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Re: Balancing barehanded fighting

Posted: Fri Jun 29, 2012 10:19 pm
by Xero
Yeah bare handed..it's extremely powerful..late game is ridiculous. I have posted about making unarmed a combat skill as any other weapon could be...I propose that other weapons should become stronger and enemies should receive a MAJOR buff. Use the weapon skill system I purposed earlier to balance bare handed against other weapons. take that skill system, combine it with enemy buffs (enemies are spec. So that no build is the best). eventually the game will become too easy when you are too high level anyways..new game+ for consistent increasing difficulty. Game set

Re: Balancing barehanded fighting

Posted: Fri Jun 29, 2012 10:20 pm
by nyktos
from his google plus page...

Code: Select all

Oskar Wiksten
Jun 23, 2012  -  Public
Exciting things are happening in +Andor's Trail for v0.6.12. I just finished coding a few new skills for weapon- and armor proficiency, and also skills for dual-wielding, two-handed weapon style and weapon&shield style. These skills will really boost the players stats to suit the type of character that the player wants to build.

How about double damage from two-handed weapons, or damage resistance from shields? Oh, and we are also planning unarmed and unarmored skills of course.
and in [v0.6.12dev] it's still the most powerful way to go!

:twisted:

i am urging him to make the prerequisites even higher for the new barehanded skill


;)

Re: Balancing barehanded fighting

Posted: Fri Jun 29, 2012 10:30 pm
by Sarumar
Thanks Mino, I have new idea... Solution of this barehanded is overpowefed is just too easy... Fighting barehanded attack cost 3 AP, items like JoF do not make any difference...

Re: Balancing barehanded fighting

Posted: Fri Jun 29, 2012 11:18 pm
by Mino
Sarumar wrote:Thanks Mino, I have new idea... Solution of this barehanded is overpowefed is just too easy... Fighting barehanded attack cost 3 AP, items like JoF do not make any difference...
That sounds like a good idea. That way, its still helpful for beginners at level 1-5, but doesn't become more powerful after buying the JoF. Maybe re-write JoF to "-1AP from any weapon" or something to that effect.

Re: Balancing barehanded fighting

Posted: Sun Jul 01, 2012 1:34 am
by Pyrizzle
nyktos wrote:from his google plus page...

Code: Select all

Oskar Wiksten
Jun 23, 2012 - Public
Exciting things are happening in +Andor's Trail for v0.6.12. I just finished coding a few new skills for weapon- and armor proficiency, and also skills for dual-wielding, two-handed weapon style and weapon&shield style. These skills will really boost the players stats to suit the type of character that the player wants to build.

How about double damage from two-handed weapons, or damage resistance from shields? Oh, and we are also planning unarmed and unarmored skills of course.
and in [v0.6.12dev] it's still the most powerful way to go!

:twisted:

i am urging him to make the prerequisites even higher for the new barehanded skill


;)
YES!!!!!!!! love it!

Re: Balancing barehanded fighting

Posted: Mon Jul 02, 2012 7:51 pm
by fiernaq
Sarumar wrote:Thanks Mino, I have new idea... Solution of this barehanded is overpowefed is just too easy... Fighting barehanded attack cost 3 AP, items like JoF do not make any difference...
As much as I hate to admit it, I think this is the right idea. Make only one small change to barehanded fighting: items that decrease AP cost do not affect it. On the plus side, it allows barehanded fighters to go after a different necklace (one with stats on it) rather than get a weapon with stats and the JoF which just decreases AP. At a static 3 AP cost the most hits you'd ever get with it in one round is 4 (10+2+2 = 14/3 = 4.67).

Quickstrike dagger is the only 3 AP weapon, right? If barehanded is modified like this then it should be too or all barehanded will just go straight to it.

Re: Balancing barehanded fighting

Posted: Mon Jul 02, 2012 9:16 pm
by Mino
fiernaq wrote:
Sarumar wrote:Thanks Mino, I have new idea... Solution of this barehanded is overpowefed is just too easy... Fighting barehanded attack cost 3 AP, items like JoF do not make any difference...
As much as I hate to admit it, I think this is the right idea. Make only one small change to barehanded fighting: items that decrease AP cost do not affect it. On the plus side, it allows barehanded fighters to go after a different necklace (one with stats on it) rather than get a weapon with stats and the JoF which just decreases AP. At a static 3 AP cost the most hits you'd ever get with it in one round is 4 (10+2+2 = 14/3 = 4.67).

Quickstrike dagger is the only 3 AP weapon, right? If barehanded is modified like this then it should be too or all barehanded will just go straight to it.
Not necessarily. If you're going for a high AC, but low BC build, then barehanded as it is now is better than using the Quickstrike dagger because the extra 20% AC might not be worth losing 20% BC.

Re: Balancing barehanded fighting

Posted: Thu Jul 05, 2012 1:26 pm
by fiernaq
Yeah, but if barehanded is modified to always take 3AP (JoF having no effect on barehanded) then quickstrike dagger would also need to be modified to be always 3AP otherwise anyone who used to go barehanded will just switch to the quickstrike dagger and JoF since that still gives them a 2AP attack.

Re: Balancing barehanded fighting

Posted: Thu Jul 05, 2012 5:02 pm
by Mino
My reason for not wanting barehanded fighting to be taken away was for beginner players. The QsD is pretty expensive, and you need a decent amount of AD and AC to get to where it is now sold, so I think it should still be left as is with 2AP if you use the Jewel of Fallhaven.

It would help the middle-level players who need a lot of strikes because they don't have enough AC or AD to use on some of the tougher monsters. Otherwise, the Quickstrike dagger would be useless compared to something like the Balanced Steel Sword which has better AD and AD but not as many attacks per turn.

Re: Balancing barehanded fighting

Posted: Thu Jul 05, 2012 5:13 pm
by Rtoo
I recently had to re-do due to loss of data on my SD Card. This go around I went barehanded ( dont like the -20 BC on quickstrike dagger) and lots of +1 damage/hit hard. I have a nice array of weapons in my inventory, but with the AP cost of using them and the small amount of damage it adds.. it isn't worth the loss of the number of attacks to use a weapon.

I am not sure what will come of the new code in 6.12, but at the moment I see the problem as an AP vers amount of damage added from using weapons mostly. Why give up all the extra attacks, and the damage from them, vers using a weapon.

One way to fix it might be to give a multiple of damage instead of the the damage range on a weapon. Like a dagger would do (damage*.5+damage) a cheap sword (damage*.6+damage), etc. Currently adding even 4-7 damage to 3 attacks (max of 21 damage), but giving up an extra (or two) barehanded damage attacks that are much higher isn't good DPS planning :)