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  • Quirk
    Swordsman
    • Mar 2016
    • 462

    #31
    Have come up with a tweak for blunt weapons I think I like.

    Blunt weapon damage is imperfectly absorbed by armour. 1/4 of it gets through.

    This is better than Sharpness where you wouldn't have made any impact against the original armour roll. However, blunt weapons retain low damage to compensate.

    Comment

    • Bucephalus
      Apprentice
      • Jul 2016
      • 57

      #32
      (Quirk) - It's called "Immortal Courage" - I dislike the name somewhat and if anyone has a better name I'll use it.

      (Infinitum) Implacable? Defiance? Relentlessness? Resolve?

      "Defiance", IMO. Defiance of death, Morgoth, his attendant minions, the futility of your mission, &c.

      Infinitum, you beat me to it. I second.

      Comment

      • Quirk
        Swordsman
        • Mar 2016
        • 462

        #33
        Originally posted by Bucephalus
        (Quirk) - It's called "Immortal Courage" - I dislike the name somewhat and if anyone has a better name I'll use it.

        (Infinitum) Implacable? Defiance? Relentlessness? Resolve?

        "Defiance", IMO. Defiance of death, Morgoth, his attendant minions, the futility of your mission, &c.

        Infinitum, you beat me to it. I second.
        Defiance it is.

        Pulled in mpa-sil screen centering, removed deathblades, added a couple of new uniques (orcs slain in the Fall of Gondolin), swapped Careful Shot for a new skill - Rout - gain +5 Dex when aiming at a fleeing enemy, boosted Song of Este a little as a temporary fix.

        Still want to rework Smashing Blow but we're headed into a new release.

        EDIT:
        And released.
        Savefile compatible with release 2, but watch out for skills changing. Blunt weapons do bonus damage against armour. Armour only absorbs 3/4 of the damage the blunt weapon deals - this is better th...
        Last edited by Quirk; October 15, 2017, 17:38.

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #34
          I guess Feanor had the 'Defiance' skill?

          Comment

          • wobbly
            Prophet
            • May 2012
            • 2629

            #35
            There's a weird little exploit I found in that the inscription !a (prompt before attacking) I use on pacifists actually prompts for invisible monsters.

            (also Nick if you read this you may want to check for V as well, never tried it there)

            Comment

            • seraph
              Adept
              • Jan 2016
              • 120

              #36
              Originally posted by Quirk
              Have come up with a tweak for blunt weapons I think I like.

              Blunt weapon damage is imperfectly absorbed by armour. 1/4 of it gets through.

              This is better than Sharpness where you wouldn't have made any impact against the original armour roll. However, blunt weapons retain low damage to compensate.
              sorry if this is painfully obvious; how is the bonus damage calculated?

              Comment

              • Quirk
                Swordsman
                • Mar 2016
                • 462

                #37
                Originally posted by wobbly
                There's a weird little exploit I found in that the inscription !a (prompt before attacking) I use on pacifists actually prompts for invisible monsters.

                (also Nick if you read this you may want to check for V as well, never tried it there)
                This is very cute. I don't think this is new, but I'll put it on my to fix list.

                Comment

                • Quirk
                  Swordsman
                  • Mar 2016
                  • 462

                  #38
                  Originally posted by seraph
                  sorry if this is painfully obvious; how is the bonus damage calculated?
                  Sorry if I was unclear.

                  So of the damage that would be "absorbed", 1/4 of it actually gets reapplied as bonus damage. This only applies to damage you dealt that would normally be swallowed by the armour.

                  If you roll 12 damage, against 8 armour, 1/4 of that armour doesn't work as it should against blunt weaponry. 8/4 is 2, so your final damage is:
                  4 damage (12 - 8) plus
                  2 damage (8 / 4)
                  => 6 damage

                  Or, alternatively, if you roll 7 damage against 5 armour, 1/4 of that absorbed damage is reapplied for:
                  2 damage (7 - 5) plus
                  1 damage (5 / 4)
                  => 3 damage

                  Or if you didn't manage to bypass the armour at all - 10 damage against 12 armour:
                  2 damage (10 / 4)
                  => 2 damage

                  Hope this helps.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #39
                    So blunt weapons are the way to go againat serpents?

