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Post by psyxypher on Feb 6, 2019 15:14:57 GMT -5
I'd like to give a quick shout out to Shakes who inspired me to talk after three years of lurking despite the fact I stopped playing LONG ago. Mainly because the stuff on these boards was far more interesting than the game itself. Glad to see that a fan of Cataclysm: Dark Days Ahead is here. Currently, I'm in the middle of making a (Tabletop) game and have spent long hours struggling with many issues in my game as well as perusing countless RPGs for how they handle certain mechanics. Sadly, I can't really say much regarding Arm as I was simply a zero-karma solo player whose main contribution to the game was bringing back a trend involving people speaking in an incredibly broken Scottish-type accent (would love to look at the code, honestly). I'll attempt to give suggestions on how certain issues can be solved or remedied. I ask you excuse formatting issues as this is also the first time I've fired up a discussion board in maybe a year.
Alright, going off of what lechuck is saying:
I mean, this seems perfectly reasonable so far.
I'm assuming this meant how Strength gives bonuses to damages. I'm not going to lie I didn't really understand it... If it does work in the same way as D&D 3.5, then some of the higher strength races would be able to essentially punch people in greasy red stains. My initial suggestion is to reduce the amount of bonuses given by a single point of Strength, maybe make it so every two points is only a .75 bonus, rounded down.
Was never a fan of Hit Location systems myself, which is why I tend not to use them. I think that Head and Neck should be lowered by 75% and 100% respectively. I can say right now that the multipliers for Head/Neck are honestly insane, especially since:
4) Armor. It's a flat reduction, so a breastplate with 3 armor makes you take 3 less damage from any attack to the body. I suspect this is applied after location multipliers, which makes head and neck armor unimpressive and doesn't prevent those giant hits to those locations. You should still wear head and neck armor, but it only really helps against weak attackers.
I do this for my own game...on Critical Hits only in a game where you can stack armor and don't need to worry about hit location. This should really, REALLY go before location modifiers, especially considering that shots to weak points can stuff you to death. Perhaps make stun/stamina damage modified under this formula as well?
This doesn't seem that bad at a glance, but considering that there's no real stat mobility or ability to improve attributes and I highly doubt most characters ever go that far past 100 HP, combined with reel lock... Yeah this sounds like it'd be a death sentence.
Like armor, this should really be before any damage multipliers kick in.
Anyway, I can see the problem clearly even without detailed understanding of the game's inner workings. Either Strength needs a massive nerf or the combat system needs to be retooled in order to make hits to certain areas less lethal. I'm not a fan of Point-Buy systems for attributes, but in a game where there's no ability to increase your Attributes permanently, and no way to improve your Hit Points (to my knowledge), you simply cannot do random rolling. If there was a way to increase your Attributes, it'd be at least slightly more justifiable.
Anyway, that's my take. This post took way too long to make so I hope it adds something.
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Post by shakes on Feb 6, 2019 16:21:07 GMT -5
Welcome to the party, pal! I don't really care about hit locations at all unless there's also a wound system. I want to kneecap and be kneecapped.
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Post by Deleted on Feb 6, 2019 16:22:18 GMT -5
Eh. Let's be honest. Arm's 'hit location' is basically a matter of rolling extremely well.
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Post by jcarter on Feb 6, 2019 18:18:24 GMT -5
lol, arm's combat code will never see a revamp. there is no one on staff competent enough to come up with a system, and they are too proud to use an outside source. hence why the only actual solution that might ever exist is to let players just build their characters to the meta rather than do the suicide dance for it. also, i'm still waiting on my2sids to post the actual strength breakpoint. i can see that dope logged in and reading this thread. calling it right now: isfriday will never give a number.
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Post by Deleted on Feb 6, 2019 18:27:08 GMT -5
lol, arm's combat code will never see a revamp. there is no one on staff competent enough to come up with a system, and they are too proud to use an outside source. hence why the only actual solution that might ever exist is to let players just build their characters to the meta rather than do the suicide dance for it. also, i'm still waiting on my2sids to post the actual strength breakpoint. i can see that dope logged in and reading this thread. calling it right now: isfriday will never give a number. What are you asking from him?
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Post by jcarter on Feb 6, 2019 18:35:05 GMT -5
lol, arm's combat code will never see a revamp. there is no one on staff competent enough to come up with a system, and they are too proud to use an outside source. hence why the only actual solution that might ever exist is to let players just build their characters to the meta rather than do the suicide dance for it. also, i'm still waiting on my2sids to post the actual strength breakpoint. i can see that dope logged in and reading this thread. What are you asking from him? to stand by one of his vapid thoughts with concrete evidence or numbers. i know, i know, it's a lot to ask for.
