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AFAIK, "use heavy armor for training" is really only about encumberance. Packing a backpack full of Iron Ore works just aswell.
Dexterity has no real impact on MA, since the skill deals blunt damage, not cutting damage. Instead, Strength is what affects MA's speed.
So, now she has a (MW) Police Helmet, MA Bindings to save her fists, (MW) Drifters Leather Pants, (MW) Plated Longboots & something I'd mssed previously......
!!! (MW) Sleeveless Dustcoat which gives 60% Acid & Burning protection PLUS +4 to MA !!!.
I didn't even realise that armour had MA bonus until I stumbled upon it when sorting out all my crap. Who knows if I've actually missed something better. I should check as I'm sure I have every piece of armour available in storage... but I can't be bothered lol ;o)
I was going to give her a (MW) Blackened Chainmail Shirt but decided to leave the bindings on as I like the look they give her.
https://steamcommunity.com/sharedfiles/filedetails/?id=1372901657
My character: (str 65, toug 71, dodge 65, ma 61)
Agreed on the fact that Gi equipment is little bit lack luster, especially later on.
I'd like to menton few things that made me think about this a little bit more. (It is a bit lengty so proceed with caution xD )
Consider following:
Blackened Chain Shirt (56% -10% stun)
White Plate Jacket (54% -40% stun)
(both are masterwork)
Blackened Chain Shirt + White Plate Jacket:
100 dmg -> 46 + (stun: 21,6) after WPJ -> 20,24 + (stun: 2,6) after both
You will receive 20,24 dmg + 24,2 from both stuns (stun possibly even bypasses toughness?) I'm not sure about the bypass of a toughness so I'll use 44,4 dmg for comparison.
Blackened Chain Shirt:
100 dmg -> 44 + (stun: 5,6) = 49,6
With and without masterwork grade plate jacket It is only 5,2 dmg difference. This result got me thinking that MAYBE some kind of light armor with nice bonuses would be much better option than I previously thought.
For example I have something similar but it's not vanilla and it's standard quality so I'll use hypotetical piece of armor with beter and worse stats:
(30% -20%stun) armor + (56% -10% stun) shirt
100 dmg -> 70 + (stun: 6) -> 30,8 + (stun: 3,9) = 40,7
(20% -20%stun) armor + (56% -10% stun) shirt
100 dmg -> 80 + (stun: 4) -> 35,2 + (4,5) = 43,7
Results for 100 cut dmg will cause:
Blackened Chan shirt -> 49,6
Blackened Chain shirt + White Plate Jacket (54% -40% stun) -> 44,44
Blackened Chain shirt + "(30% -20%stun)" -> 40,7
Blackened Chain shirt + "(20% -20%stun)" -> 43,7
Point of this is that the stun % conversion is very important stat and should not be taken lightly. If you shift from (50% -40% stun) to (30% -20% stun) you will end up with better protection as the stun dmg ignores any following clothing (you are missing out on dmg reduction from other pieces as stun does "true" damage).
Even latter example (20% -20%stun) armor with same coverage would provide "equivalent" protection to the White Plate jacket (54% -40%stun). This doesn't seem so intuitive right away.
On the other hand this was calculated only for chest and only CUT damage as an example. Of course you have to consider other parts of a body and blunt damage that works as you would expect. Original piece of armor that I used as a base for the "hypotetical armor" doesn't have as great coverage as Plate Jacket which covers everything well, including hands.
Desired setup would be the lowest %stun conversion on pieces in order (head, armor, shirt, pants, boots) so the stun damage isn't an issue.
Dustcoat (45% -80%stun)
Dustcoat looks nice but the 80% looks scary.
Sleeveless Dustcoat:
100 dmg -> 55 + (stun: 36) = 91
Blackened Chain shirt + Sleeveless Dustcoat
100 dmg -> 55 + (stun: 36) -> 24,2 + (stun: 3,1) = 63,3
There is of course the coverage where dustcoat provides cover even for legs. This effect may not be desirable though. 100 damage hit registered to a leg will cause 36 damage imediatelly regardless of protection on pants and boots. 36% of cut damage has free pass because of the coat. If the hit is registered to the coat it has 60% coverage for legs so 40% of time the coat does nothing for legs.
Blunt damage is completely different case as it's absolutelly positive thing to wear this coat it for that kind of protection :) +4 MA is nice bonus.
I'm also choosing equip based on how it looks, that's actually half of the reason why I'm here :p
I'd also like to know if stun damage ignores toughness. It is mentioned in the post I linked before (https://steamcommunity.com/app/233860/discussions/2/133261907145702720/). It's an older discussion so I'm not sure if it holds (For example it seems like stealth modifies on equip now stack. Including positive and negative).
