|
|
|
|
|
July 19th, 2007, 03:41 PM
|
Major
|
|
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Musing on weapons tweaks...
Would it not be easier to lower the damage of blunt weapons across the board and add 1 AN damage.
|
July 19th, 2007, 06:29 PM
|
Sergeant
|
|
Join Date: Aug 2005
Posts: 299
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Musing on weapons tweaks...
Well, if this is to be modded, No. Aside from the 1AN+MR mode, I don't think there's a way to add extra, non-elemental, damage to an attack. If its a developer change, maybe. Not quite sure how much code would be needed for that. Not too much I don't think, but it could be quite a bit.
__________________
Qui tacet consentit
|
July 19th, 2007, 08:27 PM
|
Corporal
|
|
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Musing on weapons tweaks...
To add 1 AN damage sounds strange in the first moment, because as long as you do any damage anyway, it helps equally as much against Protection 1 opponents as against Protection 30 - Namely 1 per strike.
Next I think: However, it does mean, that, the more likely it is to totally deflect a blow, the more useful it is for the opponent to wield a blunt weapon.
And than again - I do not want a Horde of monkeyees with clubs to easily beat through an Obilisk.
So what? I say: Blunt weaons agains heavy armor should do extra fatigue to the victim.
This would work that way: Take the damage, reduce the rolls, reduce by the value of the natural armor and the damage actually inflicted, than, what is left is multiplied by a factor based on the weapon (daggers bad, swords better, axes even better, maces best) and a factor based on the armor (plate - leather - chain).
|
July 20th, 2007, 03:18 AM
|
BANNED USER
|
|
Join Date: Mar 2007
Posts: 29
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Musing on weapons tweaks...
Quote:
MaxWilson said:
Well, vs. a unit with heavy armor (16), the mode for the hammer's damage (w/ a strength of 10) is 1 while the broadsword's mode is 0. Because of the random numbers the mean will work out to be more like 1.3 vs. 0.5, but the hammer is still more effective vs. armored opponents. The difference is IIRC more significant the more heavily armored the foe is. Of course, you could increase the difference by increasing the base damage of the hammer as well, but the thing is that there's no reason to think a hammer would be *good* against plate armor. It's just that it's better than a sword, because of the extra momentum. (And a broadsword is a pretty heavy sword, which you could think of as a club with an edge to it. The hammer is something like three times as effective as a shortsword in this scenario.)
Picks are a different story. I could imagine those as armor-piercing, because that's what they do.
-Max
|
Ahh, I've never really delved into the game mechanics (I'm still not that devoted a player), but if your estimations are correct perhaps justice has already been served (Now, don't take that too literally - been excessively playing Baldur's Gate II lately. )
Anyway, that was referring to the comparison between the shortsword and the hammer. And on the second thought, you might be right about the broadsword as well though I have little idea how heavy it really is...
|
July 20th, 2007, 12:52 PM
|
|
Captain
|
|
Join Date: Jun 2004
Location: Rhode Island
Posts: 822
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Musing on weapons tweaks...
Maraxus, Obelisks don't wear armor. AP and AN only get through armor, not natural protection. Obelisks, sphinxes, anyone who's ironskinned or wearing the Marble Breastplate, all those guys will be well protected against AP and AN damage. At least, I'm pretty sure that's the way it used to work; I don't think it's changed?
|
July 20th, 2007, 01:26 PM
|
|
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Musing on weapons tweaks...
AP and AN goes through any protection, natural or added armor. It has always been like that.
|
July 20th, 2007, 02:20 PM
|
Corporal
|
|
Join Date: Mar 2004
Posts: 107
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Musing on weapons tweaks...
"So what? I say: Blunt weaons agains heavy armor should do extra fatigue to the victim. "
For a combination of realism and simplicity, I would suggest that blunt weapons do less damage and more fatigue across the board. No need to worry about armor, changing calculations, etc.
-Jeff
|
July 20th, 2007, 03:55 PM
|
Private
|
|
Join Date: Jul 2007
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Musing on weapons tweaks...
maybe a maul or so should get 'armor dent'..
__________________
i have spoken
|
July 20th, 2007, 04:20 PM
|
|
Private
|
|
Join Date: Jul 2007
Posts: 47
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Musing on weapons tweaks...
I think AP and AN kinda have rather vague wording about whether it included natural protection or not. Good to hear for sure straight from a dev.
__________________
Given infinite time, a thousand monkeys with a thousand keyboards would eventually write the entire workings of Windows Vista.
Dwarf Fortress: The Grand Sixth Hall
|
July 20th, 2007, 04:34 PM
|
|
Corporal
|
|
Join Date: Nov 2006
Location: Toulon - France
Posts: 69
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Musing on weapons tweaks...
Maybe we can imagine for a next version a type of damage for each weapon just like there are damage type for magical damages (cold, fire etc...)
-Piercing (Swords, but also arrows etc...)
-Crush (Maces, flail)
So a Mace would have for ex. do 7 Crush while Sword would do a 7 Slash. An unarmored target would take 7 by both weapons while an armored one would maybe take 1/2 Slash damages and full Crush.
Of course it's impossible with actual system.
__________________
Chacal
---
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|