Physical Damage

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NiteHawk
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Re: Physical Damage

Postby NiteHawk » Sat Aug 27, 2016 6:26 pm

Folder wrote:
NiteHawk wrote:This is for the new changes, just adding some more insight with higher STR.

This is with 23 STR, Means you have lower AGI, and we need to balance AGI, and Armor anyways. Again this is WITH DIV. So the numbers should be slightly higher then you'd think.

BARB (DW): 217-291 -- RAGE MAX 363
KNIGHT: 192-257
Monk: 168-201 -- RH MAX 402
Assassin (DW): 141-199 --- BACKSTAB MAX 796
Thief: 125-172 --- BACKSTAB 515


This is with 21 str, which I think is probably the max that these classes would do for a decent character. Maybe I missed something but we'll see
Paladin: 165-221
Bard: 154-207
Ranger: 166-192
Druid: 163-228


I'm thinking about adding one more arrow that gives +1 more max on top of the max arrow too making rangers 173-192. Their damage is meant to be overall lower but better average.

One problem I see is that maybe I need to take into account two handed weapons for the classes I want to have it. For zerkers, it'll be aritifical and similar to DW'ing. Knights should have it too, but I think then THEIR max strength should be as it is above, 192-257 with 23 STR. I'd think I'd do something similar and remove 10% damage when not using a two handed weapon then.

I don't see any other then those two using two handed weapons, I'm not sure it's worth it to even add though.


Most people won't be making 23 str characters, I'd recommend balancing around 22 for those, 20 or 21 for monks maybe since they are going to want maybe +1 agi. Sacrifices are pretty steep for 23 str, like half orcs being such low agi or wrecked by magic.

25% RAGE bonus - good, 50% was nuts.

Your druid with 21 str is what strength morphed, and is that cat damage? A cat druid should be doing more damage than a paladin but less than a barb, knight or monk I'd think.

Paladins should be on the low end of the spectrum imo because of their heals.

Did you up the minimum on slayers? They need a boost to minimum backstabs imo. I've hit people for ~250 with a backstab, neutral with 22 str. That can be 1 hit from a knight or barb.

Overall these changes look solid and we'll need to play with them more once they are in.


I disagree with druids and monks though as druids don't get the +1 attack anymore. Monks may seem underpowered here but they actually do deal more damage with 5 attacks then druids plus have RH. But yeah it's cat form.

For slayers, I'm thinking about removing the random backstab multiplier and just maxing it to 4x static, as its hard to balance when both the weapon and the backstab multiplier give random numbers. So it should help the minimum a bit there. At least push it to the 400-450 range with 22 str on neutral div with the lowest hit. Then duel wielding would just add 10% bonus like it does for barbarians, keeps it simple.

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Re: Physical Damage

Postby Folder » Sat Aug 27, 2016 6:52 pm

Oh I don't think monks are underpowered at all, I think 5 attacks is bad lol. As long as we balance around it it can work fine though.

Druids are very strong with haste. Maybe they don't need to do much, if any, more damage than say a paladin because they are going to get a good deal more attacks.

Yeah I can see maybe getting rid of the variable backstab. Or maybe make it 3-4x (it's 2-4 now?). I don't want slayers to be the best at everything but they are underpowered right now I think, although that is ONLY because of the low minimum.
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Re: Physical Damage

Postby NiteHawk » Sat Aug 27, 2016 7:05 pm

Folder wrote:Oh I don't think monks are underpowered at all, I think 5 attacks is bad lol. As long as we balance around it it can work fine though.

Druids are very strong with haste. Maybe they don't need to do much, if any, more damage than say a paladin because they are going to get a good deal more attacks.

Yeah I can see maybe getting rid of the variable backstab. Or maybe make it 3-4x (it's 2-4 now?). I don't want slayers to be the best at everything but they are underpowered right now I think, although that is ONLY because of the low minimum.


I'm going to lower the damage to around the barbs proposed I think, little higher.

I'll test the whole removal of the second variable. It's actually 3x to 4x now. The thing is if you're backstabbing a high armored character, a 3x backstab with the lowest damage, which is about 110-115 damage, would be 340 ish. Then you take into effect armor, and you're looking at low 300's.

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Re: Physical Damage

Postby Folder » Sat Aug 27, 2016 7:18 pm

Weird, I know I've hit backstabs around 250 but ok. If it's already 3-4 then yeah just get rid of it and we will see how it plays out.

All this sounds good, looking forward to testing it out.

