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It's the penetration of the piercing weapon type that ignores most of that raw defense that is the problem, not the value of the armors !
It's also the reason people don't go much for blunt weapons, piercing is much more practical and already does an amazing job.
its more morale and the swarm of low tier units that causes problems
But overall i guess that is gonna need a rebalance anyway once weapon skill level actualy work (for non named Npcs)
That is if they plan to enable it for them
Edit: if you wanna test the actual defense decide to let a guy hit you with a slash while you are both just standing
he is gonna take quite a few hits to down you
Not to sure about the balance of blunt weapons atm so no idea about that
but giving pierce damage just a certain treeshold of armor that gets pirced (maybe a percentage of the dmg it deals) and then having armor work fully seems like a good potential idea to me
Imo, the problem is not the damage. Sword to the face = death. Sword to the body takes 2-3 hits on unamored and multiple on heavy armor. Seems about right.
Arrows are too strong on armor, yes, but the arcadeish feel comes from general battle speed and the usual AI Zerg Rush tactic.
If the AI would move it's army more realisticly, instead of just rushing with everything from spawn, then battles would feel much better and take longer.
so yhea the potential is there
Blunt weapons are quite disappointing... they are supposed to be good vs armor but swords or polearms with higher base damage are much better.
Their only benefit is that they always wound on "kill" but that's just useless when you capture dozens of enemies anyway. Especially when it takes weeks to recruit the guys from a single battle..
The main problem is some heavy 1 handed and 2 handed weapons might have too much base damage to be affected significantly by the heaviest armors.(Added to the fact hp pool is "lower" than warband compared to the weapon damages).
Also as stated in the main point of the topic, the piercing damage type is also way too "penetrating" vs the heaviest armors, making them as damaging (or even more damaging than blunt) because this penetration is too high and their base stats are overall better than blunt weapons too.
https://www.youtube.com/watch?v=KCE40J93m5c
Piercing Damage has always been a favorite subject in Warband for many. There are "Pros" and "Cons" and then there's just screaming in rage...
The deadliest thing in the game is either the tip of a fast-traveling lance or a javelin to the head. Always has been, always will be... I do not like javelins to the face.
The thing is, though, there's got to be a counter to "Best Armor in the Game." Perks add to hit-points, reduce certain negatives, etc... There should be a Perk for Piercing Protection. Or, several, so that a Player could still reach one of them at least.
Vigor: Two-Handed: "Iron Skin" - +1 Piercing Damage Protection (-1 Piercing damage)
Endurance: Athletics: "Elusive" - Ranged weapons hits against you have 20% reduced chance to crit
Cunning: Rogue: "Catlike Reflexes" - Ranged weapons have 5% reduced chance to hit you
Social: Charm: "Not in the face!" - Javelin hits have a 20% Reduced Headshot Rate... (PLEASE!)
armor is joke
I always locked for games like mount and blade and couuld never find any like it (well freeman guerilla warfare but lets just say its not great and its set in mordern times)
But overall yhea that could also help make armors more varied I mean sure some slight cotton paded shirt should always remain weaker then stuff like high tier lamelar armor
but it could still give more variety
become invulnerable ageinst it? well that probably wont work but being able to take them witout having any problem with it that is easylie possible (and i never even had such a good armor)
Cut damage gets an extra reduction of 1/2 your armor applied to it. So reducing an additional 25 from cut. 10% of it counts as blunt for penetration.
Pierce damage gets an extra reduction of 1/3 your armor applied to it. So reducing an additional 16.67 from pierce. 25% of it counts as blunt for penetration.
The percentage of blunt only really applies for small hits where the additional reduction would absorb it all. For example, a slash of 30 damage would do zero against 50 armor if not for the 10% blunt thing. So a 30 cut would only end up doing 2 damage. While a 30 blunt would do 20. And a 30 pierce would only do 5.
The model of calculating how much raw damage it is affects a lot, though. Arrows or javelins flying at you get more of a boost than a sword swing.
It wouldn't be hard to make a mod that simply alters these numbers to see how a different armor model changes things :)