I would have to agree with DatOneGuy with this matter though I have not of yet been able to come up with an easy fix to the problem other than integrating archer into the combat system instead of being separate and that may not solve the matter either.
Also I should ask if the community desires if they desire short (Less than 2 minutes) or long duration combat (More than 5 minute). There is a matter of the amount of damage done vs the amount of life a normal hearthling has.
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Patchouli_Knowledge
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Re: Development Question

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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DatOneGuy
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Re: Development Question
HP should count for more IMO counting as some sort of duration when in battle.
So that if you have lot of HP (most people raise stats even AFAIK), stronger you are, longer the battle will go on ^ ^
I'd like to see battles last 5minutes+ if matched in experience.
So that if you have lot of HP (most people raise stats even AFAIK), stronger you are, longer the battle will go on ^ ^
I'd like to see battles last 5minutes+ if matched in experience.
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Patchouli_Knowledge
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Re: Development Question
Perhaps I should set a survey and find the consensus of the desires of the duration of combat. I myself prefer longer duration bouts myself.

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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Potjeh
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Re: Development Question
As far as bows are concerned, just give them piercing damage. IMO rbows shouldn't actually do more damage than wood bows, but they should pierce more. Like sling gets 60dmg and 0% pierce, wbow 110 dmg and 10% pierce and rbow 110dmg and 30% pierce.
Fights could stand to be a bit longer, it's too hard to reach someone in time to help him even if he's attacked right outside your village.
Fights could stand to be a bit longer, it's too hard to reach someone in time to help him even if he's attacked right outside your village.
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Patchouli_Knowledge
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Re: Development Question
Ignoring the martial/peaceful slider, utilizing a quiver of q150 arrows with numbers notating maximum damage:
A q150 wooden bow with q150 arrow will deal 48 piercing damage and 440 blockable damage.
A q80 ranger bow will deal 114 pierching damage and deals 271 blockable damage.
There is one idea that may seem a little radical but is it possible to take the total damage inflicted through armor and put it under a diminishing return equation as well?
A q150 wooden bow with q150 arrow will deal 48 piercing damage and 440 blockable damage.
A q80 ranger bow will deal 114 pierching damage and deals 271 blockable damage.
There is one idea that may seem a little radical but is it possible to take the total damage inflicted through armor and put it under a diminishing return equation as well?

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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Potjeh
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bmjclark
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Re: Development Question
I do kinda of agree with this, tho i almost think they should just up the damage of rangers bows a bit (and even wood bows). Just cause a rangers bow of equal q to someones armor should actually be able to do damage to them (depending on perc vs agi of course).Patchouli_Knowledge wrote:Ignoring the martial/peaceful slider, utilizing a quiver of q150 arrows with numbers notating maximum damage:
A q150 wooden bow with q150 arrow will deal 48 piercing damage and 440 blockable damage.
A q80 ranger bow will deal 114 pierching damage and deals 271 blockable damage.
There is one idea that may seem a little radical but is it possible to take the total damage inflicted through armor and put it under a diminishing return equation as well?
Edit: Was thinking up Wood bow damage so it can contend with bronze armor a bit
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.
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cloakblade
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Re: Development Question
@Piercing damage:
Maybe base the percentage off the perc vs agl check that is made? 5% * (your_perc/their_agl) (capped at 10 floored at 2.5).
Edit: Then again I just imagine like 5 people with rangers bows hunting people by using the 10% piercing damage.
Maybe base the percentage off the perc vs agl check that is made? 5% * (your_perc/their_agl) (capped at 10 floored at 2.5).
Edit: Then again I just imagine like 5 people with rangers bows hunting people by using the 10% piercing damage.
A.K.A. Suddo
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Patchouli_Knowledge
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Re: Development Question
That is already taking place within the scenario except there is no floored damage within the equation of archer's perception: target's agility ratio. I disagree that a minimum damage should take place though but the difference would be minor though and perhaps not worth a debate over.cloakblade wrote:@Piercing damage:
Maybe base the percentage off the perc vs agl check that is made? 5% * (your_perc/their_agl) (capped at 10 floored at 2.5).
Edit: Then again I just imagine like 5 people with rangers bows hunting people by using the 10% piercing damage.
Edit: OK it seems that armor plays a large part of whether you survive a ranger bow battle.

As demonstrated in this recent clash, the individual that has been killed in action was not properly equipped and was killed in 2 shots. this does still raise the issue with the extremities of the damage where it is all or nothing though.
Also please keep this discussion about the development, not about the battle itself.
Last edited by Patchouli_Knowledge on Tue Jun 21, 2011 7:42 pm, edited 1 time in total.

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Potjeh
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