i would simply postulate then, that if a player is able to preserve their def bar (either by staying out of melee range or just having enough combat stat), then they deserve a reasonable chance to get away.
i think that what you are suggesting and what i am suggesting are really not very different things, a hamstring move vs. no running after SHP damage. the only difference is that the hamstring move has a lot of potential for abuse unless it's set up exactly the right way
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bitza
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Re: Running Away in Combat
Karede wrote: It takes a special kind of autism to play this game
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bmjclark
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Re: Running Away in Combat
Having the same melee combat as the enemies defensive weight will break their defense while moving. Having the same UA as the enemies defensive weight and hitting them while moving will bring them to 10% defense.
With how the moving hits now i just don't think it would be enough. Last world it wasn't exactly easy to catch people, but if you hit them moving the chase was over. I think it should be like that still. (note that i do think the hamstring move should only work if u hit the person moving, and it should cost 2 coins, and possibly scale with stats so that it can't be spammed by alts, though i don't think it would be an issue)bitza wrote:i would simply postulate then, that if a player is able to preserve their def bar (either by staying out of melee range or just having enough combat stat), then they deserve a reasonable chance to get away.
i think that what you are suggesting and what i am suggesting are really not very different things, a hamstring move vs. no running after SHP damage. the only difference is that the hamstring move has a lot of potential for abuse unless it's set up exactly the right way
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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bitza
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Re: Running Away in Combat
and that's exactly my point, in the majority of scenarios, you hit the runner moving (he has 25% def weight), he's done running. the only time this wouldn't be the case is if the runner greatly outstats his chasers (4x combat skill) in which case he shouldn't be running anyways.
in fact, a hamstring requiring inits and stat scaling and so forth would be even harder to pull off on a runner, than a simple punch
in fact, a hamstring requiring inits and stat scaling and so forth would be even harder to pull off on a runner, than a simple punch
Karede wrote: It takes a special kind of autism to play this game
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NaoWhut
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Re: Running Away in Combat
if you're MC based and stab, yesDeadlyPencil wrote:Question:
someone mentioned that you have 25% defence while moving. if person A has 100 unarmed and is moving and person B who has 101 melee stabs the first person, will his defence be completly drained to 0? i thought i remember something about being 4x the combat being able to punch completly through the defence, and since if somenoe is moving, tehy have 1/4 the defence.... wouldn't that mean that a person equally as strong as the other would break the defence on a movement hit?


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bmjclark
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Re: Running Away in Combat
Punch has a 75% weight (or is it 80, i kind of forget), so the chaser has to have more UA then the runner by a decent amount for it to work
. (To 1 shot someone who has 250 UA's defense while they're moving, you'd have to have 330-335 UA)
Last edited by bmjclark on Wed Jun 26, 2013 7:05 pm, edited 1 time in total.
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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Potjeh
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Re: Running Away in Combat
No running whenever any SHP are missing could be kinda annoying, as SHP take a while to regenerate and you can lose SHP to leeches or something. What about if taking damage just gave a shortish debuff that prevented running. That way you could even recover from a hit and run away anyway if you're good at static combat (though if you were that much better than the enemy, you have no business running away anyway).
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bitza
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Re: Running Away in Combat
i can't disagree with that, as long as the debuff time is significant enough such that the attacker has enough time to at least fire off a few moves. otherwise we're basically back to square one 
Karede wrote: It takes a special kind of autism to play this game
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Potjeh
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Re: Running Away in Combat
Yeah, I was thinking enough time for like 5-6 moves, if the defender can withstand that without taking further damage he deserves to get away.
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DeadlyPencil
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Re: Running Away in Combat
What about if you take >75% defence lost in a single hit you have a very short snare, like 1 second of crawling speed, but if you actually have your defence broken it is much longer. that way if you are weaker than the person you still have a chance to snare them on a hit compared to if you were stronger than them where you would definatly break their defence. but at 75% it would prevent alts from punching you etc.
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jordancoles
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Re: Running Away in Combat
I'm fine with a slowing affect taking place when being hit moving or a snare effect but I think I'd prefer a skill that takes 20 seconds to be reused again that will bind the person or slow them down when hit moving with it, if the attack is not successful in hitting while moving, the reuse timer should be doubled. If successful it'd be nice to see a small portion of damage be dealt to the person as well. A small percentage of your total punch dmg or something like that to give the feeling of being jabbed in the ribs or back of the legs.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
