[eWIP] Pike & Blade: Elemental

Includes a Damage Calculator

Dunno how many of you played my (at this point mostly unsupported) mod for Mount and Blade Warband, but I'm taking the name and using it here too. Idea is, as in that game, to create a more balanced and interested combat game. To that end, I have created a damage calculator. If you want to download it, here's a link. It's in an xls format -- to use it, load it up in Open Office, Excel or Google Docs. I'd share it from gdocs but I use my real name for that account broskies!

 

http://rapidshare.com/files/438318598/dmgcalc.xls

(credit: das123 for formulas https://forums.elementalgame.com/401588)

*I'm not sure his calculations are entirely right, because it appears impossible to generate a max damage of zero, which is obviously incorrect in game. There's also no accurate formula for the average damage, so I'm working from (maxdam + mindam)/2. If anyone knows the formulas or knows where to find the formulas, I'd be grateful if you passed that info along. I'm also going to start pming developers until somebody poops out info! 

Found the following in the 1.1 patch notes. As you might be able to tell, it's a little incoherent! I'll rewrite the damage calculator to reflect it, but it's all kinds of weird!

Attack (which is damage) = Weapon Attack + ((Strength - 10)/2) Defense (which is damage absorb) = Armor Defense Accuracy = 15 + (Level * 3) Dodge = Dexterity / 2 Hit Points = 10 + ( (Constitution / 5) * (2 * Level) ) Spell Resistance = Intelligence / 2 Prestige Boost in City = Charisma / 5
End of quote

Have pm'd Kael asking him for clarification. Hopefully he'll reply when he gets a moment and I'll find out what I need to to get started. 

Personal theory about  max damage formula: atk^2 - (def/2). 

 

 

I will be implementing the combat system loosely described in my post here: 

https://forums.elementalgame.com/402669

 

Since I'm balancing armor around the idea that it will all be roughly equally effective, I'm testing it around mean attacks to kill (from here matk) given base accuracy, a fixed weapon and adjusted average damage. Adjusted average damage (adjAvDam from now on), by the way, means toHit((maxDam + minDam)/2). Lighter armor will have more mobility, so I'm attempting to ensure that against a same tier weapon, the progression is roughly 3/4/5 matk for lite/med/hvy. 

 

7,783 views 6 replies
Reply #1 Top

Here are images of the stats I intend to use for tiers 1-3, the mundane tiers. Tiers after that will have a MUCH smaller increase in values than the jumps here. 

Magical gear that requires Elementium or Crystal will be restricted to heroes, and those two resources will generate gildar instead of their native resource. Their stats will be reduced, but not too significantly. Easier to balance the other tiers against one another, less likely to have the AI or player get owned late game because one or the other side lucked out with resource generation. 

Staves are going to be restricted to heroes -- armies of staff wielders are just too goofy -- with the stats of a spear of similar tier.

Hammers and Axes will be restricted to two hands, mostly because I've designed them to be the aggressive option and I'd prefer that the people holding them weren't also un-killable.

Swords will be one handed only for troopers, with 2h options available for heroes.

Spears are two handed by default, and may need a slight damage buff already since I don't think they're quite as much a better choice offensively as I'd like when compared to a sword.

Short swords will also be 1h only, because they're entirely balanced around the dude behind them having a shield.  

Bows I am watching carefully. Based on my numbers they'll kill most things in 1-3 turns, which is moderately ok. If I think they're too good I'll start nuking their accuracy. I considered giving them -2 combat speed, but the AI would totally put together a heavy unit with a bow.

 

Gear is balanced around the idea of each tier being able to fight at a disadvantage against the one above -- if you can't counter with quality, quantity might save your ass long enough to tech up.

A t1 spear against t3 armor will take 6/12/18 (L/M/H) mean attacks to get a kill (matk). Spears on a light armor user means six attacks per turn. A heavy armor user with a heavy weapon gets only two attacks per turn. If you were to use up the attacks of the heavy with a t1 shield/short sword in light armor, against whom the heavy has a matk of ~3, and then attack with a couple of guys with spears, you might have a chance. You'd need 3 to 1 odds in favor and a lot of luck, but it's possible you could manage. 

You'd probably get shredded by medium armor units with swords/shields though. They've got a matk of ~3 against your guys vs your 18 matk against them -- so, similar situation to the heavy. Except that they've got about twice as many attacks per round.

Reply #2 Top

Suggestion for staves then, maybe then give bonuses to int if magically imbued perhaps?

 

Also, would it be possible to give weapons bonuses vs other types of weapons?

Reply #3 Top

Now that I'm back home from the holidays, I've started the process of getting this together. Really wish I could just put Scimitar extends Sword or something similar. Have implemented armor changes for available skins, am now looking for an acceptable armor pack from which I can crib gear. Suggested packs welcome.

 

In dire need of the following looks:

Studded Leather (t3 light)

Brigandine (cloth and metal interworked, t2 medium)

Mail (t3 medium)

 

 

 

 

 

Reply #4 Top

Oh, I didn't even put two and two together until now. I played your pike and blade mod for mount and blade, posted in that thread quite a bit too. Funny seeing you here.

Reply #5 Top

If you see this nickname on the internet, especially on a gaming site, better than even odds it's me. I don't use it on professional sites to keep the separation between work and private stuff. But otherwise, I've been going by this since Starcraft in the waaaay ways back. What do you go by on taleworlds? 

 

Mod related: I did some retexturing on my own for one of the armors I need, but it looks like hell since I've got no skill with art stuff. I'm not even sure it works yet -- time is a limited commodity these days, since I've jumped into so many different charity projects. I think I can do editing from my iphone if I save stuff to google docs, so that could help occasionally -- would be more useful if NYC subways had signal. 

 

 

edit: Next consideration, am planning to reduce base spear attack by a point or two, and add a 1.5 counterAttackModifier. I imagine these units being used as the defensive front line. Have also found that modding in abilities is trivial, so will add a few where appropriate. I imagine a Push of Spears 1pt ability that drains AP and does extra damage for spears. Uh, yeah, I like spears, what of it?

Reply #6 Top

I have always gone by the name BlackRain, or BlackRainZ, or BlackRainZi  because others like to steal my nickname. Of course, I have been using this name since I played Warcraft 2 on the KALI network, way before there was ever battlenet. I was also in several leagues back in the days of warcraft 2. I also used this name when I played starcraft as well but Warcraft 2 is far superior to starcraft in my opinion. I have played too many games to count over the years and this has always been my name.