combat damage thread (split from ideas)
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Re: combat damage thread (split from ideas)
well fuck me
in my defense, that is just a cut paste of the 2004 combat explained page, and if it mentioned the bonus from high AS it would be basically correct
in my defense, that is just a cut paste of the 2004 combat explained page, and if it mentioned the bonus from high AS it would be basically correct
- Rusty76
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Re: combat damage thread (split from ideas)
That's what i've based my character builds on. I had no idea there was a bonus to damage from having way more AS than needed to break a mobs defense.
Re: combat damage thread (split from ideas)
that change (where hits never miss and the dmg is scaled to as-def) was made in alpha 21 (june 23 2005) which was absorbed into reg Sept 2 2005 viewtopic.php?f=6&t=2268 as patch 1.1
other than that it isn't very well documented ... I been searching the forums about that combat change and can't really find anything ... be interesting to see what I wrote about it
other than that it isn't very well documented ... I been searching the forums about that combat change and can't really find anything ... be interesting to see what I wrote about it
Re: combat damage thread (split from ideas)
ok ... another update
I was just looking at scaling magic damage to mr/int - same way combat works. So I cut/pasted the combat damage scaling code into a new scale_magic_damage() func ... lo and behold, when your AS gets really high, well over breaking defense, it DOESN'T stack on proportionately extra damage - there is a limit to the bonus - 10% extra damage maximum. So that basic 50/50 for longswords holds.
finally, I don't think the top post is that accurate - that original dps meter I made wasn't very good - also I should have compared morningstar vs broadsword rather than ls vs flail. Axes don't even get a mention.
I was just looking at scaling magic damage to mr/int - same way combat works. So I cut/pasted the combat damage scaling code into a new scale_magic_damage() func ... lo and behold, when your AS gets really high, well over breaking defense, it DOESN'T stack on proportionately extra damage - there is a limit to the bonus - 10% extra damage maximum. So that basic 50/50 for longswords holds.
finally, I don't think the top post is that accurate - that original dps meter I made wasn't very good - also I should have compared morningstar vs broadsword rather than ls vs flail. Axes don't even get a mention.
Re: combat damage thread (split from ideas)
Many thanks for the explaination egg, that extra 10% damage is still worth the stacking up on STR then and my dex is still useful. However if this is the case does that mean Kodiaks guides are out of date?
Re: combat damage thread (split from ideas)
great idea with the MR/int i was going to post some time that i thought its dumb a mage with 100,000,000,000 MR get the same dmg as the mage with 1 (or at least that is what i have found i could be wrong)
all i want is a test server for maped then ill be happy ...
Re: combat damage thread (split from ideas)
Yes it is wrong if he says go 250 max dex, rest str if you are going UA or LS.WbBann wrote:Many thanks for the explaination egg, that extra 10% damage is still worth the stacking up on STR then and my dex is still useful. However if this is the case does that mean Kodiaks guides are out of date?
- Keighn
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Re: combat damage thread (split from ideas)
Any planned changes based on this new insight or are you going to do the same test with broadswords and morningstars. Alternitively, you could add a new 1 handed axe axe that does 1-9 damage so you could test all across the board (being that axes and polearms take the same %s according to the manual).
ZUPS!!!!
Re: combat damage thread (split from ideas)
next patch will balance it all a little, probably make maces & polearms a little stronger, that's all
edit: ok, so with the patch, the str/dex ratio for poles and maces is now 90%/10% (since everyone has a little dex)
also I tweaked the dps of the various skills, so poles and maces should be a bit stronger now (they were indead a tad weak, not that bad tho)
finally, the AS bonus from str & dex is now scaled to the weapon you are wielding, ie
old way: high str only added to AS for fighters and dex only added to AS for rogues
new way: for a 50/50 wep like LS, both dex and str add to the AS bonus
edit: ok, so with the patch, the str/dex ratio for poles and maces is now 90%/10% (since everyone has a little dex)
also I tweaked the dps of the various skills, so poles and maces should be a bit stronger now (they were indead a tad weak, not that bad tho)
finally, the AS bonus from str & dex is now scaled to the weapon you are wielding, ie
old way: high str only added to AS for fighters and dex only added to AS for rogues
new way: for a 50/50 wep like LS, both dex and str add to the AS bonus
- LaughingCoyote
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Re: combat damage thread (split from ideas)
Huzzah! Now... this just needs to be summarized and added the manual.... hmm.
Just logged on... do you mean the next patch after this? I still seem to have the same AS with LC...
Oh, silly me, you mean the AS bonus damage... doh.
Just logged on... do you mean the next patch after this? I still seem to have the same AS with LC...
Oh, silly me, you mean the AS bonus damage... doh.
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- The Oracle
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Re: combat damage thread (split from ideas)
Cool cool. Thanks egg!
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