Unknown2010-12-31 12:41:45
Just to briefly revisit this topic, I'd like to say that my recent experiences in the arena are pushing me into that downward spiral thing. Warriors used to be great flavor, lots of fun to play and a challenge to fight. Now, when people call me a beast, I take it more as sarcasm than a compliment.
Warrior-on-warrior goes nowhere, and BC especially has no real way to get a person down long enough to make progress towards an end. (I want my stuns back or something. I mean, isn't that why we got the stun immunity thing in the first place?) Veyrzhul chose to heartstop instead of fighting another warrior. Ixion and I had to remove our armor to get anywhere, and then I died because pinned legs are bugged all to hell and severed tendons are more annoying than monks.
Someone just give me hope that my skills and runes will mean something again some day, and I'll try to find the joy in being a warrior again.
Warrior-on-warrior goes nowhere, and BC especially has no real way to get a person down long enough to make progress towards an end. (I want my stuns back or something. I mean, isn't that why we got the stun immunity thing in the first place?) Veyrzhul chose to heartstop instead of fighting another warrior. Ixion and I had to remove our armor to get anywhere, and then I died because pinned legs are bugged all to hell and severed tendons are more annoying than monks.
Someone just give me hope that my skills and runes will mean something again some day, and I'll try to find the joy in being a warrior again.
Rivius2010-12-31 18:25:05
Is it just against other warriors you're not enjoying yourself, or against other combatants in general? If the former, it can't be -that- bad. You're still a beast to me
Though I have reached the point now where I've just about started considering heartstopping every time I have to fight a warrior, unless they're someone like you or Ixion or generally anyone who has invested quite a lot into their characters.
I know that I'm not a good warrior at all, so my opinion doesn't count much I guess. But I do try new things, and I've found myself just incapable of really improving. So long as they know what they're doing, I'm nothing more than a minor annoyance against most people. I've also experienced being so close to a kill, and the RNG screwing me out of it over and over and over. There's times where I wonder if I'd actually get somewhere as another class.
The only thing keeping me as a warrior is the fact that I've already invested so much into it, and I happen to love the hell out of my guild. But really, I keep feeling as if by myself, I couldn't compete with anyone who knows what they're doing no matter how hard I try.
Maybe I'm wrong. I've only been playing as a warrior since August, but if my assessment counts for anything, we need some RNG fixed up a little, or something to give us a little bit of an edge. And this applies to all warriors in general I think.
Though I have reached the point now where I've just about started considering heartstopping every time I have to fight a warrior, unless they're someone like you or Ixion or generally anyone who has invested quite a lot into their characters.
I know that I'm not a good warrior at all, so my opinion doesn't count much I guess. But I do try new things, and I've found myself just incapable of really improving. So long as they know what they're doing, I'm nothing more than a minor annoyance against most people. I've also experienced being so close to a kill, and the RNG screwing me out of it over and over and over. There's times where I wonder if I'd actually get somewhere as another class.
The only thing keeping me as a warrior is the fact that I've already invested so much into it, and I happen to love the hell out of my guild. But really, I keep feeling as if by myself, I couldn't compete with anyone who knows what they're doing no matter how hard I try.
Maybe I'm wrong. I've only been playing as a warrior since August, but if my assessment counts for anything, we need some RNG fixed up a little, or something to give us a little bit of an edge. And this applies to all warriors in general I think.
Unknown2010-12-31 19:01:08
Relk was getting amputates on Raahl in two hits.
Granted, that's a Polarized Faeling demigod with an artied katana using two Puissance'd Assaults against less-than-stellar armor.
Granted, that's a Polarized Faeling demigod with an artied katana using two Puissance'd Assaults against less-than-stellar armor.
Unknown2011-01-02 04:48:07
I wasn't wearing my armor -at all- in those tests. Didn't realize that vestiphobia had removed it
Also of note:
The RNG must die. It makes warrior combat utterly suck, even against robes (yes, robes users are killable, but as most who know me know 'Without Badluck, I've got no luck at all.'). It's not fun. Thank you.
