No shit it doesn't make sense, he's russian.Lman8786 wrote:That doesn't make any sense.0909red wrote:So what it will be down to skill if you die then its your fault and should improve.
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Duane
- Posts: 260
- Joined: Mon Jun 07, 2010 3:54 am
Re: Running Away in Combat
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0909red
- Posts: 216
- Joined: Tue Mar 15, 2011 1:40 pm
Re: Running Away in Combat
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?
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GanjaGuardian
- Posts: 82
- Joined: Thu Oct 21, 2010 2:21 pm
Re: Running Away in Combat
Just do what was done with the summon bug and make it so anyone who runs in combat dies immediately, no warning 
There is a difference between drinking Vodka and healing yourself with Vodka - Lapa
I know everything there is to know - Burgingham
I know everything there is to know - Burgingham
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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Running Away in Combat
You have much to learnNinijutsu 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.
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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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: Running Away in Combat
Thanks for the elaborate and meaningful contribution to the thread, I feel truly enlightened now.bmjclark wrote:You have much to learnNinijutsu 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.
Of another era.
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MOldAr
- Posts: 205
- Joined: Wed Mar 20, 2013 6:15 am
Re: Running Away in Combat
I know a way how to get coins on ppl that are in few SGs from you 
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dragonxkai
- Posts: 125
- Joined: Thu May 09, 2013 8:39 pm
Re: Running Away in Combat
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.

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.
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.

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.
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_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: Running Away in Combat
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
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

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dragonxkai
- Posts: 125
- Joined: Thu May 09, 2013 8:39 pm
Re: Running Away in Combat
EDIT: clearing up this post so i can try another formula:_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
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.
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dragonxkai
- Posts: 125
- Joined: Thu May 09, 2013 8:39 pm
Re: Running Away in Combat
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?
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?
