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- [20:35:07] <loftar> Each different weapon has a different base damage, quite simply.
- [20:35:25] <loftar> The stone axe, for instance, has 100.
- [20:35:32] <Rage> oh 5
- [20:35:44] <Squidgy> this applies for all melee weapons?
- [20:35:47] <Rage> might we please have the others or is that pushing it?
- [20:35:52] <loftar> All current ones, at least.
- [20:36:08] <SarahJ> 100 base damage?
- [20:36:09] <SarahJ> On the stone axe?
- [20:36:28] <loftar> The militia sword is 250, the soldier's sword is 400, the bronze sword is 325 and the B12 axe is 500.
- [20:36:29] <Oddity> Do you think it's worth it to make a Soldier's Sword instead of a Bronze Sword? It has only +10 base damage compared to a Bronze Sword but I'm wondering how that scales with quality.
- [20:36:34] <Oddity> oh
- [20:36:36] <Oddity> so the wiki is wrong
- [20:36:38] <Rage> wow thanks
- [20:36:42] <Rage> huge informations
- [20:36:44] <rye130> Why does soldier's sword suck so much?
- [20:36:50] <sabinati> base-damage * sqrt(q * str)?
- [20:36:51] <rye130> I mean militia
- [20:37:07] <Fratari02> because the militia sword is the cheapest
- [20:37:09] <sabinati> q not q/10?
- [20:37:17] <loftar> Oh yes, sorry, q/10. :)
- [20:37:28] <rye130> I would think iron should be worth more then bronze
- [20:37:32] <Valnar> 2 wrought iron is cheaper than 3 bronze?
- [20:37:34] <loftar> Uh, no, it actually is q and not q/10.
- [20:37:37] <loftar> I wonder if that's a bug.
- [20:37:40] <loftar> Probably not, actually.
- [20:37:45] <loftar> It's probably intentional.
- [20:37:49] <sabinati> lol
- [20:38:00] <loftar> Since it scales in the same value range as strength does.
- [20:38:03] <Squidgy> you should divide it by 10
- [20:38:05] <Oddity> So the wiki is way wrong about base damages on weapons
- [20:38:11] <Squidgy> just to keep newbies alive.
- [20:38:13] <Oddity> I'll update the pages
- [20:38:15] <loftar> Ah, yes, sorry; let me take that back.
- [20:38:18] <Fratari02> that seems a lot higher than the damage i get
- [20:38:18] <Dataslycer> Oddity that was old info it seems.
- [20:38:23] <Oddity> ya
- [20:38:32] <loftar> The correct one is base-damage * sqrt((q * str) / 10).
- [20:38:56] <Rage> do animals have deflect or soak?
- [20:39:21] <loftar> *That* is probably a mistake, though. It should probably be divided by 100. Oh well.
- [20:40:08] <loftar> Indeed though; that probably is a bug. It makes the weapons unbalanced against the armors.
- [20:40:21] <rye130> Wow, thanks for all the info
- [20:40:26] <SarahJ> That would explain people doing 1000 damage with sting
- [20:40:33] <Squidgy> yeah.
- [20:40:38] <Dataslycer> Assuming 0 def
- [20:41:21] <Twentytwos> i would prefer if caves were made more interesting after hours of bulbs hunter ...... gah
- [20:41:38] <loftar> Yes, I would also prefer if caves were made more interesting. :)
- [20:41:59] <Valnar> Like finding gemstones in the walls or a cave bear
- [20:42:08] <Dataslycer> If someone uses an attack with 1.00 weight vs an enemy with a defense of 1.00 and both of them have equal skill in their respective field, is the defense taken off on defense 50% or something else? It seems as if the defense taken off seems to be a ratio of a sort.
- [20:42:16] * Fratari02 trembles as he realizes loftar decided to implement trolls in caves
- [20:43:15] <loftar> The defense consumed by an attack is sqrt(AW / BW) / 2.
- [20:43:29] <loftar> Where AW is the attack's weight, and BW is the maneuver's weight.
- [20:43:35] <loftar> I'm pretty sure that's on the forums, though.
- [20:44:19] <loftar> Ahhhh :)
- [20:44:29] <loftar> Let me take that melee formula back again.
- [20:44:40] <Dataslycer> OK
- [20:44:45] <SarahJ> 3rd time, Loftar
- [20:44:49] <rye130> Lol
- [20:44:50] <loftar> After having read the code once again, I realize that it is, in fact, base-damage * sqrt(sqrt(q * str) / 10).
- [20:44:50] <SarahJ> You're running out of tries -)
- [20:44:53] <loftar> Which makes sense, again. :)
- [20:45:21] <SarahJ> It makes a *sort* of sense
- [20:45:22] <Dataslycer> So...
