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Сообщить о проблеме с переводом
I liked your practical approach to the comparisons, opening the door to numerous party design options that can be crafted this way or that to suit other considerations, all within the scope of powerful party designs.
I also see it that Bloodlust is the best weapon at the beginning, but as soon as a Polearm Fighter gets his 2 attack, he pulls away on kills because of the weapon's extended range. In practice, more kills simply happen. A Bard with Bloodlust is a strong character over many stretches in the game, but in my experience, the later class change from Mook Bloodlust Bard to Giant Sword Fighter is an upgrade.
For a long time, I underestimated the abilities of a bard with Bloodlust for a long time. I doubted MPNorman's claim that the bard with Bloodlust is on par with a Sword Fighter in melee combat and thought I could prove it in a test. In the test, however, it even came out that the Bloodlust Bard was even ahead of the Sword Fighter (without Bloodlust) in kills up to level 15 and can also take on support tasks compared to the Sword Fighter. However, neither Sword Fighter nor Bloodlust Bard could not compete against a Polearm Fighter. Unfortunately, I have to say that a sword fighter without Bloodlust is generally mediocre in early and midgame. There are many good swords in the game, but except for Bloodlust, they are all hard to get.
I'm also one of those people who underestimated the monk's abilities for a long time. Monks are easy to play, because no magic must be trained in Psionic, because there is the Mindblast Rod.
The strong MA right at the beginning and later training in staff for Zatoichi and we have a good character. The only argument against a monk is that there is already a good monk as an RPC with RFS. It is similar to the Valkyrie with Vi.
For example, I really like the idea of the Muramassa blade for a Samurai. And, I want the Samurai to perform as well as any other class with their chosen weapon... with exception that a pure class fighter 'should' be able to outperform Hybrids ofc. So, I would give the Muramassa a little more oomph! Same goes for some other earlier game weapons. I'm still on the fence about it though cuz I don't want to make everything OP either.
I prolly should start a thread on this to get your all's ideas on appropriate changes to weaponry. For one, most things are weighted all wrong--thus the reason characters run out of stamina so quickly. It is NOT how Medieval day weapons were weighted. On the other hand, not sure how the devs might of coded weight for stamina loss and wouldn't want to make weapons OP cuz of being too light either. All these things make it quite challenging to mod this game the way I want. Cuz, I really don't want to make all characters OP to point they seem 'broken' as people consider a Mind Blast Monk, lol.
@HOK1970: I agree Polearms are great. The fact that they are 2-handed isn't that big of a deal in the vanilla game. The Awl PIke (and a lot of other low-level Polearms) are really slow, but nobody cares about this until 2nd attacks and swings are even possible.
I can confirm this. I did a Bard solo some years ago, the walkthrough is here in the forum, and at that time, Bloodlust was out of question, because I needed ranged damage in that setup. I used the vorpal blade as the best pre-Fang weapon available, a random drop from Baron Englund in the cemetary dungeon. I made another, in hindsight, mistake in that game, because I trained DEX instead of STR. Vorpal has avg. damage of 11, small bonuses to initiative and CtH, poison effect, so doesn't sound too bad.
Overall, this solo was the worst I ever had, it took ages to get down a single Ravenous Swallower, as long as I only had that weapon (and 50 STR, do not know what slowed me down more). Since I play bards with Bloodlust, they go like butter through most everything.
So I certainly would subscribe to any statement that there is a huge gap between Bloodlust and any other "early sword".
thanks for the info....
I would probably create a spear fighter on my next game....
If you felt like doing more testing, I am really curious to see how PL7 Haste would change things. I'd expect much bigger DPR jumps in weapons going from 2/1 to 2/2 than from weapons going from 2/2 to 2/3. Mauler and the Mauler+DE combo in particular I think has room to grow.
I also noticed Ivory Blade was only tested on a Samurai. I'm interested in seeing in how it compares to Excaliber on a Fighter (or really specifically, a Bard 15 -> Fighter 1), particularly with Haste when Excal is 2/2 and Ivory is 2/3. Giant's Swords are cool and all, but I'm specifically thinking about Saxx and that's not an option for him.
However, if you want me to test more combos under the existing variables (level 15, PL7 Enchanted Blade, 1 strength boosting item) then I'm happy to do that. You want
- More runs of Excaliber fighter
- Ivory Blade fighter
- Ivory Blade bard
- I'll do Mauler+Nunchuks monk as well since you're thinking of using that character
- Mauler+DE on what class?
Anything else?
Give me a few days and drop in any other requests you have under the current parameters.
(I am also happy to email you my testing saves if you want to run your own tests.)
Even if that is the case, that doesn't translate to an equal increase in DPR for different weapons. PL7 Haste would be effectively adding .7 expected swings, assuming ≤55 base speel and the 200 attack speed threshold is already met. That means that anything that is right at that threshold will be getting a 70% DPR increase from Haste, while something that is right at the cusp of three swings will get about half that. I'm pretty confident that Ivory Blade will beat Excaliber while Excaliber is always at a single swing, but less so when that changes.
Well, the idea is that the Nunchaka Monk would become the Mauler + DE Fighter after a class change, and you've already done Fighter tests with that (without Haste). I suppose if you're testing the pre-change Monk, then a Lord would be a good point of comparison, as I think that's the only other class that dual maces makes sense on.
As for the saves, perhaps at some point I'll take you up on that, but as it is I'm finding enough distractions from actually playing the game right now. :P
Let me rephrase to see if I understand what you are saying, all under the assumption that my theory is correct (we both agree it might not be):
1) +0.7 expected swings translates to a different PERCENTAGE improvement in DPR for different weapons (I agree)
2) If a weapon is already very close to the 3rd swing guaranteed, it benefits far less from Haste (I also agree)
In my tests I don't think any characters are very close to the 3rd swing. One Dread Spear Monk test was showing 2/3, but I think that was some kind of visual bug. Didn't look like they were actually swinging 3 times in battle.
If there is another point you're making, I'm not comprehending it. I'll ask you to rephrase in different words if you can.
I think you understand my point, that Haste will improve the slower weapons more than the faster weapons, and that if Haste were added, they might move up over faster weapons on the results sheet.
Let me try a concrete example anyway, using the Excaliber and the Ivory Blade. Let's ignore Berserk and take procs, misses, and failed penetration out for simplification's sake. Let's assume a level 22 Fighter with 55 Speed, 100 Sword skill and 125 Close Combat. His swing speed for a weapon with neutral initiative is 55 + 125/3 + 2*100/3 + 4*21 = 251.33.
The Excaliber's -5 initiative results in -50 swing speed, dropping it to 201.33. It will average 1.0133 swings, at 27.5 average damage each, totaling ~27.9 expected damage per attack (EDPA).
The Ivory Blade's +5 initiative adds 50 swing speed, making it 301.33. It should get on average 2.0133 swings, averaging 19 damage each, totaling ~38.3 expected EDPA. On paper, it outdamages Excaliber handily by 10.41 EDPA.
Now add 70 swing speed, to account for Haste. The Excaliber's swing speed goes up to 271.33. It starts averaging 1.7133 swings, totaling ~47.1 EDPA. The Ivory Blade's swing speed goes up to 371.33, and it starts averaging 2.7133 swings for 51.5 EDPA.
Alright, so I made this a best-case scenario for Excaliber, but actually mathing it out, it turns out Ivory Blade is still outdamaging it with Haste on paper. However, now the difference is less than half what it was, only 4.4 expected damage per attack. At this point, the Excaliber procs could make it win out in actual testing. (I think I just convinced myself that Ivory Blade is probably better at level 16 though).