Scales is on par with Algiz in terms of damage reduction, if I recall correctly. 19 strength isn't enough to kill somebody from full even without Scales/Algiz/Truefavour (not even 90% of maximum health - link to my testing should now be in my signature), you absolutely need pre-damage to go along with it or to somehow get level two torso damage.
I don't know 100%, but as far as I know the proc chances are static. Hugalaz Runeblade proc damage is tied to weapon damage, but it's a lot less potent than when it first went live. Straight after release you had people running around with 180+ damage battleaxes just waiting for a double proc, which would kill most people.
I don't know 100%, but as far as I know the proc chances are static. Hugalaz Runeblade proc damage is tied to weapon damage, but it's a lot less potent than when it first went live. Straight after release you had people running around with 180+ damage battleaxes just waiting for a double proc, which would kill most people.
Ask @Tirac about the 212 damage axe I forged Bulvai. *teehee*
Would a Collar make much difference to anything within Dragon Combat? (Incantation maybe?)
Also, Any idea how much it would affect Star Tarot on a 12 INT Satyr?
Incantation, rain, storm, iirc. It's really nice for bashing with incantation, especially with sash.
For star, it increases as much as the level of collar says it will (10, 15, 20%). I think when I tested this though, I got slightly lower results than advertised, but not by much.
At 12 int, you should get exactly what it says (10/15/20%). At higher int, or with other damage modifiers, it will be a bit less because they stack additively (for example, if you already have a 20% damage boost from int, a level 3 collar would bring you from 120% to 140% damage, which is a 16.66...% boost).
So what's with all this 'opponent affliction tracking' stuff that's been popping up? Is it really that common for people to reduce a large portion of their offense to variable aliases/triggers that track what their opponent is curing and alters the next attack accordingly?
Aside from limb counting and rebounding I've never tracked what my opponent is doing with triggers. I know I've fallen behind in most areas due to not having the drive to be a #1 fighter anymore, but this has surprised me a little.
I'm assuming it's more than just 'your opponent eats kelp, now they might not have asthma' and accounts for when people stand = no paralysis, smoking = no asthma, focus = no impatience, attacking = no paralysis, etc.
How's that any different from automating any other aspect of combat though? Just because curing systems and limb counters are more widespread, that doesn't make a player using them any more "manual" than tracking some afflictions or so.
With terms like "reducing a large portion of their offence to variable aliases/triggers" I keep hearing a somewhat derogatory undertone, which is a bit strange in a game environment where pretty much everyone lets scripts handle at least the vast majority of their defence.
... and where most people didn't even bother to write those scripts themselves.
I have an enemy limb strike counter. It gives me a number, and, for blademasters (since they're special), it has a very simple calculation to vaguely estimate out the off-limb damage just to keep the display simple (although I might eventually change that).
It is still absurdly useful for things like pre-applying, knowing when I'm about to get broken, etc. I might not know exactly how many hits any given knight'll take to break me, but knowing that they've done two slashes versus ten slashes on any given limb is super useful.
It also has an option to assume a breaking point for torso damage, but I always forget that exists, so I need to redesign that. That is literally the only automation done by this system. Everything else is purely informative, and yet remains absurdly helpful.
(edit: my point is that any system that keeps track and simplifies the display of information can be incredibly useful in combat. information is the driving force behind successful tactics, and successful tactics are, in turn, the driving force behind not getting your face wrecked.)
Alchemist's bashing attack (I'm really not sure what it is, I haven't been Alchie) Does it attack twice (like tunesmith accentato) or is it just one attack? +Does it deal Fire or Ice damage? +Is it even viable to use in combat to outdamage if you shoot three meteors?
I've been thinking of going bard, mind you this is all down the road, but I was curious to know what the main stat for Bards were for when I do make the switch.
- 2014/05/13 03:37:22 - Jhui dies gasping for breath, asphyxiated by the power of Hanley Silverstorm's kai.
Con -> int -> str -> dex. You can still do damage kills with 12 str 12 int so unless you can afford to artie out it's more like con -> con -> con -> con -> con -> int -> str
@Kafziel ah, thanks! Its something that always made me curious so I had to ask since I was considering for my next class after I've stayed Serpent for a while. I hate class hopping but I like finding things out about classes early on before I change.
- 2014/05/13 03:37:22 - Jhui dies gasping for breath, asphyxiated by the power of Hanley Silverstorm's kai.
Weird numbers. A 2500cr artefact only gave like 30 points of damage over a 400cr artefact. I was expecting like...stormhammer levels of damage. Though I guess its pretty comparable with a 1.6 jab speed.
Eh? Accentato scales well with afflictions - that's where the main damage comes in. Straight Accentato damage isn't that great, yes. Sash and Collar greatly amplifies Bard damage in 1v1 situations where you go for a damage kill. I can't tell you the exact percentage increased, but at 12 Str/Int, I went from killing a 7k health Dragon with L1 sip to killing a 9k health Dragon with L2 sip with a L3 Sash and L3 Collar
I wanted straight loldamage for group combat so I could just spam accentato jabs. With the above testing, it seems like you really need atleast 13 Str / 14 Int to break 1k damage, having low strength but high Int actually makes your jabs pretty weak
Comments
thanks! I didn't know the level of torso damage mattered. I might try the hugalaz/thurisaz next time.
Scales is on par with Algiz in terms of damage reduction, if I recall correctly. 19 strength isn't enough to kill somebody from full even without Scales/Algiz/Truefavour (not even 90% of maximum health - link to my testing should now be in my signature), you absolutely need pre-damage to go along with it or to somehow get level two torso damage.
Results of disembowel testing | Knight limb counter | GMCP AB files
Does weapon speed control the chances of Runeblades offensive stuff flaring? e.g Slower = Higher chance of flaring.