If I made mistakes please correct me I tried to check twice but.. you know. I might be even wrong on how this calculation works it's based on the linked post.
When you hover over the dexterity stat, cutting damage output is shown.
Edit: nevermind, it says weapon cutting damage.
I think that is correct. I expected that it does nothing for MA. Yes it affects cutting damage but I'd think that MA does blunt damage.
So lets go hypethertical again assuming cut damage only.
2layer
layer 1: 100 damage 100% coverage 50% stop 50% stun = 50 damage through +25 stun through
layer 2: 50 remaining damage 100% coverage, 50% stop 10 stun = 25 damage through + 2.5 stun
total = 25/toughness + 27 stun.
1 layer
100 damage 100% coverage 50% stop 10% stun = 50 through + 5 stun
total = 50/toughness + 5 stun.
So in case above low stat characters should double up even with stun values, but high stats may be not especially if the stun does bypass their stats.
Now go with something like heart protector
2layer
100 damage 50% coverage layer 1 50% stop 0 stun = 50 through + 0 stun
50 damage 100% coverage layer 2 50% stop 10% stun = 25 through + 2.5 stun
total = 25/toughness + 2.5stun
but due to the coverage one would expect every other blow (given a big enough sample) to be as above for 1 layer. So additional bonus to high stats but maybe not so good for low stats characters.
Therefore looking at low coverage high stats for 1st layer and high coverage low stun 2nd layers would seem optimal for those with a positive toughness modifier (50+ i believe).
I'm not sure about heavy armour because the .87 combat modifier is pretty hefty all other things being equal (samurai, holynation and merc plate). Where as things like sandals provide a positive combat modifier and get checked after leg armour in order so are beneficial for 1st strike.
If stealth isn't an issue then combos like sneaky cargo pants + sandals, Assassin rags or Heart protector over (dark?) leather turtle or blackened chain depending etc. (My current Ma is also heavy stealth so avoids any -ve stealth modifiers)
I also favour grade 3 fog mask or what ever its called ( found mine on unique noble) or tanglemust if one is fighting in dust prone areas given the considerable penalty to combat. But weather considerations is really a different consideration akin to common damage type of most regular enemies of any given area.
I have some black plate jackets they are not masterwork quality so I used this white instead. I get you. I don't like using same setup for every member either. I'm willing to have a bit worse equip just for the sake of the looks xD
One more thing regarding training MA and dodge. When you train other things you gain bonus for fighting with stronger oponents. What stat decides that the oponent is stronger for MA or dodge. If you strip enemy of weapons he usualy have 10 MA or something like that. Does that mean I'll get lower xp for MA even though with weapon he has 60 attack, strength, ...? I noticed that you get xp for dodge even just for dodging attack so does the same thing apply? His dodge is lower than mine so I get penalized xp for it?
I punched leviathan to death while other guy was blocking. It's not a good way to start it's a bit risky xD I don't feel like going there for a while. I started to use mods for increased dificulty and it was way to risky to go there even before. (I've almost ended up as dinner for canibals) :)
Dodge is one of the easier stats to train to the highest levels. Load up on gear that inflicts a penalty to it (heavy backpacks, tin helmets, etc.), and go and fight fogmen or hungry bandits with a small backup team. Have your character Block, and that's it. If you do it right, you'll be blocking with a total dodge of <0, which will cause your dodge skill to soar, and the meagre hits will boost your strength and toughness quite nicely. I have an older save with a martial artist who has 95 dodge or so.
You won't train your offensive skills doing this, but you'll get your dodge high enough that you can seek out tough fights.
I have to admit, though, that I haven't tried this method since the whole ranged/dismemberment patches came through on experimental.
Stats are directly opposed for puposes of determining opponent value and %buff/penalty to xp.
melee / ranged / ma VZ block / dodge
sneak vz perception
theif vz perception + distance
In other words your comparing his MA to your dodge and your Ma to his dodge with both getting independent %modifier to xp. So as stated in post above if one gimps their dodge down to 0 it will train well even against low level attackers like hungry bandits etc, but your MA won't benefit as it excedes their block values by to much unless also gimped.
only the attack skill stat is taken into account not the additional stats like str/dex or even the weapon skills katana/blunt etc. However, as noted one can use the derived stats to penalise or buff the base stat into the range of the opposition for purposes of training. I can't remember the exact figures but i think one needs to be ~10 lower than the opponents value for a buff to xp and within 5 for no penalties. (could be wrong on these figures, can't remember the thread i saw them in to check.)