Fencer Archive
Thread: Important TC Patch Info 11/26/2003
I have two questions about CoB on testcenter for those that can test it, since TH stated the following on the test center patch notes:
Thunderheart stated:
*Melee*
Added /centerOfBeing and mods for brawler and all melee weapons - This command will give a temporary defensive bonus for the weapon it is used with. You will dodge, counterattack and block more whne using the influence of this command.
Made all weapon ranges under 10 meters 10 meters - this will diminish the number of "out of range" messages you get.
Fixed bug with all counterattack/dodge/block calculations.
First, is CoB finally working for TKs on test center?
Second, since they stated that they fixed a bug with all counterattack/dodge/block calculations does this mean that the CoB rate for the other brawler classes has changed? Do they counterattack/dodge/block more often, the same or less often than they do on live servers?
Valkahr wrote:
First, is CoB finally working for TKs on test center?
You'd have better luck askingthe TK Correspondent, or a TC TKM. I don't test TK stuff unless it directly relates to Fencers. Sorry I don't have more on this.
Valkahr wrote:
Second, since they stated that they fixed a bug with all counterattack/dodge/block calculations does this mean that the CoB rate for the other brawler classes has changed? Do they counterattack/dodge/block more often, the same or less often than they do on live servers?
No. This was fixed before, it just didn't make it into the patch notes the first time. This was old news, just as the addition of CoB was old news.
I love all the changes now in pvp rather than chase around ranged fighters getting out of range messages while getting pwned by there guns. There guns are alot less effective and we can hit them from a farter distance. Also the most Important cange you missed is THE FOLLOWING DISTANCE FOR 2 PLAYERS IN COMBAT HAS BEEN CUT IN HALF. now you can /follow your target and hit him everytime. It makes ranged vs melee almost Fair
did i say that outloud.
Premio Prestige
Ahazi
Thanks for the reply Raphayl.
Since those are old patch notes, and since Mr. Heavy hasn't stated anything has changed with CoB for TKs, I'm pretty sure it hasn't been fixed on TC.I'll still try to see if any TC TK has noticed any changes just in case though.
I think the HAM proposal makes a lot of sense. The end effect is that there is still a penalty for special moves, but that penalty regenerates much faster than damage. This would make real-world sense as well... if you were fencing with someone (real fencing, not sport fencing, for the purposes of the point) you might attempt some move or attack that would temporarily weaken you. However, you'd recover from that a lot quicker than a gash in your arm from your opponent's blade.
The antithesis to the real-word argument is this: to me it kind of gives us the opportunity for a very defensive or reactionary approach to combat. For instance, say you have 1000 health... if you use a 50-point special, and then got hit by a 50-point hit, your health is now at 900 with a max of 950. However, if you get hit FIRST and then use your special, your health is at 950 with a max of 950. If you took this approach, you could almost let your foe dictate the pace at which you use your specials. Get hit, use specials until max approaches current, then sit back on normal attacks for a bit. I don't know that it would make a whole lot of difference, but it's just something that occurred to me, strategy-wise... ![]()
skexii wrote:
You fencers are very lucky to have Raph. I come here to your boards whenI need to find some information on weapons, damage or otherwise. What I see everywhere else is, at least to me, undecipherable explanations of how things work, what I see here is, decipherable ones.
Good job Raph, keep it up
and thankyou
I have to agree with this, I would read this forum even if I wasn't going to try and get Blademaster.Avery informative post, and great follow up answers.
Thanks. ![]()
give a big hand to Raph!!!
/clap; /bow respectfully
as a matter of fact, i kinda started to be the Fencer correspondent on Ahazi, well, i am just helping people that try to master fencer, give them advice, give them some good weapons and help them lvling.
And as always Raph, thank you for the updates.
OrionsByte wrote:
I think the HAM proposal makes a lot of sense. The end effect is that there is still a penalty for special moves, but that penalty regenerates much faster than damage. This would make real-world sense as well... if you were fencing with someone (real fencing, not sport fencing, for the purposes of the point) you might attempt some move or attack that would temporarily weaken you. However, you'd recover from that a lot quicker than a gash in your arm from your opponent's blade.
The antithesis to the real-word argument is this: to me it kind of gives us the opportunity for a very defensive or reactionary approach to combat. For instance, say you have 1000 health... if you use a 50-point special, and then got hit by a 50-point hit, your health is now at 900 with a max of 950. However, if you get hit FIRST and then use your special, your health is at 950 with a max of 950. If you took this approach, you could almost let your foe dictate the pace at which you use your specials. Get hit, use specials until max approaches current, then sit back on normal attacks for a bit. I don't know that it would make a whole lot of difference, but it's just something that occurred to me, strategy-wise...
No, your wrong about the damage, both ways, you are still 900/950. If you check your "control-C", you will see they seperated HAM in to Base, encumb, wounds, and modifiers (and a total i think). The new ham costs are -modifiers, damage is in a seperate column. So both ways, you added -50 to modifiers and 50 to damage.
The one good thing about these costs is as you get closer to 25s of attack, you start gettting back more HAM from the previous attacks. That means if you can handle 25s of special attacks and still have HAM, you can use your special continiously. For your example, of 50 HAM, if they are once per second, for every attack you do after the first, you will be getting back 2 MORE HAM, so the costs for attacks reduces 50-48-46-... until you hit 25 (actually 25s of attacks)attacks where it will cost you 0 HAM (actually costs you 50 HAM, but you are getting back 2 points ofHAMs from EACH of the previous 25 shots). So if you have small HAM costs BUT fast attacks your HAM does not go down much, the same is if you have High HAM costs, but longer attacks.
--Rorrimot
meyer1215 wrote:
No, your wrong about the damage, both ways, you are still 900/950. If you check your "control-C", you will see they seperated HAM in to Base, encumb, wounds, and modifiers (and a total i think). The new ham costs are -modifiers, damage is in a seperate column. So both ways, you added -50 to modifiers and 50 to damage.
Right, but the modifier effects only the max value, and doesn't stack on to the actual damage you've received, if I'm reading this right (I'm not on test center, so I can't play with it). What I was trying to say is that if you take a bunch of damage and then do a special, the modifier changes but the damage doesn't... I could be completely misunderstanding the dynamics here, but that's how I interpreted Raph's description (btw: Thanks Raph! You're the greatest!).
If what you're saying is true, then what's actually going on with the new HAM system is that you actually take damage AND a modifier reduction simultaneously for specials, which would be quite a slap in the face to us rather than a pat on the back.
Can anyone on test center clear up Meyer's and my perceptions?