Pikeman Archive
Thread: The PIKEMAN vision experiment (stole this one from the swordsman forum)...
Offense -- 50
Specials
Bleeds/Wounds -- 20
Delay -- 0
Snares -- 20
Knockdown -- 15
AE attacks -- 45
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Melee Defense -- 40
Ranged Defense -- 15
Counterattack -- 30
Toughness -- 15
Active Defensive Abilities -- 0
Weapons
Damage -- 35
Speed -- 10
Armor piercing -- 35
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Crowd Controller -- 40
Other -- 0
Offense -- 90
Defense -- 10
Specials
Bleeds/Wounds -- 10
Delay -- 0
Snares --
Knockdown -- 10
AE attacks -- 60
Intimidate --
Stun -- 20
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 10
Toughness -- 60
Active Defensive Abilities -- 10
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 30
Accuracy -- 20
Other -- 0
Group Role
Tank -- 0
Damage dealer -- 50
Crowd Controller -- 50
Utility -- 0
Other -- 0
Message Edited by Gunman21 on 02-06-2004 10:31 AM
Offense -- 60
Defense -- 40
Specials
Bleeds/Wounds -- 20
Delay -- 10
Snares -- 10
Knockdown -- 20
AE attacks -- 30
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Defensive Abilities
Melee Defense -- 30
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 20
Active Defensive Abilities -- 20
(Active defense stuff is things like the TK meditation or the Center Of Being thingy)
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 30
Crowd Controller -- 40
Utility -- 0
Other -- 0
Offense -- 55
Defense -- 45
Specials
Bleeds/Wounds -- 0
Delay -- 20
Snares -- 20
Knockdown -- 20
AE attacks -- 30
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 10
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 5
Block -- 20
Toughness -- 35
Active Defensive Abilities -- 30
(Active defense stuff is things like the TK meditation or the Center Of Being thingy)
Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 40
Accuracy -- 10
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 30
Crowd Controller -- 40
Utility -- 0
Other -- 0
Hey, thanks for yanking this.
I may end up writing a perl script that will attempt to parse these and if I do then I will end up trying to parse as many profession as I can and write up a comprehensive listing.
Anyway, I see pikeman as a brawler profession that controls the fight. They should bring to bear the best AE specials and these specials should have various affects that can help keep a group of enemies under control. They are not the best damage dealing melee profession, nor the best tank, but they are definitely competent at both roles.
But that's just my opinion.
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 10
Delay -- 15
Snares -- 5
Knockdown -- 20
AE attacks -- 35
Intimidate -- 0
Stun -- 5
Blind -- 0
Dizzy -- 10
Other Affects -- 0
(assuming they all retain their current efficacy after the combat pass)
Defensive Abilities
Melee Defense -- 25
Ranged Defense -- 10
Toughness -- 35
Active Defensive Abilities -- 0
(the above template if block would actually stop all damage, if it stays as is then drop block to 5, raise melee def. to 40 and toughness to 45)
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 40
Accuracy -- 10
Other -- 0
Group Role
Tank -- 5
Damage dealer -- 45
Crowd Controller -- 50
Utility -- 0
Other -- 0
If you're forced to move slower with a weapon it should be more accurate not less. You'd want to make the swing count. The faster weapons such as the basic lance which should have increible speed should be less accurate.
Offense/Defense - depends on weapon
Specials - depends on weapon
Defensive Abilities - depends on weapon
Weapons - depends on weapon
Group Role - depends on weapon
-- Believe it or not, there was no sarcasm or humor intended with the above. As stated in the "In Concept" thread, I truly believe that as a class we are defined by the weapon we are wielding. This is primarily due to the fact that the 3 main classes of weapons that we use: Staff, Lance, and Polearm are used in 3 very distinct ways, and toward very distinct ends.
PBN
Offense -- 60
Defense -- 40
Specials
Bleeds/Wounds -- 35
Snares -- 0
AE attacks -- 40
Stun -- 5
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Heavy weapon hits: the gift that keeps on giving. so definately bleeds. AE of course. Knockdown is certainly a good possibility. But I think there should be a random chance of stun/dizzy/blind with any heavy weapon hit.
