I don't think it can melt frozen ground or clear overgrowth and reclamation or hit at 1 room range. It's been a while since I combated so things may be different now
I've returned after a break and switched to Dual Blunt Infernal. Anyone willing to help me out combat wise in Mhaldor? I'll ask IG too, but the only people around at the moment at novice Alchemists
I have also just returned and would really like to catch up on combat again. Havent really fought since 2007 or so.. I would also like some help on getting into combat again and someone to practide with.
I can't decide if i want to stay twohander or go dwb, Im infernal and have around 3000 credits for artifacts. Since I havent fought for ages I would like some input from those more experienced, especially om dwb.
@Ebor I would characterize 2H as easier to learn, it's a momentum-based style that's pretty forgiving once you get into the patterns of it. Takes a little bit of work to set up proper/efficient battlefury usage, but doesn't need as much scripting help as others. (Limbcounter/frack tracker help, but you can still do pretty well without either) DWB has no hinder and you need a solid understanding of limb damage mechanics to get the most out of it, but the damage is outrageous and its prep time is fast. It also takes some work to set up combos to hit different combinations of limbs with the right Expends on demand, lots of flexibility which makes initial alias/key making a little complicated, but it has strong end-game setups that are difficult to avoid, even by skilled opponents.
Both classes are offensive howitzers. They'll struggle with certain opponents, mainly high-hinder classes with large health pools, but both will outright destroy anyone with low-to-mid health that doesn't know how to play defense. DWB meshes better with Infernal in my opinion, (mostly for Vivisect options) but 2H benefits from Necromancy a fair bit too, in the form of Deathaura and Gravehands. Personally, I think DWB Infernal is an evil that has not been properly unleashed on the world.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Is there an accurate assess counter out there for dual cutting? Kenway, Austere, SVOf? All the potential ones out there, right?
Like gives their actual breakpoint on Assess? Not that I know of, but Knight breakpoints have been pretty standardized lately, they don't range as much as they used to. Most <4000 folks break in 10 scimitar hits, around >4k is 11, and <5k will usually break in 12. After 5k you get into 13-15 hits. I think most of our resident coders have given up trying to "crack formulas" with how often back-end mechanics have changed in the last few years, so you just kinda have to get a feel for it and set your own breakpoint.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
What would be the best way to spend around 2k credits on offensive artefacts for 2-hander? Level 3 sword or a level 2 sword and a level 2 gauntlet? Or something else? Warhammer?
For 2H, I'd say an artefact sword helps more than anything, even STR.
Don't get me wrong, STR helps Disembowel a lot, and you should spec for
it as soon as you can, but the higher damage and speed on a sword is
unmatched in getting fracks to stick. Warhammer is a proficiency you
should pick up, but the warhammer's greatest strength is just that it
breaks everyone in 3 or 4 hits, and even an L3 hammer still breaks most
in 3-4 hits; you're paying large amounts of credits just to move more
folks from the "4" side to the "3" side. That's good and all, but I
don't find that really worth it; carrying a forged one is fine. You may
want to invest in some tanking arties instead of just an L3 sword,
though. Apart from high hindrance, one of 2H's weaknesses is that its
emphasis on balls-out offense mean you can't really stop and go
defensive when your health is getting pummeled, so some classes like
Monk or other knights can race you to 0 health and win.
If you're set on 2H, just a few helpful tips:
Speed
deals full damage with 1 fracture. Precision deals half damage
(including limb damage) with 2 fractures. As a rule, Speed is good when
they have low max health, or any time they are sipping health to cure
damage instead of applying it to cure fracks. Precision is opposite,
better against high max health, or any time they're applying to fracks
instead of sipping health.
Battlefury Perceive requires
Battlefury balance, but doesn't consume it. It's how you track fracks
and see parry, so use Battlefury Perceive before each attack, (Can
Perceive/Stance/Attack) and when you regain Bfury balance.
Hitting
your opponent's "sip threshold", where they start sipping health to
stay alive instead of curing fracks, is the name of the game. Never pass
up any form of passive damage that will help force them to start
sipping. Deathaura and your falcon are huge boons to 2H in this regard.
Highlight/echo health sips and health applies so that you know what your
opponent is doing and can adapt your offense.
Also
highlight salve applies to limbs, as these are the best indicator of
limb breaks. Even if you don't have a limbcounter, if you see them apply
to legs because you just broke one, you can Upset/Overhand through
parry on the next attack. (It's generally better to break leg/upset, then Precision/Overhand
through parry, but you'll want a limbcounter to help count leg hits for
that)
If they aren't parrying head, punish that.
Head
fracks make sip balance 1 second longer per frack. Torso fracks make
sipping health heal 8% less per frack. Leg fracks keep opponents from
moving, with the block rate scaling up for each frack. (At 3-4 fracks,
it's like a second Gravehands) Each type of fracture has a certain
affliction that it gives every 5 seconds at 1 frack, and 1 second faster
for each frack. (Minimum 1 second at 5 fracks.)
