Fencer Archive

Thread: Important TC Patch Info 11/26/2003

Raphayl
Mon Dec 01, 2003 4:57 am
#53

Otik,


Have you tried it out yet? In theory... I agree that this change "sounds" terrible. Every time I read what the devs intended I cringled. However, in practice it works pretty nice. Not at all what I had envisioned.

M0G4N
Mon Dec 01, 2003 5:25 am
#54

Raph, there have been many mentions about how this new system is far too overpowering, and even though I know you shall do so anyway, b/c you are that great, I ask that you please inform of how and when the tweaking process of the system begins on TC.


Thank you so much




___________________________
[in limbo] Mo' Gan : Shadowfire ~ Farewell Shadowfire and SWG
[retired] Mogan : Shadowfire ~ Master Fencer, Master Brawler
· go go Power Rangers! · wishing the Combat Balance went Live much sooner ·
· punching bag of Shadowfire · this sig space is dedicated to the splendiferous Anna' ·

Raphayl
Mon Dec 01, 2003 5:36 am
#55

Any time something new comes out, I try and let you guys know asap. There's nothing I can do when the Devs say "Do not post this info yet",or "Do not post anything about this until...."but as soon as they let up I bring it here.


Hehe... sometimes I try and hint that something's coming though. They never told me I couldn't hint.

Raphayl
Mon Dec 01, 2003 5:45 am
#56

I wanted to remind everyone of my previous statement that this is also just the first phase of this change. Any time you only have one aspect of a multi-part change incorporated, it can easily appear over or under balanced.


I for one am glad we seem to have a bit of "scrounge" room on this first phase, letting us be a bit better than expected. It gives us a little bit of room if the next phase hits us harder than expected.


Let's wait until we see more before we worry about culling anything back. Many of the people claiming it's too good aren't the ones that needed it.

Syd1
Mon Dec 01, 2003 8:50 am
#57

Hey, all! I took a break from my Fencer for a while to geta city started with my Politician/Entertainer char, but am back now.



Anyhow, if I understand this right, the CoB effect could outlast its HAM cost? At least, once I get past 0/2/1/1, anyhow



When the max HAM (we'll use health) regenerates, does it regenerate damaged or undamaged (i.e. white or red or the bars)? Or is it some sort of funky formula based on how "damaged" it was in the first place?


Johni_Flek
Mon Dec 01, 2003 9:37 am
#58






Sir_Voor wrote:

3. HAM Changes


"To find the regeneration rate, take the total HAM cost of your special (to that pool) and divide it by 25."





My character'shave high Constitution, Stamina and Willpower. Its sounds like they are not effecting the regeneration rate with this new sytem. Is that true?







From what I understand, you are correct. Those stats WILL continue to effect the regen rate of damage, but not the regen rate of max stats. Which, in my opinion, is how it should be.


I'm enjoying the changes so far on Test Center. Takes a bit to get used to but definately makes the game a lot more strategic and fun.


Until game time,


Johni Flek
Bloodfin
Eighth Direction
4th Holo - Fencer - 0221

Sir_Voor
Mon Dec 01, 2003 10:41 am
#59

Johni Flek: "Those stats WILL continue to effect the regen rate of damage, but not the regen rate of max stats. Which, in my opinion, is how it should be."


So you really feel it's right that healthincreases your max stat, Strength reduces the cost to your max stat , and Constitution does nothing for your max stat?




Hmmm? Maybe I'm missing something but does this HAM system give an advantage to using slow/high-damage weapons? (like pikemen and riflemen use)


Fast weapon example: You begin with 1000 Health. You execute a special that costs 100 Health which reduces your maximum Health to 900. You are hit with 200 Health damage which reduces your current Health down from 900 to 700, but your Maximum remains at 900. at this point you have 700 health/900 max health


Slowweapon example: You begin with 1000 Health. Youstart a special that costs 100 Health, You are hit with 200 Health damage which reduces your current Health down from 1000 to 800, but your Maximum remains at 1000, now the move you started is execute which reduces your maximum Health to 900. at this point you have 800 health/900 max health.


these are very simple examples, but every example I can think of the advantage goes to slow/high-damage weapons. (which for pikemen they may need)


Just a thought,








[`M Sir VOOR N`\

Johni_Flek
Mon Dec 01, 2003 11:13 am
#60






Sir_Voor wrote:

Johni Flek: "Those stats WILL continue to effect the regen rate of damage, but not the regen rate of max stats. Which, in my opinion, is how it should be."


So you really feel it's right that healthincreases your max stat, Strength reduces the cost to your max stat , and Constitution does nothing for your max stat?





Strength reduces the cost to use a special move (thus reduces the amount by which the max stat is reduced.


