Just somethings that started to irk me slightly. I know that there are several threads available over the current state of the armor (too thin and more akin Bannerbling, as it usually does not really matter what kind of armor you wear as long as you reach the upper 30ties or so and have a decent helm) and there are various posts about the weapon damage (either too high or too low, depending on the weapon and/or opposing armor combination). But back to the point I wanted to raise with this thread: the hit-to-kill-ratio or in short HTK.
I did not do very specific test runs and collected a lot of data, but you can easily see parts of it in the tourneys: the usual HTK in tourneys is about 1 to 3 depending on the weapon (and the current blunt damage type vs the different armors, and the relative speed). In the end you will see that the different weapons will follow, more or less, these values (assuming these assumptions: low relative speed, skill level about 100 for the specific weapon type):
The only reasonable way to raise the HTK at the moment is to gain additional hit points. For example, one of the first medicine perks will give your character five additional hit points, which can result in one additional hit which is needed to kill said character.
Even extrapolating these values to battle scenarios will show that the hit points of the agents usually can withstand about 1 to 3 hits before the agent dies. This means that the battle is rather fast paced and armor values are only helping a little bit, as even "cheap" one handed weapons can kill a heavy armored agent rather fast. In my humble opinion wouldn't it be better to apply these values to mid level armors (in the range of 20-40 or something like that) and allow heavier armor to soak one or even two additional hits?
I did not do very specific test runs and collected a lot of data, but you can easily see parts of it in the tourneys: the usual HTK in tourneys is about 1 to 3 depending on the weapon (and the current blunt damage type vs the different armors, and the relative speed). In the end you will see that the different weapons will follow, more or less, these values (assuming these assumptions: low relative speed, skill level about 100 for the specific weapon type):
- One handed weapons: 2-3 HTK
- Two handed weapons: 1-2 HTK
- Swinging pole arms: 1-2 HTK
- Thrusting pole arms: 4-5 HTK
- Javelins: 2-3 HTK
- Bows: 2-4 HTK
The only reasonable way to raise the HTK at the moment is to gain additional hit points. For example, one of the first medicine perks will give your character five additional hit points, which can result in one additional hit which is needed to kill said character.
Even extrapolating these values to battle scenarios will show that the hit points of the agents usually can withstand about 1 to 3 hits before the agent dies. This means that the battle is rather fast paced and armor values are only helping a little bit, as even "cheap" one handed weapons can kill a heavy armored agent rather fast. In my humble opinion wouldn't it be better to apply these values to mid level armors (in the range of 20-40 or something like that) and allow heavier armor to soak one or even two additional hits?