Running Away in Combat

General discussion and socializing.

Re: Running Away in Combat

Postby Duane » Tue Jun 25, 2013 9:12 pm

Lman8786 wrote:
0909red wrote:So what it will be down to skill if you die then its your fault and should improve.

That doesn't make any sense.

No shit it doesn't make sense, he's russian.
Duane
 
Posts: 260
Joined: Mon Jun 07, 2010 3:54 am

Re: Running Away in Combat

Postby 0909red » Tue Jun 25, 2013 9:21 pm

English actually and don't really see how it doesn't make sense. Its down to skill and if you die then its your fault for being bad?
Image
Image
Image
Image
Image
THE RAKE AWARENESS
Show this to 10 friends or the rake will get you.
viewtopic.php?f=40&t=43766
User avatar
0909red
 
Posts: 216
Joined: Tue Mar 15, 2011 1:40 pm

Re: Running Away in Combat

Postby GanjaGuardian » Tue Jun 25, 2013 9:56 pm

Just do what was done with the summon bug and make it so anyone who runs in combat dies immediately, no warning :lol:
There is a difference between drinking Vodka and healing yourself with Vodka - Lapa
I know everything there is to know - Burgingham
GanjaGuardian
 
Posts: 82
Joined: Thu Oct 21, 2010 2:21 pm

Re: Running Away in Combat

Postby bmjclark » Tue Jun 25, 2013 10:06 pm

Ninijutsu wrote:You can only aggro people off-screen if they are in your party.

And CDTT can't be used without you being more than close enough to be seen.


You have much to learn ;)
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
User avatar
bmjclark
 
Posts: 4010
Joined: Thu Jan 27, 2011 6:40 am
Location: Ontario, Canada

Re: Running Away in Combat

Postby Ninijutsu » Tue Jun 25, 2013 10:11 pm

bmjclark wrote:
Ninijutsu wrote:You can only aggro people off-screen if they are in your party.

And CDTT can't be used without you being more than close enough to be seen.


You have much to learn ;)


Thanks for the elaborate and meaningful contribution to the thread, I feel truly enlightened now.
Of another era.
User avatar
Ninijutsu
 
Posts: 2225
Joined: Sat May 22, 2010 4:22 am

Re: Running Away in Combat

Postby MOldAr » Tue Jun 25, 2013 10:26 pm

I know a way how to get coins on ppl that are in few SGs from you :twisted:
MOldAr
 
Posts: 205
Joined: Wed Mar 20, 2013 6:15 am

Re: Running Away in Combat

Postby dragonxkai » Wed Jun 26, 2013 12:17 am

Maybe square root the combat system so it gets harder to progress mid-end game to punch bears and the likes.

Then again this means a change in the core formula so the damage and effectiveness isn't scales on comparison but to a high value for end game levels.
And using sqrt makes it harder to grow to the point of punching bears to death.

Oh why not instead of base damage * (stats) it's base damage + (stat1 * sqrt(stat2))?
The latter formula adds damage in as 'bonus' damage, not multiply the base damage to crazy amounts.

Because you can pretty much turn a 400 base damage weapon into 1500 using stats.

This basically limits UA damage and forces everyone to rely on Melee for 'actual' combat, instead of jump and punching everything.

Image
So:
Damage = basedamage + (sqrt(ql * str))?

Soldier Sword (400 dmg) + sqrt(ql 10 * 100 str) = 400 + 31.62 = 431 damage
If you got a q100 soldier sword and 100 str, it'd be +100 bonus damage?

This formula does forces everyone to rely on items to boost damage rather than stats.
Last edited by dragonxkai on Wed Jun 26, 2013 12:30 am, edited 1 time in total.
dragonxkai
 
Posts: 125
Joined: Thu May 09, 2013 8:39 pm

Re: Running Away in Combat

Postby _Gunnar » Wed Jun 26, 2013 12:27 am

sorry, but that formula is terrible.

say if stat1 and stat2 are only 100, you already get base + 1000 damage, its far worse than the original formula since it actually has increasing returns. late game some people have 1000 stats so you want them to have base + 31k damage

edit: ok, so you changed the formula. it still sucks though, in the opposite direction :p
Image
User avatar
_Gunnar
 
Posts: 1430
Joined: Thu Dec 22, 2011 1:15 pm

Re: Running Away in Combat

Postby dragonxkai » Wed Jun 26, 2013 12:32 am

_Gunnar wrote:sorry, but that formula is terrible.

say if stat1 and stat2 are only 100, you already get base + 1000 damage, its far worse than the original formula since it actually has increasing returns. late game some people have 1000 stats so you want them to have base + 31k damage

edit: ok, so you changed the formula. it still sucks though, in the opposite direction :p

EDIT: clearing up this post so i can try another formula:

Original:
400 * (sqrt(sqrt(10 * 1000) / 10)) = 1264.9110640673517327995574177731

Alternative:
400 + (base damage * (sqrt(ql * str) / base damage)) =
400 + (400 * (sqrt(10 * 1000) / 400) =
400 + (400 * 0.25) = 400 + 100 damage.

Lets try this for various stat levels (100 str):
400 + (400 * (sqrt(10 * 100) / 400) =
400 + 31 damage.

(500 str):
400 + (400 * (sqrt(10 * 500) / 400) =
400 + 70 damage

It's not very efficient because i added a base damage divided by base damage which does the same thing so...

Base damage + (10 *(sqrt(ql * str) / base damage)) = 400 + 17 damage at 500 str with q10 weapon?

Stone axe q10:
100 + (10* sqrt(10 * 500) / 100) =
100 + 7 damage

Okay so it looks like lower tier weapons only adds a smaller value at higher stats.

Now what about a q100 stone axe?
100 + (10 * sqrt (100 * 500) / 100) =
100 + 22 damage

This shows that higher quality weapons will be required alongside strength to use a higher bonus.
But the biggest change to balance combat is probably the weight and how 'chop' uses said base damage+bonus damage.

What if we allow higher Melee weight to improve that damage?

Say punch is dependent purely on the knuckle item and strength in that formula. If you can change the attack moves to have higher multipliers, it would mean that higher skills are needed to pull off better range of damage?

This makes knock his teeth out more important to do increased damage rather than having simply high str and UA and jumping and punching.
dragonxkai
 
Posts: 125
Joined: Thu May 09, 2013 8:39 pm

Re: Running Away in Combat

Postby dragonxkai » Wed Jun 26, 2013 1:05 am

Actually I realized something. If said alternative formula is used with the movement combat before it was nerfed, it would make it quite effective and not too overwhelming with the current formula.

Basically:

Base damage nerf + combat action buffs.

Less raw damage done, but higher and better multipliers from actions to do as much as the original formulas.

If you think about it, a sword or a axe doesn't really do additional damage, it just cuts and stab based on how well the user is.

So the primary focus of lesser damage, is to have skills allow you to have the ability to hit with them from 1x to 10x the damage?
dragonxkai
 
Posts: 125
Joined: Thu May 09, 2013 8:39 pm

PreviousNext

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Claude [Bot] and 1 guest