After we finish with this we should talk again about exp requirements!
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Re: Physical Damage

Postby Reckqq » Sat Aug 27, 2016 8:04 pm

Monks far from underpowered (I know no one thinks so, but I feel I should say it so there is no confusion.), Probably the strongest pve/pvp class right now. They absolutely counter Berserkers too, +2 agi vs -2 agi means the Ninja will win 9 times out of 10 (Test it, I have). Once the 25% rage change comes in it'll probably be 10 out of 10 times. I know dodge/agi/armor is being looked at but thats the current state.

Definitely agree with backstab variance needing to go for both balance and play reasons. As a player it feels absolutely terrible when your dagger weapon rolls low and your backstab weapon rolls low and you end up spending 2 stamina for a puny 200-300 damage. This happens in both pve and pvp. If consistent backstab damage make them overpowered, then the damage should be adjusted but not the range. Felt like this before super exp and now it's confirmed.

Not many have been testing this class but Knights/Cavs are actually in a solid spot(little strong) right now. I am curious how they might play with two-handers implemented but sword+board is pretty okay pvp/pve.

Overall great changes... definitely think Physical damage needs to be lowered and overall re-balancing. I look forward to testing these changes.
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Re: Physical Damage

Postby Kruell » Sat Aug 27, 2016 11:54 pm

Bards suck

Now that I've got that out of the way I have to ask.... What exactly is their role in the game? If they are supposed to be a support character like clerics then their damage is fine. If they are supposed to be stand alone then we need to do some talking about the class itself since the damage they do makes me think they have to have some additional ability to negate or reduce damage.

I like that Knights and Paladins are both solid damage dealers at the upper end of their "tier". The abilities of the other classes seem to average out at decent points. Hit Rate and Dodge are the main factors that will decide the battles hopefully.

Remove the random multiplier for Slayers/Brigs right now to get rid of the lower damage and it should make people happy. Metzger has hit my characters for less than 300 and I know that Slayers hate landing two backstabs but doing less damage than four regular attacks.

Also, could you put a two handed OaD weapon in game? I know it shouldn't make a major difference but it would be worth testing 2H vs normal.

PS: Can I make an Executioner's Blade that is a two handed dagger so Slayers aren't left out of the fun? :lol:
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Re: Physical Damage

Postby Folder » Sat Aug 27, 2016 11:58 pm

2h dagger would just be super goofy :P.

I figured bards were meant to be support, what with their party buffing songs. I haven't actually tested their damage myself though so I can't comment on that.
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Re: Physical Damage

Postby NiteHawk » Sun Aug 28, 2016 4:37 am

Kruell wrote:Bards suck

Now that I've got that out of the way I have to ask.... What exactly is their role in the game? If they are supposed to be a support character like clerics then their damage is fine. If they are supposed to be stand alone then we need to do some talking about the class itself since the damage they do makes me think they have to have some additional ability to negate or reduce damage.

I like that Knights and Paladins are both solid damage dealers at the upper end of their "tier". The abilities of the other classes seem to average out at decent points. Hit Rate and Dodge are the main factors that will decide the battles hopefully.

Remove the random multiplier for Slayers/Brigs right now to get rid of the lower damage and it should make people happy. Metzger has hit my characters for less than 300 and I know that Slayers hate landing two backstabs but doing less damage than four regular attacks.

Also, could you put a two handed OaD weapon in game? I know it shouldn't make a major difference but it would be worth testing 2H vs normal.

PS: Can I make an Executioner's Blade that is a two handed dagger so Slayers aren't left out of the fun? :lol:


Nu 8)

The issue with two hander weapons is I don't know how to add them just yet, I'll think up of something, so we'll see soon. 2H weapons have a tick on the actual class so that they can use two handers or not though. I think this will mostly apply to swords and such though mainly.

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Re: Physical Damage

Postby NiteHawk » Sun Aug 28, 2016 4:47 am

Folder wrote:2h dagger would just be super goofy :P.

I figured bards were meant to be support, what with their party buffing songs. I haven't actually tested their damage myself though so I can't comment on that.


That's correct. I think I forgot to make a OAD bard weapon too. That could be why it's lower than normal. They are a support role but probably need some more support skills. I think their damage AFTER these changes is OK though.

They probably need some more actual spells, maybe another support spell or two, but they are high on the support role.

The HP gain per tick with a proper OAD instrument should be pretty nice though. They can also negate a good amount of spell damage with SHELL+Spell resist song. They could maybe do with a better healing spell though too. Or maybe a modified version.

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Re: Physical Damage

Postby NiteHawk » Mon Aug 29, 2016 5:15 pm

Assassins got a small nerf as well now. 760 BS with 22 str to me was too high, its around 700-710 BS now. We'll see how it goes.

Thieves also scaled with this change.


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