new things. Maybe too high) instead of down.
The game is way too...'safe'...Not wanting to step on any toes except when something new's implemented.
The fact that there are way more demigods now, with a yearly Ascension, you would think the dial would get turned up (and it did, with all the new things. Maybe too high) instead of down.
Unknown2010-12-08 18:04:29
QUOTE (Vadi @ Dec 8 2010, 12:07 PM) <{POST_SNAPBACK}>
Erm... this game isn't 100% geomancer. Not everyone has a medicine bag either.
Lets stop assuming everyone has everything, spends hours a week keeping up all the quest bonuses, and spends hundreds of dollars on top-north artefacts.
Lets stop assuming everyone has everything, spends hours a week keeping up all the quest bonuses, and spends hundreds of dollars on top-north artefacts.
You have to take those into account. It's almost like saying not everyone has demigod, and thus we should balance around a different level, like 50. However, you're partly right. You don't want to break the game for those that don't have everything, but you want to make sure that those that do are tolerable for what they have and what they put in.
QUOTE (Vadi @ Dec 8 2010, 01:01 PM) <{POST_SNAPBACK}>
Yeah, 1700 every 4s or at certain times, 6s. Sip balance is ~4s, so you can sip and sparkle it away. Oh, and nevermind I can't cleave, so a shield is a very effective stopper against nullify.
Don't worry man, just have Malarious hit you for 2k every 2s and you'll get it. Or try out Fillins staffcast. I'm not bad at all.
Don't worry man, just have Malarious hit you for 2k every 2s and you'll get it. Or try out Fillins staffcast. I'm not bad at all.
Parry/stance/rebound are smart choices.
Malarious doesn't hit for 2k every 2s. I'm faster than him and hit harder than him.
Other people can buy artifacts to achieve what Fillin does. Minus the forcefield.