Leifdin said:I agree - I tend to give blunt weapons to either low tier units (vaegir peasants, for example), bandits or very specific units. There now actually is a unit called Watcher, who has a blunt polearm and Watchful Eye.
kirkusmaximus said:As it stands currently cutting does not deal more against light without weapon master + savant.
Piercing should be, in general, the most damaging, as it was and still is in real combat, in general. I'm not suggesting that the current balance is fine or realistic however.
Regardless, I think your focus may be wrong. There is the question of effectiveness rather than pure damage per hit. Cutting attacks tend to be much easier to use. If not, then they tend to have more range and speed (e.g. arming sword swing vs. military pick swing). Thrusts are more difficult to hit with and are slower because the player often needs to spend more time aiming. But the player can use any weapon type with ease and effectiveness, and therefore player use of weapons should not drive balancing. Damage types must be balanced for the AI, not the player, and the AI are simply inept at thrusting with anything. Pierce damage is perhaps the AI's least effective damage type, with cutting certainly being the most effective - think mounted sword swings, elite scimitar, huscarl axes, sergeant cleavers, etc. Yes, there are exceptions, and yes effectiveness is contextual - I'm talking generally here.
The solution was quite easy, I just changed damage values - cutting deals a lot of damage, but is not too effective against armour without a lot of power strike. Piercing deals less damage, but is much more effective against armour. Blunt weapons damage is a joke - hammers that are slow and short have like 45 for the highest tier. Warhammer is quite short, bit faster, but only has 32 (it is also a tier 5 weapon, not currently used by any troops). Peasant spear, used by low tier units has 25 cut and 25 pierce, cutting spear, which is used by t3 to t5 units has 36 cut and 27 pierce. Top tier spear has 25 blunt and 39 pierce. Awlpike has 27 blunt and 49 pierce, but is slower. Awlpike may need a nerf.
kirkusmaximus said:Piercing is better overall. On light,medium,and heavy armor combined it has the best average damage output. It is at it's best against medium armor was all i was getting at there.
Point taken. But most of the things you are talking about are about the swing type and not the damage type. Give them a 2 hander with overhead swing with bashing and it becomes rather great. The spiked mace that deals piercing damage is superbly deadly due to being piercing and crushing and the fact that the AI knows how to swing much better than thrust. It was even better when it was a 1/2 hander.
theman007 said:Swing type, range, speed, etc. are very important to factor in. We have to account for the fact that there is no blunt equivalent of the elite scimitar, great sword or decent length arming sword. This matters.
theman007 said:If you went into the files and changed the damage type of a two handed to blunt or pierce, then damage output would increase significantly, but that is not what we're working with. We have to take into account that an extra 33 reach and 3 speed makes the elite scimitar superior to the military pick in most cases, despite its weaker damage type. You couldn't have, for instance, a mace or warhammer that was as fast and as long as an elite scimitar - form absolutely matters here.
theman007 said:We need to consider in-game effectiveness rather than what the values in the files tell us. This is demonstrably provable by creating identical multiplayer AI troops with the exception of weapon, and running team deathmatches whilst spectating. Give a unit a scimitar and they trump a unit with a mace, repeatedly, as long as average-level armor is used. Speed is one of the most important factors when considering how effective a weapon will be used by AI. The troop with the faster weapon will often get the first hit in, and likely win the fight if they are elsewise similar. This is because the AI is stupid and won't block, allowing faster weapons to win by spam. Again, there are exceptions and contextual variations. Of course, sometimes, a mace wins every time.
As it stands, I take the position that cutting is too powerful, and piercing is too weak.
kirkusmaximus said:I don't see a reason we could not make an equivalent item actually. If you say there is no top tier 1-hander comparable to the best top tier cutting weapon then one should and could be added.
Sorry, I didn't notice your post. If you are willing to help with this, I am willing to put time and effort to write the code - now is the time to make items balanced, as it's the purpose of this release. There may not be time or space in future. I want to deal with this before I release 0.31.I also found an elegant solution to the problem but it would require reworking cutting weapons and reworking weapon master + savant. essentially it would make cutting weapons work well against light armor, piercing already is best against medium but , and blunt already works best against heavy. As it stands currently cutting does not deal more against light without weapon master + savant. I don't want to release the charts and solution until i work with real values instead of hypothetical.
Leifdin said:Sorry, I didn't notice your post. If you are willing to help with this, I am willing to put time and effort to write the code - now is the time to make items balanced, as it's the purpose of this release. There may not be time or space in future. I want to deal with this before I release 0.31.