Game Development: Bumfights

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Re: Game Development: Bumfights

Postby Astarisk » Tue Sep 27, 2016 1:05 am

I've been fooling around a brand new character, and decided it'd be worthwhile to fight ants a bit. Still can't clear an ant hill as fast as I used to with similar stats, but that is meh, whatever. What gets me is that it seems to take 45 minutes per ant burn to recover, that is a damn long time for just getting started into combat.
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Re: Game Development: Bumfights

Postby sabinati » Tue Sep 27, 2016 3:12 am

what was your ua
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Re: Game Development: Bumfights

Postby Astarisk » Tue Sep 27, 2016 3:21 am

Astarisk wrote:I've been fooling around a brand new character, and decided it'd be worthwhile to fight ants a bit. Still can't clear an ant hill as fast as I used to with similar stats, but that is meh, whatever. What gets me is that it seems to take 45 minutes per ant burn to recover, that is a damn long time for just getting started into combat.


I started around 10, I used to have no problem against them with 5 UA in the old system, and it's still pretty much the same at 20 UA. Going up slowly. I'm just more irked that my hhp is gonna take a day and a half to fully recover, and the fighting of ants are just so tedious if I wish to avoid any damage.
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Re: Game Development: Bumfights

Postby sabinati » Tue Sep 27, 2016 6:13 am

throw some yarrow on it
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Re: Game Development: Bumfights

Postby stickman » Tue Sep 27, 2016 4:37 pm

Jorb can you confirm these calcs?

for a 300 unarmed fighter with 160q weapon:

full circle weight = sqrt( (300*.9) * 160) = 207
punch weight = sqrt( 300*.8) = 240

sting weight with 800 melee = sqrt(800*160) = 357
punch weight with 450 unarmed = sqrt(450*.8) = 360

so even if you almost double your melee to unarmed ratio punching is still better (for making openings) then all the melee moves basically?
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Re: Game Development: Bumfights

Postby sabinati » Tue Sep 27, 2016 4:44 pm

and why does full circle use UA instead of melee
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Re: Game Development: Bumfights

Postby stickman » Tue Sep 27, 2016 4:50 pm

I think there should be more skills like that. If it didn't use weapon q in the formula it would have allowed u to go 100% unarmed. right now the IP costing unarmed skill don't really do much so being an unarmed fighter is not viable.
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Re: Game Development: Bumfights

Postby jorb » Tue Sep 27, 2016 4:53 pm

sabinati wrote:and why does full circle use UA instead of melee


Tooltip bug. Fixed.
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Re: Game Development: Bumfights

Postby jorb » Tue Sep 27, 2016 4:59 pm

stickman wrote:Jorb can you confirm these calcs?

for a 300 unarmed fighter with 160q weapon:

full circle weight = sqrt( (300*.9) * 160) = 207
punch weight = sqrt( 300*.8) = 240

sting weight with 800 melee = sqrt(800*160) = 357
punch weight with 450 unarmed = sqrt(450*.8) = 360

so even if you almost double your melee to unarmed ratio punching is still better (for making openings) then all the melee moves basically?


Again, the quality of the weapon is factored in, which is the reason why it is lower then you may expect. Considering that.
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Re: Game Development: Bumfights

Postby Kaios » Tue Sep 27, 2016 6:40 pm

Without MC being somewhat equal in terms of weight versus UA it creates a meta where your MC skill doesn't actually matter at all because your skill values themselves aren't determining the damage you do when you cleave someone for example, really all you would need is enough unarmed to punch their openings up and even a player with 1 MC could at that point cleave/sting/chop/etc. for the same amount of damage as someone at 500 MC. This issue is not something new, either.
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