- [20:45:43] <Oddity> weapons pages updated
- [20:45:47] <SarahJ> Like, the sqrt(sqrt(sense*sense))
- [20:45:54] <Shylock> how many tiles are Supergrids?
- [20:46:02] <loftar> It makes perfect sense, I think. It's the normal quality modification, only that instead of quality, the geometric mean of the weapon's quality and the wielder's strength is used.
- [20:46:20] <loftar> One supergrid is 5000x5000.
- [20:46:25] <loftar> Tiles, that is.
- [20:46:41] <SarahJ> I need... 19 linen
- [20:46:48] <Squidgy> does table quality matter for feasting?
- [20:47:00] <loftar> Note that the "supergrid" is just a map-generator concept, and will in all likelyhood not be there with the next generator.
- [20:47:08] <loftar> Yes, Squidgy.
- [20:47:42] <Dataslycer> If I had 100 melee and used valourous strike (1.75 weight). Is it a multiplier of the defense taken off or my melee?
- [20:48:01] <loftar> I do not understand what you mean, Dataslycer.
- [20:48:07] <Squidgy> pretty sure it means you attack with 175 melee
- [20:48:37] <loftar> If you attack with valstrike at 100 melee, your attack weight would be 175.
- [20:48:39] <Oddity> good thing I didn't update the wiki on the damage formula before that heh
- [20:48:52] <Dataslycer> Ah OK. One last question, thanks.
- [20:49:11] <loftar> Likewise, if one blocked with a shield at 100 melee, the block weight would be 150.
- [20:49:21] <Dataslycer> That's pretty nice
- [20:49:25] <Dataslycer> Oh wait
- [20:49:34] <Dataslycer> Isn't the shield weight 1.25?
- [20:49:40] <Squidgy> that's what I thought.
- [20:49:41] <loftar> Oh, maybe it is, yes.
- [20:49:48] <loftar> It used to be 1.5 in the old system. :)
- [20:49:54] <Dataslycer> Silly loftar :P
- [20:50:21] <Squidgy> or axes that cut down tree faster
- [20:50:34] <Dataslycer> A bit of a random guess but is the combat speed modifier from combat intensity 100% + (10% * intensity)?
- [20:50:35] <loftar> Maybe. I don't know if it'll work just like that, though. I haven't thought it through yet.
- [20:51:36] <loftar> Rather, the cooldown of an attack ranges from 100% down to 33% depending on the intensity, Dataslycer
- [20:52:22] <Dataslycer> 3x faster hmm?
- [20:53:13] <Squidgy> loftar, how about adding in moves that factor in intelligence and charisma :D
- [20:53:21] <Dataslycer> I guess the sqrt(AW / BW) / 2 formula is also used UA vs UA in maneuvers?
- [20:53:35] <loftar> I think the leadership ones do, Squidgy. Unless I memory fails me.
- [20:53:39] <Oddity> yeah
- [20:53:47] <Squidgy> Yeah but they're very impractical
- [20:53:49] <Oddity> like To Arms!
- [20:53:52] <sabinati> yeah the party moves use charisma
- [20:54:08] <loftar> It is used with all attacks, Dataslycer.
- [20:54:12] <Squidgy> I was thinking moves that are so useful that people would want to be civilized
- [20:54:27] <Dataslycer> Specal formula then.
- [20:54:30] <sabinati> throw a cup of tea in someone's face
- [20:54:31] <Dataslycer> special*
- [20:54:37] <loftar> No, general formula. :)
- [20:54:41] <Dataslycer> Throw down the gauntlet! :P
- [20:54:48] <Valnar> Bite your thumb at someone
- [20:54:51] <Squidgy> yes
- [20:54:53] <Dataslycer> XD
- [20:54:56] <loftar> It is used regardlessly of whether the attack or maneuver is melee or unarmed.
- [20:54:58] <sabinati> glove slap
- [20:55:00] <Squidgy> all these moves should reduce intensity!
- [20:55:13] <Rage> toss tea in my face
- [20:55:15] <Squidgy> and intensity can go to NEGATIVE.
- [20:55:17] <Rage> and see how intense shit gets
- [20:55:21] <Squidgy> down to -10 with these moves
- [20:55:22] <Squidgy> oh ma
- [20:55:24] <Squidgy> n
- [20:55:52] <J-Floyd> So, Loftar, what are the specifics on tree spawns?
- [20:56:04] <Rage> yeah, why are trees spawning at low civ
- [20:56:13] <J-Floyd> Is there a min/max tile radius?
- [20:56:14] <loftar> For now, I have disabled tree spawning. It had some auxiliary problems.
- [21:48:21] <Dataslycer> How does combat advantage affect your weight? (yes it's another combat question, what'd you expect? :P)
- [21:49:12] <loftar> Your attack weight ranges from 50% to 200% depending on the advantage.
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