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  • in reply to: Considering the War Bow vs. the Heavy Crossbow #19738
    Avatar photoLasseFin
    Participant

    Yeah, the damage basically “double dips”

    in reply to: Considering the War Bow vs. the Heavy Crossbow #19735
    Avatar photoLasseFin
    Participant

    Three things:
    1. Armor damage is dealt first, and THEN the current armor’s 10% is taken into consideration.

    That is how I calculated it. I’m sorry if that wasn’t clear.

    2. The direct damage does NOT take away from armor damage.

    The dev post that described how the mechanic works says that it does. Maybe it doesn’t, or I may have misread the dev post, but it seemed very clear on the point that direct damage is removed from the damage dealt to armor. If this is not true, then obviously my post is wrong.

    3. Crossbow perk further increases the ignore armor efficacy by a 15% to a total of 65% ignores armor.

    Which would make it even worse against armor if the rest of my post is correct.

    Especially since ranged weapons generally don’t get 8 shots to hit before the enemy closes, meaning most of their time will be spent in the earlier party of the equation rather than the later part where crossbows start to pull ahead by bypassing what armor remains.

    BTW, are you the same GlyphGryph from Cataclysm? Just wondering :P

    Wow, I haven’t actually had someone recognize me from there in a long time. I am!

    As Wargasm confirms above, we’re pretty sure that’s not how it works.

    But you don’t have to take our words for it, and it’s not very apparent in game either. However, one way you can confirm our assertions is by going in game to the inventory, equiping a weapon and hovering your mouse over the attack skill for the weapon. Read the tooltip, it’ll show you the amount that “ignores” armor and the armor damage amount.

    in reply to: Considering the War Bow vs. the Heavy Crossbow #19690
    Avatar photoLasseFin
    Participant

    Despite it’s superior armor effectiveness, the heavy crossbow actually deals less damage against armor.

    If you compare 2H Axe with 2H Hammer, it gets even worse.

    Except he’s… you know, wrong.

    in reply to: Considering the War Bow vs. the Heavy Crossbow #19685
    Avatar photoLasseFin
    Participant

    Three things:
    1. Armor damage is dealt first, and THEN the current armor’s 10% is taken into consideration.
    2. The direct damage does NOT take away from armor damage.
    3. Crossbow perk further increases the ignore armor efficacy by a 15% to a total of 65% ignores armor.

    With your simplified 60 damage, it would look like this instead on first shot:
    War bow deals 39 (60*0.65) damage to armor, then 0 damage to HP. 60*0.35-(250-39)/10
    Heavy crossbow deals 45 (60*0.75) damage to armor, then 9.5 damage to HP. 60*0.5-(250-45)/10

    BTW, are you the same GlyphGryph from Cataclysm? Just wondering :P

    in reply to: Beta 22.02.17 feedback #19672
    Avatar photoLasseFin
    Participant

    Nimble is NOT OP. At all. Please do some testing before you make unfounded and stupid claims, or you’re going to pressure the devs to nerf something that does not need nerfing.

    Here’s a post from the Steam forums I made about it:

    Armor seems to be better in general still. However, the new Nimble means that light armor builds are more reliable, but less effective than the old Nimble.

    The new Nimble means that if your melee defense is quite a bit higher than their melee skill, you will very reliably dodge their attacks. For example, if their enemy hit chance is 10% or 1/10 chance, it would be turned into a mere 1% or 1/100. In the extreme case of 5% 1/20, it changes it to 0.25% or 1/400, which is practically impossible to hit.

    Whereas in the old Nimble, it would would likely change a 10% to 5% and 5% stays at 5%. So no matter how good you are, you have that 1/20 chance of being hit.

    But if your melee defense is lower than the enemy’s melee skill, it doesn’t really help much at all, in contrast to the old Nimble perk. If their to hit chance is 90% or 9/10 for example, it merely changes it to 81% to hit in the end or 8/10. And all this is assuming the Nimble dodger is wearing no clothing at all.

    In the case of the old Nimble which gives you 50% more melee defense, you could generally get up to 30 or 40 mele defense off of the perk itself at max level, which means you can turn a 90% or 9/10 hit chance to 50% or 1/2, which is significantly better than the new Nimble.

    I think the entire purpose of the new Nimble perk is to make dodge characters potentially get to a point where the “one lucky shot” is nigh impossible. In other terms to effectively remove the 5% minimum hit chance. But in turn it’s now very hard to actually get to that point.

    Funnily enough, this is quite a good representation of reality, for better or for worse. It’s theoretically possible to get to a point that you are so good at dodging that you practically don’t need armor, but it requires so much experience and training that practically it’s borderline impossible. Armor on the other hand can always be practically count on by a normal person who has only a good amount of experience.

    Basically, if the attacker hit chance is below 22% or sqrt(5%), the new Nimble is better, as it’s able to push the effective hit chance below the 5% hard cap. If it’s above 22%, then the old Nimble, even with its nerf to only +50% defence bonus is better.

    And that’s assuming that the person is wearing NO Armor at all and wielding only a dagger. Right now, each 1 fatigue means 2% less chance for Nimble to trigger, so it’s not even as good as that in practise.

    in reply to: Critical Damage on Head Hits #16970
    Avatar photoLasseFin
    Participant

    +50%, not *50%. So 200% damage instead of 150%.

    in reply to: Critical Damage on Head Hits #16941
    Avatar photoLasseFin
    Participant

    It’s additive, not multiplicative.

    in reply to: More powerful named weapons #16857
    Avatar photoLasseFin
    Participant

    I honestly would rather have the bespoke stuff’s stats be relatively tame so a really nice nasal-helmet isn’t better protection than (for example) a great-helm, but the values seem to vary from being of little to fantastical benefit.

    Do we know if the coin value correlates to the effectiveness? And if the values are procedurally generated? Haven’t had a lot of time to play these past weeks

    I’d suggest it might be more flavorful if these war-relics/antiques (named items) gave “physiological” buffs, like the wolf-pelt armour does with Resolve (Like accuracy, dodge, stamina), in addition to less varied stats.

    Regardless it’s nice to have them in-game

    IMO it does make sense. The description does mention that it’s a hardened steel helmet. Anyone with a bit of knowledge in metallurgy knows the significance in the level of protection provided by high carbon steel armour over munitions grade armour.

    in reply to: Paul´s Art Corner #15995
    Avatar photoLasseFin
    Participant

    One of the coolest things about this game is the High Medieval Period theme. Helmets like the ones posted above, Salets, Armets and Bascinets are very anachronistic and feel really out of place in the game. I hope the artists stick with the theme of the game rather than make it into a weird pseudo-medieval-renaissance game like D&D.

Viewing 9 posts - 31 through 39 (of 39 total)