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Laporkan kesalahan penerjemahan
I would say dropping an plate-armored opponent in five hits with 1-handed sword 'slowly whittling'. Spear works that way, since it takes closer to 20 decent thrusts to win.
I have to check Lindybaige's channel. Hadn't heard about that one before.
I agree that swords need to do some damage against armored opponents for balance reasons, but right now swords are way too powerful. I just tested earlier today that you can kill Master AI in plate armor with 5-6 slashes and stabs with a Falchion.
One could say that all weapons are too effective against plate armour. Thing is armour primarily protects effectively against wound damage rather than "stamina" damage. The idea here was to make heavy armour extremely useful and desirable, but not confer invincibility.
We're always tweaking the damage system, and we have some changes in mind. In the most recent update crush damage received a significant buff against armour, piercing damage was improved a few patches prior. Slashing damage is due a major overhaul in how it functions.
The observation that most master opponents do not wear gambesons and such is important. This is just something we haven't got round to implementing properly in the equipment generation system. A lot of the impact mitigation should indeed come from wearing layered and padded cloth too. Chain under full plate on the other hand is pretty much useless.
I sometimes forget this game is still in Beta. :p I have probably over 200h clocked in this game (I mostly play without steam) and I haven't even touched the story mode yet. But it's good to be reminded that all these issues are being worked on.
I did a little test for another thread, and it implies that having those extra layers underneath plate armor increases 'toughness' by about 40% against polearms. I'd imagine the effect is even more pronounced using lighter weaponry.
Yes you make a valid point, the person getting hit is most probably not experiencing severe pain, hence why it takes more than a few hits to bring down a person in a full plate, and you have to remember that if fully armored, in a fight if you get hit enough times you will run out of breath, you'll begin to feel weak, every hit is small but after many hits you've been suppressed enough that you'll pass out, and that's why it is, as the developers said above this post, not wound damage but rather Stamina damage, you wear out the Knight :D
As for how many hits it takes to bring down the Knight, that's something BM will have to think about, but for now, personally, I am not that bothered by it, I feel that using a sword against plate is unrealistic because even though it is not implemented yet, the edge would wear out and become blunt and useless quickly, that's just a little Roleplay thing I account for :D I use impact or crush weapons instead.
P.S I'm super excited to hear slashing damage is getting an overhaul, the pesky one handed sword and shield or super quick two hander users cut you with even the slightest of touch to the blade, and the swords are 90% blade :P
I've had some one shot victories in the arena because of it, cheesing the poor AI that kind of stands dumbstruck for a half second before engaging, if you're quick you can land a running thrust and at that point it's all over.
If that's "Working As Designed" then that's fair play of course. Maybe it's just my playstyle but it just seems in dire need of tweaking. Thrusting at a shield users legs kills them with no effort, thrusting is fast enough and controllable enough that you can slip in and out between/before big heavy weapon swings and have your way with Master ranked plated guys too...on occasion (those guys punish you hard for missing so it's justified somewhat, high risk, high reward)
The same can be said about fists. I've killed an Expert in plate and mail (not intentionally, I ranked up without realising and ended up fighting a --- Challenger ♥♥♥♥♥ and unarmed) using only fists because it functions as a kind of psuedo blunt thrust that seems to totally crush the hell out of armour and annihilate the soft flesh inside...
...is there some kind of bonus damage (I.E awarded bonus damage, not just how weapon physics and locations struck plays out...I mean like Mount and Blade style where it gives like +60% damage for attacking from a galloping horse type thing, multiplying base damage) at play for landing square hits with the "correct" part of your weapon, while dashing forward with high momentum? It feels like a lot is being applied if so.
Also shield users can't handle pugilism. Something doesn't click with at least 1 in 3 punches. It's gloriously satisfying to see that annoying Expert Practice shieldmaiden in red and black get laid out with minimal effort though. Always hated her.
There is no bonus damage as such, what part of the weapon you hit with and with how much force is a fundamental part of the damage system. It is determined purely by what the physics simulation measures, without any special conditions. It is by no means "linear" though, especially for crushing and to some extent piercing, powerful hits are far more devastating than weak or poorly landed ones. A badly placed, grazing or weak blow often does almost nothing, a very good hit can kill outright.
And it is an absolutely fantastic show of brains and blood when I smack an opponent on the head with a maul/mace/morningstar/bardiche, that would be insta death.
I believe it is due to the balancing you've done, the swing motion of the hand from the overhead seems to accelerate more resulting in more speed, but also it might be because of the change for crush and impact, absolutely amazing thank you :D
In regards to how it dmgs NPC's it is a tad OP, when I can thrust kill sir with 5 thrusts, that's a bit OP IMO. Sir should be much harder to kill if using a conventional weapon.