Enjoy. 2H is a
fun class, probably my 2nd favorite Knight style. Next to the frantic,
fast-balance classes, 2H's slow balance but unstoppable momentum is
relaxing and leisurely in a way. Just remember it feels Achaea's
rock/paper/scissors aspect keenly, so a couple of classes will feel
helpless against you, and you will feel helpless against a couple of
classes. Don't get frustrated by those folks, and enjoy rolling through
everyone else like a runaway freight train.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Is there an accurate assess counter out there for dual cutting? Kenway, Austere, SVOf? All the potential ones out there, right?
@Aquil : Antonius' limb counter is the best freely available counter and very well coded, by a long shot. You will likely need to do testing and configure your own breakpoints for more accuracy.
Svof's limb counter is probably better code than mine, but I'd say mine surpasses it greatly in terms of functionality (there are a lot of poor design decisions in Svof's counter). I have no idea about Kenway's having had no real reason to use it, though I think he may support a greater number of classes than mine currently does.
Link to mine is in my signature. On the topic of an assess formula, I've never seen anybody with an accurate formula to convert maximum health to break values for dual cutting (though I've seen plenty of people claim to have one!), especially since there have been two increases to dual cutting limb damage since Weaponmastery was released.
Adding support for Monk is on the list of things to do, it's just more complicated than most classes due to varying damage between kicks and punches (and stances?). Basically Blademaster all over again, which I haven't quite finished yet (and uses Dorn's numbers, which aren't totally accurate); I still need to figure out determining when limbs are prepped due to the difference in limb damage between the main/off target limb.
If anybody has (semi-)reliable data for breakpoints as Monk (based off of maximum health) that I can use then it would go a long way to pushing that up the priority queue in terms of coding.
As far as I have been able to tell ... no, not quite. It's like it applies only to a certain part of the limb damage formula, but I can't tell whether it's because artie power transferred knuckles are bugged, or if it's just that they changed the limb damage formula and nobody has it quite right yet. It's really, really confusing.
Here's my Excel sheet for what data I had for monk. I also have an AutoCAD file if anyone's interested. Excel file says it was last modified May 2015... I don't know if monk limb damage has been changed since then, so I'm not sure that the data is still valid.
My memory is very fuzzy on it, but I remember being pretty certain that the knuckles multiplier only applied to either the static or scaling portion of the equation, not both. I could definitely be wrong though. -------------- Without knuckles, these were the equations I had
-- HFP and SPP -- --[[ 5/4/2015 12:51 AM Between 0.079h + 237.3 0.083h + 217.0 Mid Value = 0.081h + 230 ]]-- -- UCP -- --[[ 5/4/2015 12:51 AM Between 0.0804h + 257.5 and 0.0838h + 240.3 Mid Value = 0.082h + 250 ]]-- -- SNK and MNK and WWK -- --[[ 5/4/2015 12:51 AM between 0.161h + 428.5 and 0.171h + 393.4 Mid Value = 0.166h + 412 ]]-- -- SDK -- --[[ 5/4/2015 12:51 AM Between 0.182h + 568.1 and 0.0208h + 461.3 Mod Value = 0.196h + 516 ]]--
If that was in response to @Antonius's comment about blademaster on/offside damage, for limbslashes onside is 1.5x offside. 1.35 sounds about right for compass (i.e., compass damage being 1.35x offside limbslash damage), but the health scaling is different for compass than for limbslashes, so it depends.
Any chance I can get help coding a toggle in mudlet? Like say for staffstrike where the code sets a default element but switches to one of the different elements when the toggle is hit? I realize I'd probably need a table for this but that's as far as my knowledge actually goes.
Any chance I can get help coding a toggle in mudlet? Like say for staffstrike where the code sets a default element but switches to one of the different elements when the toggle is hit? I realize I'd probably need a table for this but that's as far as my knowledge actually goes.
if not strike_element then strike_element = "earth" end if strike_element == "earth" then strike_element = "air" else strike_element = "earth" end cecho("\n<green>Changed staffstrike element to <white>"..strike..".")
usage: send("staffstrike "..target.." "..strike_element.." left leg") - example
Forgot the other thing you wanted. To make it set automatically just add that first line to your attacks. if not strike_element then strike_element = "earth" end
Comments
Results of disembowel testing | Knight limb counter | GMCP AB files
And set people on fire, right?
I can't decide if i want to stay twohander or go dwb, Im infernal and have around 3000 credits for artifacts. Since I havent fought for ages I would like some input from those more experienced, especially om dwb.
Kenway, Austere, SVOf? All the potential ones out there, right?