Of note as well:
The 'robes users are killable' comment is purely theoretical. I've never managed it in a case where someone's reflexes didn't crap out on them. I know, I've only been training in warrior combat for 3 weeks, but I've been doing so every day, and know pretty much all of the 'hows' of getting a kill. Problem is, as soon as I shift from trying to hinder my enemy constantly to actually building their headwounds up into the quintuple digits that are necessary for my horrid luck to actually proc a behead, I end up getting landslided. So yeah...
Also of note:
The RNG must die. It makes warrior combat utterly suck, even against robes (yes, robes users are killable, but as most who know me know 'Without Badluck, I've got no luck at all.'). It's not fun. Thank you.
Of note as well:
The 'robes users are killable' comment is purely theoretical. I've never managed it in a case where someone's reflexes didn't crap out on them. I know, I've only been training in warrior combat for 3 weeks, but I've been doing so every day, and know pretty much all of the 'hows' of getting a kill. Problem is, as soon as I shift from trying to hinder my enemy constantly to actually building their headwounds up into the quintuple digits that are necessary for my horrid luck to actually proc a behead, I end up getting landslided. So yeah...
Shikha2011-01-06 00:03:24
Okay, so I was able to get Hyde to come into the arena and let me beat on him so I can give people a pretty good indicator on how much RNG gets in the way of killing as a knight. Hyde uses the infamous crown system which cures like a mega-beast. With him standing completely still and not hindering at all it took ~6.5 minutes to kill him. I noticed after that he wasn't rebounding at all either, so if you add that in it'd probably take longer.
https://sites.google.com/site/thalkslogs/home/shikha-logs
Here's the log. I wound the -crap- out of him, but continuously fail to get the good afflicts. Hit his chest on hackdowns repeatedly while he is prone, though it was interesting to watch.
Sure I'm getting wounds on him, but I don't seem to score much except for one good spot 2/3rds of the way through and right at the end.
Read and enjoy!
https://sites.google.com/site/thalkslogs/home/shikha-logs
Here's the log. I wound the -crap- out of him, but continuously fail to get the good afflicts. Hit his chest on hackdowns repeatedly while he is prone, though it was interesting to watch.
Sure I'm getting wounds on him, but I don't seem to score much except for one good spot 2/3rds of the way through and right at the end.
Read and enjoy!
Unknown2011-01-06 00:45:11
Well, a perfect hit on a swing-type wound as a knight requires:
Being unhindered in a way that would stop arm use (duh)
Get by rebounding (it should be noted that, barring power attacks, this requires two handers to jab rather than swing, as cleave counts as a jab type attack)
Get by stance
Get by parry
Get by natural miss
Land poison (Oh RNG, terrible in wrath, fickle dictator of fate...)
Land swing hit (...who does dwell in streaks, and yea, does also leave us parched, shine thy mercy upon my unworthy swing.)
Then you have the differences between one and two handed weapons to account for- the double chance to poison/land that swing based kill that BMs and BCs get, vs. 1.2(precision) on two handers and a higher rate of poison affliction.
And of course, any special ability based defenses that the target may have.
I'm fond of a solution that would increase to probability of a swing attack striking the highest wound area, by an amount directly related to how wounded said area is. Perhaps also make poisons land easier if this area is struck, but there's questionable issues there, as doing that somewhat nullifies the 2-hander poison landing advantage over dual weapons.
Also, we need a two-handed hammer spec, because it would be fun.
...I'd actually consider paying the insane weapon rune swap cost for that.
Being unhindered in a way that would stop arm use (duh)
Get by rebounding (it should be noted that, barring power attacks, this requires two handers to jab rather than swing, as cleave counts as a jab type attack)
Get by stance
Get by parry
Get by natural miss
Land poison (Oh RNG, terrible in wrath, fickle dictator of fate...)
Land swing hit (...who does dwell in streaks, and yea, does also leave us parched, shine thy mercy upon my unworthy swing.)
