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Sign upRebalance dedicated melee weapons #13617
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Coolthulhu
added
Game: Balance
<Suggestion / Discussion>
labels
Sep 21, 2015
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I have no specific comments on the suggested changes other than I'm glad they're getting looked at, but I would like to suggest making the exact calculation formula, the expected dpt ranges for each weapon tier, and some criteria for determining what tier a weapon should belong to available in some documentation or "adding a new weapon?" guide. Hopefully, having objective calculations like that available would reduce the need to rebalance like this on this scale in the future. |
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Seconded, even a copy/paste of your PR summary in GAME_BALANCE.md would be better than nothing. |
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Ah, that reminds me. I should see how best to rebalance the Medieval mod weapons relative to these, along with the few weapons in Arcana based off existing weaponry. By the way, what about the awl pike? Last I checked, it was too slow to be practical. |
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Added the balancing notes to GAME_BALANCE.md. A bit more complex than most notes there, but should still be readable. |
vache
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Sep 21, 2015
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| 16-25 - Dangerous tools or weak dedicated weapons. Golf clubs, two-by-swords, wooden spears, knife spears, hatchets, switchblades, tonfas, quarterstaves. | ||
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| 26-35 - The most dangerous of tools that aren't made to be weapons. Wood and fire axes, steel spears, electric carvers, kukris, bokken, machetes, barbed wire bats. |
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vache
Sep 21, 2015
Contributor
Nitpicking here, but I'd make this description include "improvised weapons", as a barbed wire bat is clearly made to be a weapon. Could get even more specific and make the distinction between "crude weapons, dangerous improvised weapons, professionally made weapons".
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Does this sound better? |
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Maybe for another PR, but I believe parry vs block should also be looked into. One example that instantly springs to mind would be the broadsword, which with it's crossguard should be perfectly suited for blocking, probably moreso than the rapier (flimsy blade), forged sword (kinda short) or katana (disc guard). I would suggest giving block only to weapons that either have protrusions suitable for catching a weapon or are a solid piece of hard material possible to easily hold in a way that would block incoming blows (i.e. aluminum bat) |
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Interesting. Still wondering what other medieval weapons you to adjust. |
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@md000: +1. I recall a friend of mine comparing the katana and broadsword fighting style. If the katana slid down the other's blade, it'd cut your hand, that's why all that piercing and dodging and dancing fighting style evolved. With a broadsword, the other blade is stopped by the crossguard... |
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I'd say that parry and block both need to be totally rebalanced, as they don't offer much protection, especially for unskilled characters.
If you have a python 3 environment set up and basic (totally basic, nothing out of a google'd tutorial) python skills, I could upload my "weapon evaluation script" to pastebin and then you could check how do they rate. |
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Hmm. I'd mostly want to see what should be done to the pike, as that's about the only mainline medieval spear. Being able to look at the script might be interesting, but it be simpler (if more time-consuming) for me to calculate rebalancing for medieval mod weapons via ye olde math. ;A; |
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I have python 3 and "totally basic" is almost exactly how I would rate my python skills, but it will have to wait for tomorrow as it's 22:26 where I live and I've still got quite a bit of work to do before I go to sleep. |
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Just edit one line (DDA directory path) and run in python. |
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Ah. More code for me to break. <3 |
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Anything wrong with this PR? I documented the "formula" for balancing in the appropriate file. |
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Seems alright to me. Still was pondering whether the pike needs adjusting though. :V EDIT: Yeah, I was right. The awl pike has a base damage per turn of around...15.75. After factoring in the to-hit bonus, it's 18.9 (+10% method) or 20.75 (+2.5 method). EDIT 2: Though this does leave the question of how reach attacks alter the effective damage-per-turn. |
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Sorry for not getting to this one sooner. I'll check this one out for merge tonight. |
Coolthulhu commentedSep 21, 2015
How did I decide what to nerf/buff:
Trivia: