Combat Weapons:
Posted: Thu Nov 27, 2008 1:46 am
There has been a lot of chit chat involving PvP in the last few days. A lot of this revolves around the skill factor involved with it. The arguement mainly falls back on weapon damages. The best PvPer's can lose as often as they win because of this. I think the main reason for this is because of the damage tables we are currently using for weapons here. Here is the current table that is being used below.
Current Table: http://web.archive.org/web/199910130704 ... m/arms.htm
If you take a look at the hally it stands at a default value of 5-49 damage. This variable doesn't take into account of the 150% tactics, 20% str, and the gm made weapon increase to damage. If you do the math for the maximum 49 damage it is a +24 tactics, +9 str, and +4 gm weapon for added damage bonuses. This adds up to a possible staggering 12 minimum and 86 maximum damage not counting armor. Now if you think about this in the terms of skill factor a 12-86 value is well beyond the extreme side of random.
My solution for this is quite simple. It is well known that the stratics '99 site holds two weapon tables for this era. Here is the other table below.
Second Table: http://web.archive.org/web/199905022020 ... m/arms.htm
If you take a look at the hally in this other table it now holds a value of 10-35 damage. This is a drastic change to +21 min and +63 maximum damage compared to the other.
The closer you add the minimum and maximum damages for a value on a weapon the lesser PvP will thrive on random end results. This will not only make PvP less random it will add a much needed improvement to the skill factor involved with PvP at the moment.
The damages with this table are much lower, and are more era accurate in my opinion. For example, the kryss under this table is actually faster than the katana like most people remembers it being all so well.
I think this is a very reasonable solution that can be put up at least for testing. I think the end results on this would be a much improvement to the current system for overall skill factor in PvP. I'm looking forward to everyone elses opinion on this matter with constructive feedback on the topic.
Thanks,
Faust
Current Table: http://web.archive.org/web/199910130704 ... m/arms.htm
If you take a look at the hally it stands at a default value of 5-49 damage. This variable doesn't take into account of the 150% tactics, 20% str, and the gm made weapon increase to damage. If you do the math for the maximum 49 damage it is a +24 tactics, +9 str, and +4 gm weapon for added damage bonuses. This adds up to a possible staggering 12 minimum and 86 maximum damage not counting armor. Now if you think about this in the terms of skill factor a 12-86 value is well beyond the extreme side of random.
My solution for this is quite simple. It is well known that the stratics '99 site holds two weapon tables for this era. Here is the other table below.
Second Table: http://web.archive.org/web/199905022020 ... m/arms.htm
If you take a look at the hally in this other table it now holds a value of 10-35 damage. This is a drastic change to +21 min and +63 maximum damage compared to the other.
The closer you add the minimum and maximum damages for a value on a weapon the lesser PvP will thrive on random end results. This will not only make PvP less random it will add a much needed improvement to the skill factor involved with PvP at the moment.
The damages with this table are much lower, and are more era accurate in my opinion. For example, the kryss under this table is actually faster than the katana like most people remembers it being all so well.
I think this is a very reasonable solution that can be put up at least for testing. I think the end results on this would be a much improvement to the current system for overall skill factor in PvP. I'm looking forward to everyone elses opinion on this matter with constructive feedback on the topic.
Thanks,
Faust