i dont know if it should be 100% but it should have a minimum. if you punch someone and they run, you will now have 0% attack and if you punch them again while running you will probably do 0 damage. if the person is stronger than you and they are running because you somehow are winning the fight, iam actually not sure if there is a way you can kill them if you only catch up to them periodically to land a punch.dagrimreefah wrote:This, PLEASE.MOldAr wrote:they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Running Away in Combat
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Lupich
- Posts: 188
- Joined: Thu Mar 03, 2011 8:41 pm
Re: Running Away in Combat
They should make it so you can't drink water and be faster than walking speed.

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SgtCayir
- Posts: 687
- Joined: Sat Sep 17, 2011 11:17 pm
Re: Running Away in Combat
MOldAr wrote:they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt
jordancoles wrote:Confirmed no balls and you guys officially win
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Lman8786
- Posts: 574
- Joined: Thu Sep 17, 2009 5:16 am
- Location: America
Re: Running Away in Combat
They should never go back to 100% in my opinion, but maybe like punches in movement stay the same at 25% and swords are buffed to 50%. Also going along with Nao I ran away from an 8v1 and they couldn't lay a finger on me I think combats now gonna be just dash and run and you'll get away from any fight as long as you have water.
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bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: Running Away in Combat
i'm gonna go ahead and ask again, why couldn't we have done this instead:
and, why did we need a sword nerfsimple fix for mavement komberts:
a "moving" hit deals damage as if there were no defense bar, but does not actually deplete the def bar.
Karede wrote: It takes a special kind of autism to play this game
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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: Running Away in Combat
Jorb didn't want people getting 1-shot.bitza wrote:i'm gonna go ahead and ask again, why couldn't we have done this instead:
and, why did we need a sword nerfsimple fix for mavement komberts:
a "moving" hit deals damage as if there were no defense bar, but does not actually deplete the def bar.
Of another era.
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Valten21
- Posts: 2053
- Joined: Thu Feb 25, 2010 7:40 pm
- Location: Vancouver, Canada
Re: Running Away in Combat
yeah, 100% attack and the double weight is good, it's kind of hard to stick to someone, punch them. jump 7 times, punch again, jump 7 more times, with out getting clipped on a rock or tree
You may have foiled the plans of BAD-EVIL this time, but there is no rest for the wicked.
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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Running Away in Combat
Why should all encounters almost always end in a kill? I'm also in the belief that a characters combats stats shouldnt be negated in any situation, it should always be factored in.
IRC/IGN: Rawrz
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Running Away in Combat
NPNGValten21 wrote:yeah, 100% attack and the double weight is good, it's kind of hard to stick to someone, punch them. jump 7 times, punch again, jump 7 more times, with out getting clipped on a rock or tree
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Running Away in Combat
That's not even how it was, you shit.SgtCayir wrote:MOldAr wrote:they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll