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Re: Ranged damage 01/14/2013 08:41 PM CST
>>Would you be able to change thrown to have a throw hard option so you could boost the damage they do at the cost of extra rt

I kind of like that actually. Maybe HURL? Stack an extra 2-3 RT on it for extra damage.

~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
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Re: Ranged damage 01/14/2013 09:01 PM CST
>I kind of like that actually. Maybe HURL? Stack an extra 2-3 RT on it for extra damage.

I'd hurl
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Re: Ranged damage 01/14/2013 09:01 PM CST
>>In most cases you were getting a 20% penalty to OF with them... Not sure why anyone would have ever done this, but the ammo balance was factoring into things (untouched DR 2.0 code).

Ha! So someone intentionally MADE slings suck for all these years?



~The Prydaen~
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Re: Ranged damage 01/14/2013 09:08 PM CST
>>Ha! So someone intentionally MADE slings suck for all these years?

Hilarious.



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Ranged damage 01/14/2013 09:24 PM CST
Yes. Slings had several penalties I already removed. This is just the latest one I've uncovered :( Sling ammo is still a bit meh. I'll probably increase that sometime soon.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Ranged damage 01/14/2013 09:41 PM CST
Its great to finally have GMs look into some of this stuff, thanks. There is also tanned slings at some point to add to the mix. Currently I am using an old tanned sling...it has the highest app in the realms for sling. Is it capped? no idea heh.

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Ranged damage 01/14/2013 10:00 PM CST
>>Sling ammo is still a bit meh. I'll probably increase that sometime soon.

Uber puncture bone and metal shards of Dewm, please.

GENT
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Re: Ranged damage 01/14/2013 10:48 PM CST
>>but in all honesty I do think the damage shield thing is the crux of the problem for small weapons.

I take this back. I'm such a wreck, I know. :(



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Ranged damage 01/15/2013 12:48 AM CST
>>Uber puncture bone and metal shards of Dewm, please.

No metal please, metal owns 98% of the templates. As someone who intends to be a stone carver for chakrel, leave the non-metal items a niche :(
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Re: Ranged damage 01/15/2013 07:38 AM CST

>I kind of like that actually. Maybe HURL? Stack an extra 2-3 RT on it for extra damage.



I suggested something a little while back that was basicly that, but K said it would have to come post-launch. Toss/throw/hurl. Toss for a quick +balance but less damage (jab-esque), Throw for generic (slice) damage, then hurl for the chop equivalent.
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Re: Ranged damage 01/15/2013 07:59 AM CST
I think the barrier issue is rougher on tkt than blades. It seems to be MAF really causing the problems, and six throws kills it. It's not like your limited by mana, like tkt. Barriers are much nastier there because six casts of tkt takes considerably longer and actually takes a resource away from later attacks (mana). I know the most vocal complaints have been blade-centric, but if you test tkt at the same time, with the same ranks and abilities, the same issue is pretty clear. I don't want adjustments to get made to blades and not TKT just because I failed to comment, so, done.
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Re: Ranged damage 01/15/2013 08:17 AM CST
>>Hurl

It would be nice if the thrown weapons had some equivalent of the different attack maneuvers melee has, maybe not as robust of a selection, but something more than just 'throw'.


TG, TG, GL, et al.

"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
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Re: Ranged damage 01/15/2013 08:19 AM CST
>Toss/throw/hurl. Toss for a quick +balance but less damage (jab-esque), Throw for generic (slice) damage, then hurl for the chop equivalent.

Just wanted to say that I still love this idea and fully support it.



You're going to get a bad reputation if you go around pinching every spectral reaper you see.
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Re: Ranged damage 01/15/2013 12:43 PM CST
>Toss/throw/hurl. Toss for a quick +balance but less damage (jab-esque), Throw for generic (slice) damage, then hurl for the chop equivalent.

I'm for this.

I was wondering if Thrown weapons could lodge into shields, making it harder to use them, as they get heavier, and weighed asymmetrically and awkwardly. Don't know if that would be any type of fix. Just putting it out there.

---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: Ranged damage 01/15/2013 01:16 PM CST
Not every barrier is made the same, and not all will require the same methods to bypass. MAF can be incredibly strong or incredibly weak depending on how you approach it. 5 thrown blades are unlikely to bypass it much - but will near-instantly drop it. 5 TKTs will likely bypass it more, but not drop it nearly as quickly.

Spells tend to have a high enough base damage to not suffer from the throwing blade problems.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Ranged damage 01/15/2013 03:39 PM CST
>Toss/throw/hurl. Toss for a quick +balance but less damage (jab-esque), Throw for generic (slice) damage, then hurl for the chop equivalent.

I had mentioned something like this before also, it would surely help out alot.

I wasn't able to get on to post yesterday, but, like what was said it does seem the most of the problem there was barrier spells. Didn't seem to bad with no barrier spells up. But it does seem like a problem nonetheless which something like the balance gaining maneuvers could alleviate. I have a hard time getting past somebody's shield to even hit them with around the same skill, while with a melee weapon was able to hit somebody with around 200 ranks higher defenses. A big culprit there is probably balance. At any rate nothing seems to out of place that a little tweaking couldn't fix and i'm ready to get this thang rolled into prime.
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Re: Ranged damage 01/15/2013 07:26 PM CST
re: sling damage

I didnt get a chance to test today except for a few minutes and it looked much better after just a few kills.
I forgot I had Dr. Appts today. :/

will do official test tomorrow, but so far so good.

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Ranged damage 01/16/2013 01:37 AM CST
Cool. And once 3.0 is out I'll seriously consider allowing for different strengths of throws. Much like I hope people will be able to someday craft bows that have different drawstrengths, thrown users should get a little flavor too. Not a small project though, but we'll see...




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Ranged damage 01/16/2013 01:52 AM CST
>Much like I hope people will be able to someday craft bows that have different drawstrengths

This made me drool a little.
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Re: Ranged damage 01/16/2013 07:34 AM CST
Hmm, I am under dragon dance again. (guessing another reset happened?) I am hoping I wasn't last night when I logged in. :/ waiting it out.

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Ranged damage 01/16/2013 09:09 AM CST
Unfortunately, I do think I was under dragon last night when I jumped in killed a few and jumped out....

Here is the original test:


Load time = 2 seconds
Aim time = 3 seconds
fire time = 1 seconds
Inbetween time, probably ~.5 seconds for stowing ammo and reloading command.
So 6.5 seconds per shot.
Ammo: obsidian shards
953 ranks of Sling

10 Assassins, shots to kill:
20,14,15,10,17,15,14,18,19,15 = 157/10 = 15.7 average shots per kill.

So the Average is 102 seconds per kill, or 1 minute 42 seconds.
For those that don't do the recuded load from quiver, it would be 1 minute 57 seconds.



Here is the new test, I did the same AIM time so it was completely comparable. (3 second AIM)



Load time = 2 seconds
Aim time = 3 seconds
fire time = 1 seconds
Inbetween time, probably ~.5 seconds for stowing ammo and reloading command.
So 6.5 seconds per shot.
Ammo: obsidian shards
953 ranks of Sling

10 Assassins, shots to kill:
12,13,15,15,10,10,16,11,8,8 = 118/10 = 11.8 average shots per kill.

So the Average is 76 seconds per kill, or 1 minute 16 seconds.
For those that don't do the recuded load from quiver, it would be 1 minute 28 seconds.



4 second AIM test



Load time = 2 seconds
Aim time = 4 seconds
fire time = 1 seconds
Inbetween time, probably ~.5 seconds for stowing ammo and reloading command.
So 7.5 seconds per shot.
Ammo: obsidian shards
954 ranks of Sling

10 Assassins, shots to kill:
10,11,9,10,8,13,12,12,12,11 = 108/10 = 10.8 average shots per kill.

So the Average is 102 seconds per kill, or 1 minute 21 seconds.
For those that don't do the recuded load from quiver, it would be 1 minute 31 seconds.



5 second AIM test (Note - sometimes 5 seconds hit FULL AIM)



Load time = 2 seconds
Aim time = 5 seconds
fire time = 1 seconds
Inbetween time, probably ~.5 seconds for stowing ammo and reloading command.
So 8.5 seconds per shot.
Ammo: obsidian shards
953 ranks of Sling

10 Assassins, shots to kill:
9,10,11,13,12,10,10,10,11,10 = 106/10 = 10.6 average shots per kill.

So the Average is 102 seconds per kill, or 1 minute 30 seconds.
For those that don't do the recuded load from quiver, it would be 1 minute 40 seconds.



FULL AIM test (Full AIM seems to have some randomness to it, 5-7? seconds so I am just running numbers for 5.5, and 6 seconds)



Load time = 2 seconds
Aim time = 5.5 or 6 seconds
fire time = 1 seconds
Inbetween time, probably ~.5 seconds for stowing ammo and reloading command.
So 9 seconds per shot.
or 9.5 seconds per shot
Ammo: obsidian shards
953 ranks of Sling

10 Assassins, shots to kill:
12,9,10,11,10,10,10,9,8,8 = 97/10 = 9.7 average shots per kill.

So the Average is 87-92 seconds per kill, or 1 minute 27 seconds to 1 minute 32 seconds.
For those that don't do the recuded load from quiver, it would be 1 minute 57 seconds.