Constitution effects the rate at which normal HEALTH DAMAGE (aka damage done by mob/npc/pc) regenerates. Your choice of styles effects the rate at which your HEALTH MAX STAT DMG (aka reduction in max stat due to use of style) regenerates. This is how it should be in my opinion. Requires choices by the player. Basically, due to increased ability to tank, I will be getting hit less often and for less damage. If I wanted to drop medic skills, i would pump up my con, thus allowing me to regen my health damage at a much faster pace possibly at a rate equal to the damage I've taken. but I use armor, which kills my sub stats so this really isn't too viable of an option for me.


So...me personally, I have just enough con and 3rd action stat so that i can put my armor on. I use stims to have insta-regen of health/action damage (basically replacing the con stat).

Otik
Mon Dec 01, 2003 1:01 pm
#61

that just pisses me off. The Ham change will make it so us melees will be able to do like 3 specials every 20 min and die much much more often. Wow I hate this idea, must be the stupidest nerf I've seen yet.



-----------------------------
The Anti-Roleplayer
Master Swordsman
"I am a Social Engineer,
because there is no patch
for human stupidity"
meyer1215
Mon Dec 01, 2003 6:07 pm
#62






Sir_Voor wrote:


Hmmm? Maybe I'm missing something but does this HAM system give an advantage to using slow/high-damage weapons? (like pikemen and riflemen use)


Fast weapon example: You begin with 1000 Health. You execute a special that costs 100 Health which reduces your maximum Health to 900. You are hit with 200 Health damage which reduces your current Health down from 900 to 700, but your Maximum remains at 900. at this point you have 700 health/900 max health


Slowweapon example: You begin with 1000 Health. Youstart a special that costs 100 Health, You are hit with 200 Health damage which reduces your current Health down from 1000 to 800, but your Maximum remains at 1000, now the move you started is execute which reduces your maximum Health to 900. at this point you have 800 health/900 max health.


these are very simple examples, but every example I can think of the advantage goes to slow/high-damage weapons. (which for pikemen they may need)


Just a thought,







Nope, in both examples, your down to 700/900, because damage is seperate from the HAM reduction. Dont think of it as you lose 100 max, but as you use a special, yougain a -100 modifier buff to your HAM.


But it does effect slower attackers and faster attackers. Because it is based on your HAM returning in 25s after a special, that means, if yourepeat a special for 25 seconds, you will reach the limit to the - modifers to your HAM. After that amount, the cost of using a special is 0, (Say for an attack 100 HAM per second. After attacking for 25 seconds, on your 26th attack, You gain a -100 modifier, but at the same time, you get back 25 +4 modifers (from the previous 25 attacks).


Here is my idea on how much you HAM can drop: (Cost/2) *(25/speed)


So for a 100 HAM attack, 1 second per attack


100/2 * 25/1 = 1250


A slower attack, at2 second per attack, but costing 200 HAM would be


200/2 * 25/2 = 1250


This patch makes me think some speed limits are in thenearfuture. (not the 3s limit, but maybe a2s limit).Using this formula, they can make sure that the HAM costs for different weapons/attack speeds are near equal. This along with the AP changes are giving me hope for the direciton this game is going.


--Rorrimot

graendael
Tue Dec 02, 2003 6:19 am
#63

Woah...


Thanks for bringing us the latest info, sounds pretty exciting, well it did after the initial **edit** are they thinking wore off


Still not a 100% on the whole thing, especiallyasI was just training up to be a doctor, maybe I can keep hold of my artisan skills after all.




_____Alreal Paran________________________________________
Warrant Officer II of the Rebel Alliance
Fencer in training
Master Artisan Novice Armoursmith Novice Medic Novice Fencer


galandroxxx
Tue Dec 02, 2003 8:25 am
#64

Am I understanding this right about the new HAM system .


If my new ham ( stam ) stat is lower then the ham cost of doing a special move i want to use then I canot use the move until i regenerate the new ham pool until its value is higher then the vaule of the style i want to do correct ?


and that we canot heal this stam drain with stims correct . ?


If these are correct can some one bump back to the top raphayl list of styles and thier cost and damage I looked back through the pages and couldnt find it .


Thank you




Criton Elder Swordsman
Sir_Voor
Tue Dec 02, 2003 9:16 am
#65

Here is the fix:


Current new HAM system: ( Move cost * 25 =__seconds till recovery )


My suggestion for the new HAM system (RegenerateAttribute / Move cost * 30 =__seconds till recovery )







Examplefor a move with a HAM cost of 100 and a character with 700 stamina;


Current new HAM system: (100 * 25 = 4 seconds till recovery )


My suggestion for the new HAM system (700 /100 * 30 = 4.28 seconds till recovery )


Examplefor a move with a HAM cost of 100 and a character with 900 stamina;


Current new HAM system: (100 * 25 = 4 seconds till recovery )


My suggestion for the new HAM system (900 /100 * 30 = 3.33 seconds till recovery )






Note: 30 can and likely will be adjusted per devs.








[`M Sir VOOR N`\

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