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Post by Deleted on Feb 6, 2019 18:37:41 GMT -5
Too much text to read on the phone then. If it was actual "number", I would've tried to help.
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Post by Deleted on Feb 6, 2019 18:53:05 GMT -5
Actually. Agility now plays a significantly higher role then it used to before the guild changes.
Before. The bonus to stealth from agility was moot. With 90 skill, low encumbrance, and mildest of gear, the bonus was unnecessary.
Now though, with so many guilds having their stealth skills at 60/70 agility is becoming extremely important. So is wisdom for people with scan. Though even 80 scan wont ever catch a miscreant.
There are certain stealth tactics, where a person should genuinely prioretize agility over strength. Especially for elves. Should an elf prioretize strength, he will still be middling and mediocre even if its at exceptional.
The added security of picking/unlatching/sneaking/stealing wpns/stealing keys/stealing tablets/killing a highly skilled, but unarmed and locked in victom that comes from agility is significant.
All of that is possible with lower agility too, but the odds of failure is hiiigh. Each of those actions could lead to death.
There are numerous people who are extremely careful and any attack on them short of OHK is doomed to failure. And OHK is not a guarantee, even for dwarves.
Killing aides, or careless people on the street? Pick strength. Killing amateur, careless, untrained people in the rinth? Pick strength. An assassination of someone experienced, connected, and combat trained? That requires either recklessness, or a stacked deck. It is a lot easier to stack a deck with agility, then it is with strength.
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jenki
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Post by jenki on Feb 6, 2019 21:58:05 GMT -5
If you don't intend to fight, strength is nearly irrelevant as long as you can wear whatever you need to wear without getting encumbrance penalties. So if your plan is to play a non-combat miscreant, you can put strength last, or maybe second to last just so you don't roll poor and make it so you can't even carry the basics. Same goes for crafters, although if you're an indie, being a really weak crafter gets annoying because you have to carry more shit around than most. There's another exception to the "strength>all" rule, though: elves. Elven strength caps so low that you'll need a literal max roll to get a damage bonus at all, and the most you can get is +1 at 15 strength, which isn't worth going for. 15 for an elf is like 19 for a human: the highest you can get before class bonuses, and you only have a 1.56% chance of hitting the max roll. If you do hit exceptional, you have no way of knowing whether it's 14 or 15, so you can't really go for a "strong elf." That means you might as well just try to get the lowest strength roll that has no damage penalty, which is 10, or 'good' for elves. That's pretty doable at #3 priority, allowing you to go agi end str wis to try to get an acceptable health/stun number. You can also go strength #2 just to be fairly sure you don't get <10, but then you're likely to get less than 100 health/stun. The only reason to play a fighting elf is if you're going to capitalize on its high agility, so you'll be prioritizing agility first. If you get a top agility roll, the bonuses to things affected by agility are crazy high, but you never become truly scary in combat when you have no damage bonus. That's the unfortunate reality for elves. There are ways you can be deadly without strength, but those ways tend to be much more difficult, unreliable and skill-dependent, and usually someone with high strength would do the same thing considerably better. Like maxed backstab does approximately 50-100 damage, so an elf can certainly backstab someone to death, but the lack of power in their follow-up attacks means a low backstab roll isn't very deadly at all whereas a strong human or dwarf backstabber could kill with a low roll by adding 2x wounding hits immediately afterwards. Melee damage is a relatively simple formula. It has six main components: 1) Weapon damage dice. Most weapons have damdice that's not so different from their D&D counterparts. A shortsword will typically do about 1d6, a longsword 1d8, a particularly big and nasty weapon like a halberd or greatsword might be 1d10 or 2d5 or something. Many also have a -1 modifier, which I think comes down to material, so a bone sword may be 1d8-1. That's the reason you can sometimes have blows bounce off of unarmored humans if you don't have a bonus from strength. 2) Strength bonus. See this thread for specifics. 3) Location. Every hit location has a damage modifier. I don't know what they are for sure, but my experience suggests that body is 100%, head is 200%, neck is 250%, wrists are 150%, arms/legs are 75% and hands/feet are 50%. Waist very rarely gets hit but seems to be 100%. Strength bonus is applied before the location multiplier, which is why hits to the head and neck are so dangerous. If you have +4 damage from strength and hit the neck, that becomes +10 damage. 4) Armor. It's a flat reduction, so a breastplate with 3 armor makes you take 3 less damage from any attack to the body. I suspect this is applied after location multipliers, which makes head and neck armor unimpressive and doesn't prevent those giant hits to those locations. You should still wear head and neck armor, but it only really helps against weak attackers. 5) Etwo bonuses. These are tied to strength. You get half your strength bonus on top when you etwo something, plus (str.bonus*etwo.skill)/100. So if you have +4 damage from strength, you get another +2 baseline and then (4*etwo.skill)/100, so at 50 skill you get another +2. If you have AI human strength and master two handed, you get a whopping +11 total damage when you etwo. That becomes +27 damage when hitting the neck! 6) Offense vs. defense can add a tiny bit of damage. It's very little. The formula is: dam+ = (your offense - their defense)/50. So you need to have 50 points more in offense than they have in defense to get +1, and I don't think you can really get +2 because you'd have to have 100 offense over them, which is only going to happen in cases like them being blinded and resting or something like that. I believe defense can reduce damage taken in the same way. So let's say I'm a human with exceptional strength (+4), 75 in the two handed skill, and a 1d8 weapon. That gives me a base damage range of 1d8+9. If instead I had no strength bonus, my damage would just be 1d8. So 10-17 damage vs. 1-8 damage. That's an outrageous difference. The stronger character's average damage is more than three times as high and the minimum hit is ten times as high. If the strong guy hits someone in the head, that's 20-34 damage. For the weak guy it's 2-16. I hope this illustrates how fucking retarded strength is. How does weapon skill effect this, if at all?