Then you have the differences between one and two handed weapons to account for- the double chance to poison/land that swing based kill that BMs and BCs get, vs. 1.2(precision) on two handers and a higher rate of poison affliction.
And of course, any special ability based defenses that the target may have.
I'm fond of a solution that would increase to probability of a swing attack striking the highest wound area, by an amount directly related to how wounded said area is. Perhaps also make poisons land easier if this area is struck, but there's questionable issues there, as doing that somewhat nullifies the 2-hander poison landing advantage over dual weapons.
Also, we need a two-handed hammer spec, because it would be fun.
...I'd actually consider paying the insane weapon rune swap cost for that.
Rivius2011-01-06 01:10:48
Not sure if this counts for much, but it was a spar I had a long time ago and got really frustrated:
https://dl.dropbox.com/u/16429247/RNG.html
Toward the end I got so many gash-chests it pissed me the hell off.
https://dl.dropbox.com/u/16429247/RNG.html
Toward the end I got so many gash-chests it pissed me the hell off.
Shikha2011-01-06 03:28:28
QUOTE (Rainydays @ Jan 5 2011, 07:45 PM) <{POST_SNAPBACK}>
Some stuff
I'm fond of a solution that would increase to probability of a swing attack striking the highest wound area, by an amount directly related to how wounded said area is.
more stuff
I'm fond of a solution that would increase to probability of a swing attack striking the highest wound area, by an amount directly related to how wounded said area is.
more stuff
This would be horrible. Imagine someone curing their head with a higher priority than their chest because they'd rather get gashchest'd than slitlocked or beheaded. For every body part there is a specific swing attack that hits that body part the most (in theory). I'd be more in favor of changing the RNG % chance to hit the correct bodypart a little easier. If a person is totally proned, make it even better. We are supposed to be well trained, seasoned warriors... and we miss the head on someone who is laying on the ground, paralyzed, and tied up.... even worse, the occasions where we miss that person all-together :X
Rivius2011-01-13 01:19:17
So here are my proposals:
- Lunges and their equivalents across all classes (the basic power strikes) should never miss. Not even through dodging.
-Our natural miss rates should start at 0% and only really drop when hit with clumsiness or any similar affliction (really tentative about this one)
- When people are prone we should have a slightly higher chance of hitting the head on hack down.
Does this sound good, or too much?
- Lunges and their equivalents across all classes (the basic power strikes) should never miss. Not even through dodging.
-Our natural miss rates should start at 0% and only really drop when hit with clumsiness or any similar affliction (really tentative about this one)
- When people are prone we should have a slightly higher chance of hitting the head on hack down.
Does this sound good, or too much?
Abethor2011-01-13 01:51:58
QUOTE (Rivius @ Jan 12 2011, 07:19 PM) <{POST_SNAPBACK}>
So here are my proposals:
- Lunges and their equivalents across all classes (the basic power strikes) should never miss. Not even through dodging.
-Our natural miss rates should start at 0% and only really drop when hit with clumsiness or any similar affliction (really tentative about this one)
- When people are prone we should have a slightly higher chance of hitting the head on hack down.
Does this sound good, or too much?
- Lunges and their equivalents across all classes (the basic power strikes) should never miss. Not even through dodging.
-Our natural miss rates should start at 0% and only really drop when hit with clumsiness or any similar affliction (really tentative about this one)
- When people are prone we should have a slightly higher chance of hitting the head on hack down.
Does this sound good, or too much?
Not sure about this one, especially with the oil of sharpness and whatnot. I know it really isn't THAT effective, but this would essentially take away the majority of its usefulness.
Unknown2011-01-13 03:07:35
Oil of sharpness and racial affinity could just increase weapon stats a bit instead. Easy enough.
Sidd2011-01-13 16:10:06
Maybe just change how lessons in knighthood and melee affect it, make it so say you are trans combat, spec and forging you have 0% miss and adjust appropiately
Unknown2011-01-13 16:55:39
That works, but I wouldn't throw Forging in there. The benefit should be available to all warriors, regardless of trade skill, and the runes and master armor are enough benefit from Forging, in my opinion.
