How do paid hats work?

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Re: How do paid hats work?

Postby SnuggleSnail » Sat Nov 16, 2024 9:51 pm

Miss_Min wrote:I think possibly you are underestimating the HP of the average sprucecap.


My max hit rn is somewhere around 250. Funny number will go up by a lot next anvil upgrade/when B12s happen, but if you have 200-250 HP and 120-150 AC right now I struggle to imagine how you could possibly die to being stabbed even if you don't know what you're doing at all

Not sure what it's like for hermits I guess but that's around the range our weakest guys who play 1hour per 2days are in
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Re: How do paid hats work?

Postby Miss_Min » Sun Nov 17, 2024 2:05 am

SnuggleSnail wrote:if you have 200-250 HP and 120-150 AC right now I struggle to imagine how you could possibly die to being stabbed even if you don't know what you're doing at all
Not sure what it's like for hermits I guess but that's around the range our weakest guys who play 1hour per 2days are in
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(This isn't necessarily just a combat-specialised vs civilian character issue, I think it's also a village vs hermit thing. One of the people I might have convinced to join me this world is currently afk for work reasons, the other one just got a new job and is busy, so I'm looking for my own hides AND string AND interesting rocks etc etc etc. My neighbours are some people who haven't built a palisade yet, and a guy who clearly has some skills (or a friend with skills) but just asked me to trade for ... palisade materials. Hm. Now I'm wondering where he is wanting to build a new palisade. But anyway, the paranoia says fuck no I'm not trusting these guys with anything for all sorts of reasons.)
Last edited by Miss_Min on Sun Nov 17, 2024 2:19 am, edited 1 time in total.
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Re: How do paid hats work?

Postby wolf1000wolf » Sun Nov 17, 2024 2:09 am

SnuggleSnail wrote:
Miss_Min wrote:I think possibly you are underestimating the HP of the average sprucecap.


My max hit rn is somewhere around 250. Funny number will go up by a lot next anvil upgrade/when B12s happen, but if you have 200-250 HP and 120-150 AC right now I struggle to imagine how you could possibly die to being stabbed even if you don't know what you're doing at all

Not sure what it's like for hermits I guess but that's around the range our weakest guys who play 1hour per 2days are in


I'd be willing to bet the the vast majority of hermits do not have over 200 HP atm.
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Re: How do paid hats work?

Postby Sevenless » Sun Nov 17, 2024 2:44 am

I think what tends to get hermits killed is getting 100hhp extra from con, taking 100hhp worth of wounds. "Oh, I still have 100hhp left, I'm safe!"

Except wounds are dealt by % of total HHP, and 50% of total HHP is a very dangerous spot to be in. Overhit protection only works if you're running around with 100% of your hhp (I think you can lose something like 90% of your max HHP in one down if all the stars align against you).
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Re: How do paid hats work?

Postby Valgar » Mon Nov 18, 2024 10:23 am

SnuggleSnail wrote:My max hit rn is somewhere around 250. Funny number will go up by a lot next anvil upgrade/when B12s happen, but if you have 200-250 HP and 120-150 AC right now I struggle to imagine how you could possibly die to being stabbed even if you don't know what you're doing at all

Not sure what it's like for hermits I guess but that's around the range our weakest guys who play 1hour per 2days are in


It is of course on defense untouched in the best way of your swing.

The term Hermit is not to be used for any newcomer on this game, many hermits will be much better than most of the random population (it's a choice to be an hermit).

A newcomer should have around 150-200 HHP actually (perhaps more depending on the CON food they can randomly find)
Mushroom Spit is one of the 1st reliable food they will figure so the CON is certainly not their lowest stat.
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Re: How do paid hats work?

Postby yuuya331 » Mon Nov 18, 2024 7:03 pm

It is possible to be killed with 40+40+20 %damage, but this requires extremely bad luck.

On the other hand, I once managed to kill an annoying, almost freshly spawned alt with 100 damage by sheer coincidence. By chipping away 99% of their health with minor damage and then landing a full Opening attack that dealt damage equal to their max HP, the rest came down to luck.

Additionally, if you factor in things like ticks, you can theoretically trigger another Concussion, making it entirely possible for the character to die. This is especially true for starter characters, as they cannot mitigate effects like Oppressive, leaving them vulnerable and easy to kill
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Re: How do paid hats work?

Postby Kaios » Mon Nov 18, 2024 8:00 pm

I don't think it's a certainty that new players are putting much into constitution at all, for awhile anyways. If you go strictly by the information offered in the tutorial quests they tend to put more focus on raising exploration, survival, intelligence and perception, which does make sense considering increasing study capacity and being able to find more things of higher quality to study are some of the core elements of character progression in the early game. However this has the effect of leaving other stats somewhat lacking.

General quests are not too helpful in this regard either as often times when they require you to raise an attribute or ability these seem to be random rather than being determined based on the stats the player already has. I think their intention with this was to have a player push their progression towards a balanced path but if that's the case then those quest tasks should be targeting the worst attributes/abilities when the character is at a lower tier of progression, gradually advancing towards the best stats at mid to high tiers of progression.
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