W7 combat

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Re: W7 combat

Postby NOOBY93 » Sat Nov 16, 2013 1:57 pm

Jojjkano wrote:
NOOBY93 wrote:In other words, a sledgehammer should have a "hammer" attack that deals extreme armor penetration, because of how punches do.

Irrelevant

Relevant to the question. But yeah there's nothing more to say, I just hope J&Lo take the right side in this.
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Re: W7 combat

Postby ydex » Sat Nov 16, 2013 2:32 pm

jorb wrote:So the consensus is to change the weights when hit in motion, for starters, and buff the swords a bit?


yepp, this would do imo. should mean that chars with lower stats still cant insta break the stronger one, whilst ppl with similar stats actualy can (if moving ofc).
i personally love the sword nerf, because now mc ppl that need sheild can't hurt me :P, but ye swords need to be buffed some 50-100 base xD
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Re: W7 combat

Postby dagrimreefah » Sat Nov 16, 2013 3:25 pm

Yes. Swords buffed, movement lowers def w8 to 5% OR simply zeros your defense and deals some dmg based off of opponent's attack, and flex so lonely. THANK YOU
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Re: W7 combat

Postby MagicManICT » Sat Nov 16, 2013 5:01 pm

Jojjkano wrote:Give flex ... some love


Yup. Basics of it didn't need to be changed, I don't think. Pushing advantage to your target makes it completely useless, and it went from OP to most useless maneuver. The amount of ATK power returned needs to be balanced against the amount of advantage given away OR the advantage penalty needs to be removed and the amount of ATK power reduced and/or cooldown of it greatly penalized (increased time).
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Re: W7 combat

Postby delfer8 » Sat Nov 16, 2013 7:06 pm

NOOBY93 wrote:
delfer8 wrote:Punching u damage someone with armor and stinging u hit 0?? i cant understand that

It's bcuz sting can't penetrate armor but punching usually does some blunt damage.
In other words, a sledgehammer should have a "hammer" attack that deals extreme armor penetration, because of how punches do.


Well what u say is true, we only need loftar enable sledgehammers and smithy's hammers as weapons :lol:

But a sword irl deals more damage to an armor than a punch, and a plate can support a punch omg, sooo i insist wtf
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Re: W7 combat

Postby MagicManICT » Sat Nov 16, 2013 7:42 pm

delfer8 wrote:Well what u say is true, we only need loftar enable sledgehammers and smithy's hammers as weapons :lol:


I don't know why a sledge isn't a weapon, too. Great hammers and mauls are basically just weaponized sledges. Cave a guys skull in in one blow, even through a plate helm....

But a sword irl deals more damage to an armor than a punch, and a plate can support a punch omg, sooo i insist wtf


If I can be so bold as to theorize, one could say that a person using unarmed techniques could more easily hit vulnerable areas in the armor, areas that when hit with enough force, decrease fighting ability. It's the same areas that are the hardest to armor because the bulk would interfere with fighting ability more than the protection would be worth.

That said, if a person comes up to an armored knight in just a hardened leather armor, they had best be prepared to be cloven in twain by the first sword blow. I realize a soldier's sword here is more a long or bastard sword of the Medieval period and not a Japanese katana or Scottish claymore, but both those swords were capable of splitting a man in two through the middle, and a long sword could easily lop off limbs and heads of unarmored opponents.

edit: yes, this is a game and not reality. I'm good with that as long as we can establish that characters should be of a super-hero variety and not need weapons or such to kill their opponent. :P
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Re: W7 combat

Postby virus_128 » Sat Nov 16, 2013 8:07 pm

why do you forget every time about ranged combat? :(
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Re: W7 combat

Postby delfer8 » Sat Nov 16, 2013 8:09 pm

Sting a guy with plate with a longsword and u will see his blood down in the ground. And u can cut his head or arms with ability, coz noone has the perfect armor ;)
Be nice, the woods are aware of you.


W3 and 4 Hermitage
W5 Emberwood and Kirribilli, PANDEMONIUM
W6 MIRROR LAKE
W7 Tkearns village
W10 F&I
W12 BROLAND, Weasel's Blue Boar Inn, Grimmhold retirement
W13 Monke Spanish plot
W14 Kakariko village Druid
W15 Into the deep woods


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Re: W7 combat

Postby delfer8 » Sat Nov 16, 2013 8:10 pm

virus_128 wrote:why do you forget every time about ranged combat? :(


True, and make iron arrows to penetrate armors
Be nice, the woods are aware of you.


W3 and 4 Hermitage
W5 Emberwood and Kirribilli, PANDEMONIUM
W6 MIRROR LAKE
W7 Tkearns village
W10 F&I
W12 BROLAND, Weasel's Blue Boar Inn, Grimmhold retirement
W13 Monke Spanish plot
W14 Kakariko village Druid
W15 Into the deep woods


Where are you Weasel!?!?
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Re: W7 combat

Postby virus_128 » Sat Nov 16, 2013 8:23 pm

delfer8 wrote:
virus_128 wrote:why do you forget every time about ranged combat? :(


True, and make iron arrows to penetrate armors

or increase damage of Rb's by using melee damage formula(perception, instead of strength). Srsly, when you get enough perception, why can't you shoot at weak spots of armor?
PS. Just calculated: if you'll have 120 q RB, 600 perc, you'd hit 1554 damage (with full martial 1865 dmg). But, to reach this values, you need to have 2x perception than enemy's agi. And it's impossible to shoot at person in moving. So whats the problem, as you see, damage still sucks, but you CAN raise it by eating more perception (better, than nothing).
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