Both classes are offensive howitzers. They'll struggle with certain opponents, mainly high-hinder classes with large health pools, but both will outright destroy anyone with low-to-mid health that doesn't know how to play defense. DWB meshes better with Infernal in my opinion, (mostly for Vivisect options) but 2H benefits from Necromancy a fair bit too, in the form of Deathaura and Gravehands. Personally, I think DWB Infernal is an evil that has not been properly unleashed on the world.
What would be the best way to spend around 2k credits on offensive artefacts for 2-hander? Level 3 sword or a level 2 sword and a level 2 gauntlet? Or something else? Warhammer?
I will spec for strength at level 85-90 or so.
If you're set on 2H, just a few helpful tips:
- Speed
deals full damage with 1 fracture. Precision deals half damage
(including limb damage) with 2 fractures. As a rule, Speed is good when
they have low max health, or any time they are sipping health to cure
damage instead of applying it to cure fracks. Precision is opposite,
better against high max health, or any time they're applying to fracks
instead of sipping health.
- Battlefury Perceive requires
Battlefury balance, but doesn't consume it. It's how you track fracks
and see parry, so use Battlefury Perceive before each attack, (Can
Perceive/Stance/Attack) and when you regain Bfury balance.
- Hitting
your opponent's "sip threshold", where they start sipping health to
stay alive instead of curing fracks, is the name of the game. Never pass
up any form of passive damage that will help force them to start
sipping. Deathaura and your falcon are huge boons to 2H in this regard.
Highlight/echo health sips and health applies so that you know what your
opponent is doing and can adapt your offense.
- Also
highlight salve applies to limbs, as these are the best indicator of
limb breaks. Even if you don't have a limbcounter, if you see them apply
to legs because you just broke one, you can Upset/Overhand through
parry on the next attack. (It's generally better to break leg/upset, then Precision/Overhand
through parry, but you'll want a limbcounter to help count leg hits for
that)
- If they aren't parrying head, punish that.
- Head
fracks make sip balance 1 second longer per frack. Torso fracks make
sipping health heal 8% less per frack. Leg fracks keep opponents from
moving, with the block rate scaling up for each frack. (At 3-4 fracks,
it's like a second Gravehands) Each type of fracture has a certain
affliction that it gives every 5 seconds at 1 frack, and 1 second faster
for each frack. (Minimum 1 second at 5 fracks.)
Enjoy. 2H is a fun class, probably my 2nd favorite Knight style. Next to the frantic, fast-balance classes, 2H's slow balance but unstoppable momentum is relaxing and leisurely in a way. Just remember it feels Achaea's rock/paper/scissors aspect keenly, so a couple of classes will feel helpless against you, and you will feel helpless against a couple of classes. Don't get frustrated by those folks, and enjoy rolling through everyone else like a runaway freight train.[ SnB PvP Guide | Link ]
Link to mine is in my signature. On the topic of an assess formula, I've never seen anybody with an accurate formula to convert maximum health to break values for dual cutting (though I've seen plenty of people claim to have one!), especially since there have been two increases to dual cutting limb damage since Weaponmastery was released.
Results of disembowel testing | Knight limb counter | GMCP AB files
[ SnB PvP Guide | Link ]
If anybody has (semi-)reliable data for breakpoints as Monk (based off of maximum health) that I can use then it would go a long way to pushing that up the priority queue in terms of coding.
Results of disembowel testing | Knight limb counter | GMCP AB files
vvvv that though, is annoying vvvv
--------------
Without knuckles, these were the equations I had
--[[
5/4/2015 12:51 AM
Between 0.079h + 237.3 0.083h + 217.0
Mid Value = 0.081h + 230
]]--
-- UCP --
--[[
5/4/2015 12:51 AM
Between 0.0804h + 257.5 and 0.0838h + 240.3
Mid Value = 0.082h + 250
]]--
-- SNK and MNK and WWK --
--[[
5/4/2015 12:51 AM
between 0.161h + 428.5 and 0.171h + 393.4
Mid Value = 0.166h + 412
]]--
-- SDK --
--[[
5/4/2015 12:51 AM
Between 0.182h + 568.1 and 0.0208h + 461.3
Mod Value = 0.196h + 516
]]--
if strike_element == "earth" then
strike_element = "air"
else
strike_element = "earth"
end
cecho("\n<green>Changed staffstrike element to <white>"..strike..".")
usage:
send("staffstrike "..target.." "..strike_element.." left leg") - example
Forgot the other thing you wanted. To make it set automatically just add that first line to your attacks.
if not strike_element then strike_element = "earth" end
if focus == "precision" or (not focus) then focus = "speed" else focus =
"precision" end
cecho("\n<yellow> FOCUS is now " ..focus)
I do this to use F11 to toggle whether i'm using Speed or Precision, then put that var into my aliases. Does that help at all?