Defensive Abilities
Melee Defense -- 25
Ranged Defense -- 0
Counterattack-- 40
Toughness -- 25
Active Defensive Abilities -- 10
Definately Counterattack, and that would be higher if it included Block. Although if they were split, i would make them 25/25 and drop toughness by 10. Polearms are good defensive weapons and counterattack well. But 2H counterattack a LOT more and block significantly less. Truthfully, most 2H blocks use the energy of the attacker redirected into a counterattack from a block.
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 40
Accuracy -- 10
Other -- 0
Group Role
Tank -- 35
Damage dealer -- 35
Crowd Controller -- 30
Utility -- 0
Other -- 0
Offense -- 60
Defense -- 40
Specials
Bleeds/Wounds -- 5
Delay -- 15
Snares -- 0
AE attacks -- 55
Intimidate -- 0
Stun -- 15
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 14
Ranged Defense -- 11
Counterattack -- 20
Toughness -- 50
Active Defensive Abilities -- 5
Weapons
Damage -- 50
Speed -- 20
Armor piercing -- 20
Accuracy -- 0
Other -- 0
Group Role
Tank -- 0
Damage dealer -- 40
Crowd Controller -- 60
Utility -- 0
Other -- 0
THANK THE JESUS FOR THAT!!!
I won't abandon my vision of 2 fighting styles. So you'll get one number for LANCE style and for STAFF styl fighting. Well, maybe there are 3 fighting styles, but I would stick with 2. I reallydon't like halberds much.![]()
Offense/Defense
Offense -- 80/30
Defense -- 20/70
Specials
Bleeds/Wounds -- 40/0
Delay -- 10/20
Snares -- 15/10
Knockdown -- 0/40
AE attacks -- 25/25
Intimidate -- 0/0
Stun -- 0/0
Blind -- 0/0
Dizzy -- 10/0
Other Affects (as presented in game upon this time)-- 0/0
Defensive Abilities
Melee Defense -- 25/25
Ranged Defense -- 5/5
Counterattack -- 0/40
Block -- 20/0
Dodge -- 0/10
Toughness -- 30/0
Active Defensive Abilities -- 20/20
(Active defense stuff - I vote for Stances... but they won't be implemented, so I can as well forget them.)
Weapons
Damage -- 35/15
Speed -- 15/50
Armor piercing -- 35/20
Accuracy -- 15/15
Other -- 0/0
Group Role
Tank -- 10/30
Damage dealer -- 30/10
Crowd Controller -- 60/60
Utility -- 0/0
Other -- 0/0
I will always keep a small hope that something like that will be implemented.
Now the talking part...
I see Pikeman as a bothDefensive(with STAFF) and Offensive (with LANCE) class. There are also few problems with some things - not to dishonor Swordsman (I am one actually:smileyhappy
, but I don't see how they could counterattack with 10kg or more weight sword. It should be us who counterattacks (at least with STAFF). Also, like it waspointed in the Swordsman thread, I can't see how such a sharp weapon like a LANCE could't be able to get someone to bleed...
I may add more, if God (I don't believe in him:smileywink
gives, the Force be with me and the **edit**ing EDIT button works.
Message Edited by SlasherZet on 02-07-2004 12:18 AM
Offense -- 40
Defense -- 60
Specials
Bleeds/Wounds -- 10
Delay -- 5
Snares -- 20
Knockdown -- 30
AE attacks -- 20
Intimidate -- 0
Stun -- 0
Dizzy -- 10
Other Affects --5
Melee Defense -- 30
Ranged Defense -- 5
Counterattack (Im guessing this is Block)-- 50
Active Defensive Abilities -- 10
Damage -- 40
Speed -- 0
Armor piercing -- 30
Accuracy -- 30
Other -- 0
However this means we are slow on OFFENSE our defense should be on the very fast end.
Tank -- 50
Damage dealer -- 10
Other -- 0