                    Comment

                    • Quirk
                      Swordsman
                      • Mar 2016
                      • 462

                      #40
                      Originally posted by Pete Mack
                      So blunt weapons are the way to go againat serpents?
                      They guarantee damage and hence eventual death. So yeah, they are a good option to have. Warhammers particularly are competive now, quarterstaves decent in the first couple of levels. Sceptres might be a bit weak without specials still but at least they will get some damage through eventually even if you can't properly breach the armour.

                      Comment

                      • bagori nd
                        Apprentice
                        • Apr 2014
                        • 56

                        #41
                        So basically, blunt weapons get 25% sharpness, except in the case where the net damage you would inflict is less than 25% of what the armor would absorb (in which case it's raised to 25%).

                        Note that afaict, this makes warhammers categorically better than greataxes.

                        edit: fix grammar & punctuation; damn smartphone.
                        Last edited by bagori nd; October 19, 2017, 14:59.

                        Comment

                        • Quirk
                          Swordsman
                          • Mar 2016
                          • 462

                          #42
                          Originally posted by bagori nd
                          So basically, blunt weapons get 25% sharpness, except in case where they net damage you would inflict is less than 25% of what the armor would (in which case it's raised to 25%)

                          Note that afaict, this makes warhammers categorically better than greataxes.
                          Not quite. Exceptions are where you're facing a low-armour foe, where 4(d3 + STR) is worse than 4(d4 + STR) because the armour bonus doesn't make up for the missing 4 damage sides (however, accuracy is -3 for warhammer vs -4 for axe), or you have very high STR and the higher weight of the axe makes a difference. However this does push the balance more towards warhammers; great axe could maybe do with a minor buff such as +1 accuracy (battle axes will still be better for lower strength, and score more criticals).

                          Comment

                          • Serephina
                            Rookie
                            • Dec 2014
                            • 23

                            #43
                            But yea, as he said, warhammers just have 25% sharpness now. Apart from doubling up on an already implemented mechanic, I'm not sure about giving weapons unintuitive perks. Part of the draw of Sil is the simplicity and transparency of it's mechanics. See a short sword, see how it crits, now compare to an axe, see how it uses strength, and everything in between.

                            If you wanted to go reaally hog wild you could give literally every weapon a perk, and list them both in the manual and ingame. It's not 'Sil', but hey, mods!

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #44
                              It's NOT the same thing as 1/4 sharpness, at all. Sharpness affects ALL hits, granting them up to (armor roll) extra damage. The Warhammer only affects hits up to 4/3*(armor roll).

                              Comment

                              • Quirk
                                Swordsman
                                • Mar 2016
                                • 462

                                #45
                                Originally posted by Pete Mack
                                It's NOT the same thing as 1/4 sharpness, at all. Sharpness affects ALL hits, granting them up to (armor roll) extra damage. The Warhammer only affects hits up to 4/3*(armor roll).
                                Let me run through a quick example to make the difference clearer.

                                Damage roll is 8, armor roll is 20.

                                With 25% sharpness: adjusted armor roll is 15.
                                - No damage.

                                With bluntness: no damage, but damage to the armor / 4 applied as bonus.
                                - 0 + 2 damage.

                                Damage roll is 16, armor roll is 20.

                                With 25% sharpness: adjusted armor roll is 15.
                                - 1 damage.

                                With bluntness: no damage, but damage to the armor / 4 applied as bonus.
                                - 0 + 4 damage.

                                Damage roll is 20, armor roll is 20.

                                With 25% sharpness: adjusted armor roll is 15.
                                - 5 damage.

                                With bluntness: no damage, but damage to the armor / 4 applied as bonus.
                                - 0 + 5 damage.

                                Damage roll is 25, armor roll is 20.

                                With 25% sharpness: adjusted armor roll is 15.
                                - 10 damage.

                                With bluntness: 5 damage, damage to the armor / 4 applied as bonus.
                                - 5 + 5 damage = 10 damage.
                                (Now you're past the armour you do damage as usual.)

                                The UI now shows the bonus damage with a little plus, like this:
                                1 + 3
                                so it should be easy to see from the combat roll how much damage you're doing.

                                The big difference is that bluntness will get some damage through even if you are facing 100 armor, sharpness won't.

                                Comment

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