Fury (Chivalry) Known: Yes-------------------------------------------------------------------------------
Syntax: FURY [ON|OFF]
RELAX FURY
Details:
This will allow you to temporarily raise your strength with 2 points, for no more than a total of 1/4th of each Achaean day. It can be used once a day without cost, but if you turn it off and turn it back on within the same Achaean day, you will incur a cost of 500 willpower each time you turn it back on. Your endurance losses will be significantly higher while Fury is active.
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In effect, you can have Fury up for up to fifteen minutes over the course of an hour. There's a rather insignificant Willpower cost to turning it off/on, and the Endurance cost is likewise insignificant.
What is pretty awful is that it has a tendency to turn off in the middle of combat, and at that point I can't use it for an hour. For S&B, who are extremely reliant upon Disembowel to kill, the loss of two strength is the loss of an effective kill sequence (it drops my DSB damage from 80% to 70%, and my killing rend/smash from 30% to ~25%, and drops my overall damage pressure).
If I lose my Fury at any point, that's it, I'm done. Can't get back out there for an hour.
I always found turning Fury on/off to be a rather frustrating mechanic, but now that it's so vital to my kill sequence, I'm left wondering why there's a time limit on it at all. You could double the Endurance drain, give it Willpower drain, even some Mana drain, and I'd have to work around that instead of having Fury suddenly drop halfway into my prep. I don't think that forcing me to take an hour-long break for 15 minutes of viable combat is fair, especially when the Fury timer counts in the Arena.
MY IDEA: Remove the time limit for Fury and replace it with a different penalty, i.e. greater Endurance drain or Mana drain.
Comments
That said, Knights are either balanced while having Fury up or they're not (hint: they are balanced with Fury). Plenty of fights don't last as long as 15 minutes, either. Could probably do away with the time restriction entirely and call it good.
Results of disembowel testing | Knight limb counter | GMCP AB files
So while I think Fury's unusual limitation is perfectly manageable as-is, I think it's fair to ask the question of whether it's actually needed.
Besides, if you're fighting one opponent for 15 minutes you should probably just walk away from the fight anyway.
Making it a willpower/mana drain toggle or something without a limited duration would be a help to non-artied knights without really overpowering anyone.
Seems like a good idea to me personally.
Currently if you manage it smartly it is probably always going to be there when you need it most and while that is an argument for leaving it as it is, it also shows that it does not break the game when it is on.
The way damage scales, artied guys get that little bit extra at the top, and the unartied little guys get a nice bonus from it.
2h: Need it along the way to stack better.
DualBlunt: Need it if people avoid pulp to maximise predamage before that assault.
SnB: If you want torso damage on your DSB then realistically you are going to have to prep two legs along with the torso so that mean 1.5 minutes prep time. If you want to leave out torso and try with one leg you need to predamage like mad and every drop counts.
DualCutting: Needs it the least probably out of all of them since torso damage DSB's are easiest for you, hence lower predamage required.
For Two Hander, damage pressure is huge though, and you'll want Fury on the whole time.
Results of disembowel testing | Knight limb counter | GMCP AB files
The point for me is that old knight, like dual cutting now, did not really NEED this. The new specs though, this could really help with some of the shortcomings.
It's fairly foolproof.
Prep leg and torso
Shield strike high / slice leg anorexia / trip
Slice torso / smash
Impale / club
DSB
The strike high and anorexia delays the leg apply enough to give you more room to get the impale in on time.
Edit: I type slowly on a phone so got kinda ninja'd.
Is not fool proof, I can see a reasonably simple counter, just parry the prepped leg and count torso so you can shield on torso break.
Still it is a decent start.
If you try to do torso break, leg break/trip, impale/club then they're on restoration balance to apply to torso IF they know that their torso is broken.
If you try to do leg break/trip, torso break, impale/club then they can ignore the leg break (i.e. stay on salve balance), apply to torso (again, if they know that it's broken), and potentially survive the disembowel that would have otherwise killed them. Slice/smash + impale balance is far longer than a restoration application.
Results of disembowel testing | Knight limb counter | GMCP AB files
The no-prep shatter -> slice/trip -> impale/club -> disembowel worked because the slice/trip hits almost immediately when the leg breaks, meaning they're 2.2-2.5 seconds into restoration balance by the time they're impaled/stunned and they're still recovering restoration balance when the stun ends, so the leg isn't healed yet.
The difference in our two prep methods is that yours can be writhed out of. Have you tested it?
(Also, my method is shield-proof - if you're prone, you can't touch shield).
Results of disembowel testing | Knight limb counter | GMCP AB files
Results of disembowel testing | Knight limb counter | GMCP AB files
Only both legs being level 2 broken or higher increases impale writhe time. One does not.
You don't need the extended writhe to dsb if you club, as Antonius described.
Assuming they don't have rebounding back up at that point and don't shield after standing from the first one.
Results of disembowel testing | Knight limb counter | GMCP AB files
It just takes out the meaningless hassle of managing it with scripts.
Tags: @Antonius @Makarios
Results of disembowel testing | Knight limb counter | GMCP AB files