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Damage changes
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SolitaryTurnip



Joined: 17 Jul 2003
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 Post Posted: Wed Feb 11, 2004 1:01 pm    Post subject: Damage changes
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Do these changes apply at all to unarmed? Will a roundhouse now do more damage, and a spearhand less, or is that a totally different category?
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HR-Trevor
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Joined: 04 Oct 2002
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 Post Posted: Wed Feb 11, 2004 5:18 pm    Post subject:
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Damage numbers on unarmed were tweaked also. The changes to combat experience, fatigue etc also apply.
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Wed Feb 11, 2004 5:30 pm    Post subject:
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Quote:
[02/11/04] Major updates have been put into place to balance smaller, quicker
weapons with the larger ones. To date, it's been less in your favor to use the
heftier weapons because the damage rates didn't match up well to the
roundtimes. Along with updates to experience grants and fatigue, changes have
been put into place for damage rates themselves too. The damage levels of
various weapons have been updated, and how your strength and skill comes into
play has also been altered. Overall, the characteristics of the weapon you use
are more important now.


Hmm.. I'm pretty happy to see this, as I've been planning on bugging you about something like this for a while now, but I'm much too lazy.

On this note, is any preference given to two-handed weapons, as they negate the option to use an off-handed weapon (which can get much lower RT's) or shield?
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HR-Trevor
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 Post Posted: Wed Feb 11, 2004 5:38 pm    Post subject:
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Well, by their virtue of power they are more likely to stun, knockdown, critical (extra damage), crit (insta death). You get more shots in the with second hand item, sure, but an extra slim chance isn't up to par with a single high chance.

If you can consistently hit, it's easier to gain balance with a two-hander usually (but easier to lose it if you miss a lot).
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Wed Feb 11, 2004 6:40 pm    Post subject:
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Quote:
Well, by their virtue of power they are more likely to stun, knockdown, critical (extra damage), crit (insta death). You get more shots in the with second hand item, sure, but an extra slim chance isn't up to par with a single high chance.


Hmm.

Played with it a bit, zweihander seems to hit like a truck, at least in terms of HP damage.

However, physical damage from hits seems like it could be looked at some. For instance, against a character with 50 vitality, I landed a devastating hit, which took more than half of her HP, but failed to even draw blood (no armor on the body part hit, but she does have Jaddan resistances).

Overall, I'm liking the zweihander a lot more as a viable weapon choice, and am almost considering playing with some of the heavier polearms.

--------------

Edit: My last shot took 74 vit, killed her, but landed a scratch to her neck.
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HR-Trevor
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 Post Posted: Wed Feb 11, 2004 6:42 pm    Post subject:
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Did said person have armor aura, alchemy potions for resists, etc going? The hp damage is based on the wounds inflicted, so if the hp damage is a lot more with the zweihander, the wound damage in effect must also be.
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Wed Feb 11, 2004 7:15 pm    Post subject:
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HR-Trevor wrote:
Did said person have armor aura, alchemy potions for resists, etc going? The hp damage is based on the wounds inflicted, so if the hp damage is a lot more with the zweihander, the wound damage in effect must also be.


She said she didn't. It's not necessarily just the zweihander, either, just something I've noticed in general. Never took the time to look at how extreme it was before.
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HR-Trevor
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 Post Posted: Wed Feb 11, 2004 8:33 pm    Post subject:
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I think it's the random factor. I guess the best way to look at it is this... mind you these are imaginary numbers. Well some of them.

Each body location has 100 damage points total, but at 76+ that area is destroyed.

A dagger might have potential to do 1 to 9 points. A zweihander may have potential to do 1-39 points. You still could get that 1 once in a while, but your overall damage is going to be much higher. And each hit uses that damage roll to determine chance of stun, knockdown, crit, etc.
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HR-Trevor
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 Post Posted: Wed Feb 11, 2004 8:35 pm    Post subject:
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BTW to throw out a real number for fun, the halberd does the most damage at 62. It also has the longest RT at 16.
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Downtweak



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 Post Posted: Thu Feb 12, 2004 1:12 am    Post subject:
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Hmm. Could any of it be due to the fact that I was in Vamgoga Dok, and had God-Like strength at the time, thus greatly boosting my damage?
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HR-Trevor
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 Post Posted: Thu Feb 12, 2004 1:18 am    Post subject:
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You just posted that so you could use that sig.

Well, strength and stance certainly affect damage. So, yes, you're going to do more of it with good strength and a suitable stance. But those are both percentage modifiers where strength was formerly a flat bonus which made quick weapons far more powerful than intended.
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Thu Feb 12, 2004 1:36 am    Post subject:
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Quote:
You just posted that so you could use that sig.


Is that so wrong of me?
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-Nef; From the Dust Returned
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HR-Trevor
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 Post Posted: Thu Feb 12, 2004 2:17 am    Post subject:
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I don't suppose I can blame you.
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Tugor
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 Post Posted: Fri Feb 13, 2004 8:58 am    Post subject:
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Can you explain how the changes affected unarmed attacks? I use that as my primary melee and Ive noticed all my attacks are significantly weaker and very random in the power of hits. Landing slight hits one time then devestating the next. . .how much luck is involved in landing a good hit?
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HR-Trevor
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 Post Posted: Fri Feb 13, 2004 11:23 am    Post subject:
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Unarmed works just as I've described armed attacks. The attack has a range of damage it can do. I'll make up some numbers.

Let's say a punch can do 1-10 damage. After we add your strength and skill it may be 1-16 or something. You will do, literally, 1-16 per punch. It will look random because it is. The attack you use determines the max damage possible and the RT (and RT affects balance change and exp).
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