Not even sure how to read this data honestly - the change certainly helped but it's still lackluster compared to the LT test. Also, while aiming longer did slightly decrease the shots per kill it in most cases increased the overall time spent per critter. Probably a boost to sling ammo damage may be good like you said Kodius. Or how bout making sling work like throwing blades, when you load sling you grab 3 pieces of ammo instead of one and every shot would be 3 shots. :)

Kodius thanks for working on this to make sling atleast in the same ballpark as other weapons, it's appreciated. If you remember my very first test ever in test, I did 50 full aim shots on the same assassin and just gave up lol.


Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Ranged damage 01/16/2013 09:54 AM CST
>Cool. And once 3.0 is out I'll seriously consider allowing for different strengths of throws. Much like I hope people will be able to someday craft bows that have different drawstrengths, thrown users should get a little flavor too. Not a small project though, but we'll see...

This hugely excites me. I definitely have some concepts for different flair for various items. That drawstrength just is Cool.

Watched Braveheart last night, still in favor of arrows, bolts, and other lodging weapons able to lodge into shields and hinder people. Use tend to remove, only skill is based off the crafting system for that type of shield.


---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: Ranged damage 01/16/2013 05:34 PM CST
Yeah, arrows do all 3 damage types in moderate to large amounts. Sling stones only do one damage type in a large amount. Do you happen to have a comparable bow skill to test against?




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Ranged damage 01/16/2013 05:52 PM CST
Question: What about the THROW command as far as the damage type? I imagine its similar to arrows, or is it tied to the weapon damage type (I imagine not, and that its tied to the THROW command).

Would be curious to know if the throw commands favors a damage type over another given there is a pretty good mix or damage types on actual thrown weapons.
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Re: Ranged damage 01/16/2013 07:16 PM CST
Unlike melee attacks that apply modifiers based on the attack type, ranged combat uses 100% of the ammo damage stats.



"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Ranged damage 01/16/2013 07:40 PM CST
>>Yeah, arrows do all 3 damage types in moderate to large amounts. Sling stones only do one damage type in a large amount. Do you happen to have a comparable bow skill to test against?

I dont :/ sling is my highest range, and LT is my second which is 100 behind but performs better with blades atleast. I can try to test on a lower critter perhaps

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Ranged damage 01/18/2013 08:05 AM CST
>>Yeah, arrows do all 3 damage types in moderate to large amounts. Sling stones only do one damage type in a large amount. Do you happen to have a comparable bow skill to test against?

Well I just figured I would give it a try with my bow ranks, here are the results:

Sling vs Nisha Short Bow

First Test:
Sling + Eagle Form + obsidian shards




Load time = 2 seconds
Aim time = 5.5 or 6 seconds
fire time = 1 seconds
Inbetween time, probably ~.5 seconds for stowing ammo and reloading command.
So 9-9.5 seconds per shot.
Ammo: obsidian shards
955 ranks of Sling

10 Assassins, shots to kill:
10,8,8,9,9,10,9,11,9,8 = 91/10 = 9.1 average shots per kill

So the Average is 81-86 seconds per kill, or 1 minute 21 seconds to 1 minute 26 seconds.
NOTE: Without Eagle it was (So the Average is 87-92 seconds per kill, or 1 minute 27 seconds to 1 minute 32 seconds.)
Didn't seem to make much difference.





Second Test:
Nisha Short Bow + Eagle + Basilisk Arrows




Load time = 1 seconds
Aim time = 5.5 or 6 seconds
fire time = 1 seconds
Inbetween time, probably ~.5 seconds for stowing ammo and reloading command.
So 8-8.5 seconds per shot.
Ammo: Basilisk arrows
505 ranks of Bow

10 Assassins, shots to kill:
4,6,6,5,4,4,4,7,4,5 = 49/10 = 4.9 average shots per kill

So the Average is 39-41 seconds per kill.
450 ranks less, 3x as fast to kill with.





Also with sling it appears I can't kill fast enough to fill my IF at all.

Beginning of test
You are currently practicing the Eagle Form and will hold focus of it for a very long time.
>>>>>>>>>>>>>>>>>>>>>>>>|

You feel a jolt as your vision snaps shut.
End of Test
You are currently practicing the Eagle Form and will hold focus of it for a very long time.
>>>>>>>>>>>>>>>>>>>>>>>>|>

You feel a jolt as your vision snaps shut.


After 10 kills with Nisha Bow:
You are currently practicing the Eagle Form and will hold focus of it for a very long time.
>>>>>>>>>>>>>>>>>>>>>>>>|>>>>>>

You feel a jolt as your vision snaps shut.


So there you have it, 100% sling is horrible.


Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Ranged damage 01/18/2013 11:32 PM CST
Another alternative to sling damage would be to make sling be a multi-load system. It already does 5-10x less damage at level. Up damage slightly, and make it load 1-5 stones at a time depending on skill just like blades as a feature of sling. So if you typed load, and your next group of ammo in your container had at least 5 items in it and you had the skill, you would load 5 items with a single RT. It would make it unique as a ranged weapon, just like LT blades are unique for thrown weapons.


Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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