orc helmets

That idea belongs in the your kaz toilet ya tram. wahts NEXT PLATE MAIL MEDITATIONnnnNNN?!?!/1/1?1/1 But seriously make them medible who cares.
 

K A Z

Grandmaster
how about they should provide their AR but devs go back and look into weapon DMG again?

PUSH THIS SHIT TO THE LIMITTTT
 

halygon

Grandmaster
how about they should provide their AR but devs go back and look into weapon DMG again?

PUSH THIS SHIT TO THE LIMITTTT
Weapon damage isn't broke. Base AR levels only need to be lowered on ALL armor types as they are too high.
 

VFingerDiscount

Grandmaster
Weapon damage isn't broken, I mean it should take four hits of a vanq maul to drop a guy wearing a straw hat and afk

Sent from Baja 1997 - ICQ 12013388
 

K A Z

Grandmaster
Weapon damage isn't broke. Base AR levels only need to be lowered on ALL armor types as they are too high.


I'd argue that the way DMG is calculated should be looked at rather than the base AR levels.. Barbed leather sets are already lowered from a normal 36 (full) to 31 (full), for example.
 

halygon

Grandmaster
I'd argue that the way DMG is calculated should be looked at rather than the base AR levels.. Barbed leather sets are already lowered from a normal 36 (full) to 31 (full), for example.
The way it is calculated now is much more consistent than before (the stock UO:R method). I like the consistency, but I don't like the consistent low damage due to high ar. Previously the AR calculated in by the system picking a random piece of armor and then using that piece of armor's AR as the damage reduction -- now it takes in to account the total AR number. This means that you cant just wear an INVUL plate chest and nothing else and kick ass. It requires you to actually wear full armor, which I think is a big improvement over era correct AR reduction.

So, the I think the calculations are fine, just the AR base needs to be lowered to take into account the fact that the AR total is now being used instead of a single piece of armor. Just reduce the base numbers by a percentage all around and bam done. (Obviously testing would be needed to ensure that the reduced amount actually hits a good balance).
 

edw3rdwood

Grandmaster
My suggestion is that *half* of the damage sustained should be against your total AR. The *other half* of the damage should cycle through armor pieces (by % chance) and apply the damage to that piece's AR. This would enable someone with a higher total AR to generally take less damage with each hit, while keeping things sporadic and variable as the current coding is designed to do.

^^ That is my suggestion in the other thread about this.

In other words, leave the old code exactly how it is but add a caveat that the damage is FIRST halved and applied to total AR. Then the other half is sent through the looping code about different armor pieces.

This means all hits would do 50% of their damage, then another 1-50% applied to a random armor piece vs. that piece's AR. That way sometimes you'll absorb most damage with your chest piece, but other times you'll take extra damage cause it hit your gloves or gorget. Basically it just makes damage unpredictable. Checking against total AR without any other variation is way too basic. You'll be able to predict the entire fight based off the first hit.
 
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