combat damage thread (split from ideas)

"eventually EUO will get to the point its (sic) unplayable" - Dudle

Moderator: EUO Moderators

Re: combat damage thread (split from ideas)

Postby eggmceye » Tue Sep 15, 2009 11:19 am

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
User avatar
eggmceye
hello
 
Posts: 10158
Joined: Mon Mar 11, 2002 3:55 pm
Location: Sydney, Australia

Re: combat damage thread (split from ideas)

Postby Rusty76 » Tue Sep 15, 2009 11:40 am

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.
User avatar
Rusty76
Posting from my ass computer.
 
Posts: 600
Joined: Mon May 22, 2006 4:28 pm
Location: Cleveland, TX USA

Re: combat damage thread (split from ideas)

Postby eggmceye » Tue Sep 15, 2009 12:06 pm

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
User avatar
eggmceye
hello
 
Posts: 10158
Joined: Mon Mar 11, 2002 3:55 pm
Location: Sydney, Australia

Re: combat damage thread (split from ideas)

Postby eggmceye » Tue Sep 15, 2009 5:24 pm

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.
User avatar
eggmceye
hello
 
Posts: 10158
Joined: Mon Mar 11, 2002 3:55 pm
Location: Sydney, Australia

Re: combat damage thread (split from ideas)

Postby WbBann » Tue Sep 15, 2009 9:51 pm

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?
User avatar
WbBann
Here for the lesbians.
 
Posts: 460
Joined: Sun Oct 31, 2004 4:30 am

Re: combat damage thread (split from ideas)

Postby TheOneGuy » Wed Sep 16, 2009 6:36 pm

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 :LAUGHING OUT LOUD LIKE A MORON: (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 ...
TheOneGuy
Post in swahili or SHUT THE FUCK UP!
 
Posts: 205
Joined: Thu Apr 16, 2009 6:03 pm

Re: combat damage thread (split from ideas)

Postby eggmceye » Wed Sep 16, 2009 9:39 pm

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?


Yes it is wrong if he says go 250 max dex, rest str if you are going UA or LS.
User avatar
eggmceye
hello
 
Posts: 10158
Joined: Mon Mar 11, 2002 3:55 pm
Location: Sydney, Australia

Re: combat damage thread (split from ideas)

Postby Keighn » Thu Sep 17, 2009 1:28 pm

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).
Photobucket Suckz Monkey Nutz
User avatar
Keighn
Stop posting already --;
 
Posts: 5010
Joined: Sat Jun 26, 2004 10:13 am
Location: Exiled fucking again.... Georgia ATM!!!

Re: combat damage thread (split from ideas)

Postby eggmceye » Thu Sep 17, 2009 1:43 pm

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
User avatar
eggmceye
hello
 
Posts: 10158
Joined: Mon Mar 11, 2002 3:55 pm
Location: Sydney, Australia

Re: combat damage thread (split from ideas)

Postby LaughingCoyote » Thu Sep 17, 2009 10:37 pm

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.
Hecate wrote: I feel even more evil than ever, milking cows before killing them.

eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
User avatar
LaughingCoyote
My monkey's still learning the basics of e-mail.
 
Posts: 921
Joined: Fri Jan 02, 2004 10:30 pm

Re: combat damage thread (split from ideas)

Postby The Oracle » Fri Sep 18, 2009 8:36 am

Cool cool. Thanks egg! :D
User avatar
The Oracle
on lolpatrol
 
Posts: 271
Joined: Tue Sep 20, 2005 9:46 am

Previous

Return to EUO Development

Who is online

Users browsing this forum: No registered users and 8 guests