Sidd2011-01-13 19:16:20
That works too, just threw forging in there since it's Melee skillpool as well
Unknown2011-01-14 00:11:04
I'm not sure how I like the possibility of 0% natural miss rate. I'm supportive of some of the other changes suggested in the thread, but this change isn't something I'd add in with the first fix.
Unknown2011-01-14 00:20:03
Oh, there are still plenty of ways a warrior can fail.
As a monk, what's your natural miss rate?
As a monk, what's your natural miss rate?
Sidd2011-01-14 07:12:43
QUOTE (Sahmiam Mes'ard @ Jan 13 2011, 05:11 PM) <{POST_SNAPBACK}>
I'm not sure how I like the possibility of 0% natural miss rate. I'm supportive of some of the other changes suggested in the thread, but this change isn't something I'd add in with the first fix.
Why not? Why on top of rebounding/parrying/stancing should we also have a chance to naturally miss that no other guild has to deal with? The rate right now is something small, I'd say somewhere like 4-5%(I'm not really sure on exact number) so removing that isn't going to improve things by leaps and bounds.
Everiine2011-01-14 09:47:56
QUOTE (Sidd @ Jan 14 2011, 02:12 AM) <{POST_SNAPBACK}>
Why not? Why on top of rebounding/parrying/stancing should we also have a chance to naturally miss that no other guild has to deal with? The rate right now is something small, I'd say somewhere like 4-5%(I'm not really sure on exact number) so removing that isn't going to improve things by leaps and bounds.
My miss rate has hovered at just above 5% since I started recording it (22,000+ attacks). It's currently at 5.57%.
Shikha2011-01-16 20:54:06
Not 100% on this, but I have a suspicion that natural misses RNG may take into account your target's dex. Need to test this out sometime, but if that's the case your overall "average" miss rate loses meaning.
I think taking out natural misses would be nice, but this does bring up a problem with the oil. How about using the oil makes the miss rate 0? This way oil will probably be more popular than ever and knights get to be happy about the miss issue.
Don't really like the idea of the oil buffing weapon stats because there is a lot people can do to buff them already. The outlier people with level 3 +stat runes +wounding runes, forging runes, etc probably don't need a further buff on wounding and speed if they don't have to worry about the miss.
I think taking out natural misses would be nice, but this does bring up a problem with the oil. How about using the oil makes the miss rate 0? This way oil will probably be more popular than ever and knights get to be happy about the miss issue.
Don't really like the idea of the oil buffing weapon stats because there is a lot people can do to buff them already. The outlier people with level 3 +stat runes +wounding runes, forging runes, etc probably don't need a further buff on wounding and speed if they don't have to worry about the miss.
Janalon2011-01-17 02:14:59
QUOTE (Shikha @ Jan 16 2011, 03:54 PM) <{POST_SNAPBACK}>
Not 100% on this, but I have a suspicion that natural misses RNG may take into account your target's dex. Need to test this out sometime, but if that's the case your overall "average" miss rate loses meaning.
I think taking out natural misses would be nice, but this does bring up a problem with the oil. How about using the oil makes the miss rate 0? This way oil will probably be more popular than ever and knights get to be happy about the miss issue.
Don't really like the idea of the oil buffing weapon stats because there is a lot people can do to buff them already. The outlier people with level 3 +stat runes +wounding runes, forging runes, etc probably don't need a further buff on wounding and speed if they don't have to worry about the miss.
I think taking out natural misses would be nice, but this does bring up a problem with the oil. How about using the oil makes the miss rate 0? This way oil will probably be more popular than ever and knights get to be happy about the miss issue.
Don't really like the idea of the oil buffing weapon stats because there is a lot people can do to buff them already. The outlier people with level 3 +stat runes +wounding runes, forging runes, etc probably don't need a further buff on wounding and speed if they don't have to worry about the miss.
Well... nothing should be "absolute." How about +3% to bring a 95% success rate up to 98%?