If so, has anyone ever looked at crafting some nasty axes and just going to town?
And by flare, I mean a Runeblade spitting hailstones at you, etc.
Viva la Bluef.
I don't know 100%, but as far as I know the proc chances are static. Hugalaz Runeblade proc damage is tied to weapon damage, but it's a lot less potent than when it first went live. Straight after release you had people running around with 180+ damage battleaxes just waiting for a double proc, which would kill most people.
Results of disembowel testing | Knight limb counter | GMCP AB files
Yes
Ask @Tirac about the 212 damage axe I forged Bulvai. *teehee*
What is the variance in gaining minuet order balance back, and does it happen for a particular reason?
Would a Collar make much difference to anything within Dragon Combat? (Incantation maybe?)
Also, Any idea how much it would affect Star Tarot on a 12 INT Satyr?
Incantation, rain, storm, iirc. It's really nice for bashing with incantation, especially with sash.
For star, it increases as much as the level of collar says it will (10, 15, 20%). I think when I tested this though, I got slightly lower results than advertised, but not by much.
At 12 int, you should get exactly what it says (10/15/20%). At higher int, or with other damage modifiers, it will be a bit less because they stack additively (for example, if you already have a 20% damage boost from int, a level 3 collar would bring you from 120% to 140% damage, which is a 16.66...% boost).
So what's with all this 'opponent affliction tracking' stuff that's been popping up? Is it really that common for people to reduce a large portion of their offense to variable aliases/triggers that track what their opponent is curing and alters the next attack accordingly?
Aside from limb counting and rebounding I've never tracked what my opponent is doing with triggers. I know I've fallen behind in most areas due to not having the drive to be a #1 fighter anymore, but this has surprised me a little.
I'm assuming it's more than just 'your opponent eats kelp, now they might not have asthma' and accounts for when people stand = no paralysis, smoking = no asthma, focus = no impatience, attacking = no paralysis, etc.
How's that any different from automating any other aspect of combat though? Just because curing systems and limb counters are more widespread, that doesn't make a player using them any more "manual" than tracking some afflictions or so.
With terms like "reducing a large portion of their offence to variable aliases/triggers" I keep hearing a somewhat derogatory undertone, which is a bit strange in a game environment where pretty much everyone lets scripts handle at least the vast majority of their defence.
... and where most people didn't even bother to write those scripts themselves.
→My Mudlet Scripts
What's with all this ''opponent affliction tracking' is new' stuff that's been popping up?
Party right, party hard,
Sing and dance, perfect bard.
Prefarar loop, accentato whore,Buy a new rapier, get nerfed some more.
It is still absurdly useful for things like pre-applying, knowing when I'm about to get broken, etc. I might not know exactly how many hits any given knight'll take to break me, but knowing that they've done two slashes versus ten slashes on any given limb is super useful.
It also has an option to assume a breaking point for torso damage, but I always forget that exists, so I need to redesign that. That is literally the only automation done by this system. Everything else is purely informative, and yet remains absurdly helpful.
(edit: my point is that any system that keeps track and simplifies the display of information can be incredibly useful in combat. information is the driving force behind successful tactics, and successful tactics are, in turn, the driving force behind not getting your face wrecked.)
I made an extremely accurate affliction/curing tracker. It's literally more accurate at knowing your afflictions than SVO is at knowing my own.
It's also for sale for the right price. (Can show demos upon request)
Give me a day to bash up 750k and I'll buy it from you.
Alchemist's bashing attack (I'm really not sure what it is, I haven't been Alchie)
Does it attack twice (like tunesmith accentato) or is it just one attack?
+Does it deal Fire or Ice damage?
+Is it even viable to use in combat to outdamage if you shoot three meteors?
Just one attack, magic damage, base damage is 500 + 8% of max health, modified by int, base eq is 4 seconds.
I don't actually fight, but it doesn't seem to me like it would be very good for damaging someone out.
@Jhui Except more like an IcyHot patch
- 2014/05/13 03:37:22 - Jhui dies gasping for breath, asphyxiated by the power of Hanley Silverstorm's kai.
SerpentKai Go!
Con -> int -> str -> dex. You can still do damage kills with 12 str 12 int so unless you can afford to artie out it's more like con -> con -> con -> con -> con -> int -> str
@Kafziel ah, thanks! Its something that always made me curious so I had to ask since I was considering for my next class after I've stayed Serpent for a while. I hate class hopping but I like finding things out about classes early on before I change.
- 2014/05/13 03:37:22 - Jhui dies gasping for breath, asphyxiated by the power of Hanley Silverstorm's kai.
SerpentKai Go!
scratch that just tested with someone's artes.
11 int Accentato jab, no collar=928
11 int Accentato jab, lvl 1 collar=957
14 int Accentato jab, no collar=986
14 Int Accentato jab, lvl 1 collar=1015
Weird numbers. A 2500cr artefact only gave like 30 points of damage over a 400cr artefact. I was expecting like...stormhammer levels of damage. Though I guess its pretty comparable with a 1.6 jab speed.
13 Str, 11 Int Accentato jab=928
10 Str, 15 Int Accentato jab=897
....
....
....
fuck accentato
Party right, party hard,
Sing and dance, perfect bard.
Prefarar loop, accentato whore,Buy a new rapier, get nerfed some more.
well I wasted 100cr on going Grook, looks like I'll be going 12str/14int Xoran and getting +1 Int and lvl 1 collar and Int trait.
I just want to spam JAB TAR in raids and do unholy levels of damage
easy to stick sensitivity as bard though, so not all is bad
I wanted straight loldamage for group combat so I could just spam accentato jabs. With the above testing, it seems like you really need atleast 13 Str / 14 Int to break 1k damage, having low strength but high Int actually makes your jabs pretty weak