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LasseFin
ParticipantThe best one I’ve read is the Traitor Son Cycle series by Miles Cameron. It’s fantasy, but it’s also has exceptionally realistic combat sequences, from arms and armour, to technique, tactics and strategy. The author REALLY knows his stuff when it comes to historical warfare. It doesn’t have any of the bad fantasy arms and armour tropes, since the author practises HEMA, wears historical armor, conducts tests on them and reads a lot of books about history. And even the world building itself is very much grounded in reality (unlike a lot of fantasy that is set in a weird pseudo-medieval-renaissance period, this is something Battle Brothers does very well too,) modelled after a specific time period in our own history with a touch of magic and wild beasts.
The rough time period it’s set in is very similar to Battle Brothers actually. Battle Brothers is basically late 13th/early 14th century, while the Traitor Son Cycle is set in late 14th century. It’s mostly about a company of mercenaries, each with very distinguished personalities, but there are some PoV of others such as royalty, nobles, knights, common soldiers, merchants and mages.
For non-fiction, a good one is John Hawkwood: An English Mercenary in Fourteenth-Century Italy.
LasseFin
ParticipantNope, never mind, retiring and losing all your men still doesn’t delete ironman games sometimes, I will make a new bug report.
LasseFin
ParticipantI think the reason for retiring/losing all men not deleting ironman saves is because of Steam Cloud synchronisation. I turned it off and tested with a new save, and it no longer happens.
LasseFin
ParticipantInteresting ideas. About the Nimble one, it should not scale with armor durability, but with fatigue instead.
LasseFin
ParticipantNice! Do you mind going into some detail about the historical artwork and time period that inspired the arms and armour in the game?
LasseFin
ParticipantHey Paul, will there be legendary weapons in the game? Or only armors? Just wondering.
LasseFin
ParticipantSo basically, as long as you have at least 1 point of armour, your HP only gets hit by the “ignore” portion of damage and the “normal” damage doesn’t spill over into HP?
That would make sense, I was always slightly confused about the fringe case of very little armour in relation to HP damage.Yes. Which means that 1 armor and a 65 point gambeson would give you the same protection against that greatsword swing. Weird, but that’s how it works.
LasseFin
ParticipantI just tested it. It appears that he is right. Although the HP damage is calculated after armor damage, the armor check is indeed before the armor damage. Basically it works like the following:
1. Does victim have armor? If so, use ignore damage for HP damage.
2. Armor damage calculated
3. HP damage calculated, use ignore damage if victim had armor during step 1LasseFin
ParticipantHey Paul are you still taking ideas for the new legendary items? Maybe a legendary armor? :D
LasseFin
ParticipantHmm… are you sure about that?
If you had a weapon with 50% ignores armor, that dealt 60 damage, and the opponent had 60 armor – how much damage would you deal?
It would depend on how effective it was against armour, of course. If it was 100% then the armour would be destroyed and the 50% of damage (30) would be fully applied to hit points, since no armour remains.
Hmmm, so even if the armor is destroyed in the hit, it is still only able to use the ignore armor damage?? Gotcha.
LasseFin
ParticipantI guess Glyph’s right in saying that the relative benefit of the perk decreases as the base headshot chance increases. It’s sort of like diminishing returns.
Yeah I’m specifically speaking of relative worth here. The higher your base chance, the higher the bonus from the body shots are “waster” by a shot that would have already hit the head, and the lower chance of you picking up a stack to begin with.
It may become more valuable, because those last few points offer the all important factor of reliability, but the chance of any individual stack mattering is reduced.
I worked out a bunch of numbers and my math might be wrong, but it looks like if you’ve got a head shot focused build it gives you an average of 3% damage to take the perk? Of course, if you’re building an offense focused build, like with ranged characters, I suppose even 3% might find a place in your perk tree at higher levels.
Would be nice if it was a bit better though – a flat 10% bonus would be much better than we have now.
Yeah, a flat 10% is slightly better than what it is right now.
LasseFin
ParticipantSo what you’re saying is that the damage is actually applied twice, once to armor and THEN once to health? So if a weapon said it does 60 damage (no armor pen, 100% effective vs. armor), it actually does (potentially) 120 damage total? 60 to armor and then, if the armor is destroyed, 60 more to health?
Not exactly as above, because, if a weapon did ZERO damage ignoring armour, it wouldn’t get applied a second time and so would still just do 60 damage. If 10% of its 60 damage ignored armour, and the target hit had 60 armour, then the armour would be destroyed and 6 hit points would be taken.
You’d actually be surprised by how well bandit/brigand bandanas (20 armour) sometimes protect them against the first headshot with a flail.
I’ll have to test that… It doesn’t really make sense, that means the devs had to put in a special case just for these circumstances
LasseFin
ParticipantI guess Glyph’s right in saying that the relative benefit of the perk decreases as the base headshot chance increases. It’s sort of like diminishing returns.
LasseFin
ParticipantSo it really should be 1-0.75*0.65*0.55*0.45 for trigger chance in 4 consecutive attacks
Which means no, it would be better actually the higher your base headshot chance isLasseFin
ParticipantWell, if you hit body twice in a row, it gives you an additional 10% to 20%, then 30% if you body hit again.
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