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Post by lechuck on Feb 7, 2019 0:41:36 GMT -5
As far as I can tell, weapon skill doesn't affect damage directly.
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Post by shakes on Feb 7, 2019 0:51:17 GMT -5
I still want to know how I get more neck and head hits. I've not found that anywhere in the code. It just seems completely random, which sucks.
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Post by lechuck on Feb 7, 2019 3:03:29 GMT -5
I don't think anything will get you more neck/head hits. It's just a pure random roll. It does a 1d100 and the result determines where the hit lands:
loc = number(1, 100); if (loc >= 95) return WEAR_HEAD; else if (loc >= 90) return WEAR_NECK; else if (loc >= 80) return WEAR_ARMS; else if (loc >= 77) return WEAR_WRIST_R; else if (loc >= 74) return WEAR_WRIST_L; else if (loc >= 70) return WEAR_HANDS; else if (loc >= 30) return WEAR_BODY; else if (loc >= 14) return WEAR_LEGS; else if (loc >= 10) return WEAR_FEET; else if (loc >= 8) return WEAR_WAIST;
I can't find anything in the code that gives a bonus to the loc roll. If there is such a thing, it would increase the odds of hitting the head and neck since those are at the top of the dice range. However, near the top are also arms and hands which are bad locations to hit, so it wouldn't be that great. Body has a whopping 40% chance to occur, which is why wearing good body armor is so important. Feet have only a 2% chance and armored boots tend to be heavy. Don't bother wearing armored boots.
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Post by Deleted on Feb 7, 2019 3:34:43 GMT -5
I suppose, technically agility does increase that roll, does it not?
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Post by lechuck on Feb 7, 2019 4:08:18 GMT -5
I see no indication that that's the case. There's nothing about it in the codedump, and besides it wouldn't really make sense because adding a bonus to the roll could make it impossible for you to hit the locations in the lower end of the roll (waist, feet, legs). I can certainly attest to the fact that having neither high agility nor high weaponskill causes you to stop hitting those locations.
Agility doesn't give a universal bonus to all rolls pertaining to combat, it's just that most of the skill-based ones get a bonus from agility. Offense, defense, disarm, kick, bash, throw, archery, backstab, sap, flee, charge, trample and some saving throws. In most cases, agility applies both to your chance to hit with these skills and your chance to avoid being hit with them. Most of them use the 'react' substat for this, but backstab and sap use 3*(your.agi-their.agi). This actually makes it extremely hard to master backstab for an elf with max agility (26-27) as very few NPCs have anywhere near that much. Half-giants make awful backstabbers for the same reason as most people will have way more agility than them, so even if you maxed the skill, you might be operating at an effective 70ish points against the typical agility score of a fighting PC.
For that matter, I don't think there is such a thing as "critical hits." There are just hits to the head/neck that rolled the top end of the weapon's damdice. That may look like a critical hit because of the damage multipliers to those locations. Assuming my guesstimate of a 250% multiplier to the neck, even someone with no damage bonus using a 1d8 weapon could do 20 damage ("viciously") to the neck.
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Post by Deleted on Feb 7, 2019 5:09:47 GMT -5
That cant be right. If you have 25-27 agility, even as a 0 day, you're doing crit hits to low def critters 9/10 times you swing. In grasslands for example. Pretty sure agility adds to the roll. Though I suppose, it is mitigated by defense as well.
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