mixed damage type weapons!

Users who are viewing this thread

Johann67

Recruit
If I use a spiked club, it does piercing damage.
If I use a spiked mace, it does bludgeoning damage.
This sounds a bit strange, since the two weapons are much alike.
Shouldn't they do a mix of piercing and bludgeoning damage?
 
I know it'll be an epic necro, but this is what I thought.

Swords, knives, daggers etc
'Straight' ones would deliver pure cut damage if swung, piercing if thrusted. The ones minus a straight edge (and war cleavers) would deliver %5 p, %95 c if swung; %95 p, %5 c if thrusted. Sickles would do %20 p, %80 c.
                                             
Axes
One handed axes can't be thrusted. They would deliver %20 p, %80 c. Two handed axes/voulges/bardiches (the last also count as polearms) would deliver %30 p, %70 c.

Polearms
Forks, staves and spear-like polearms (except for the jousting lance and awlpike) would deliver only p if thrusted, b if swung. The JL would deliver pure b; the awlpike would deliver only p if thrusted, %60 b, %30 c, %10 p if swung. The scythe and military scythe would do %10 p, %90 c if swung, %50 p and c if thrusted. The poleaxe and the halberd would deliver only p if thrusted, %60 p, %40 c if swung. The glaive would do pure p if thrusted and pure c if swung.

1 and 2-handed blunt weapons
Remain as they were, like some others mentioned.

1-handed piercing weapons
Except for the spiked club, remain as they were. It would deliver %30 p and %70 b.

Throwing
Throwing knives would deliver %10 p, %90 c. Axes would do %35 p and %65 c. Others remain as they were.

Armor reduction and soak effects for each weapon would be determined by the weighted mean of them according to its damage types.

The probability of getting wounded = %{[(%100 - b ratio)*%4*Surgery lv] + b ratio}

DISCLAIMER: Do your corrections or similar suggestions without flaming.
 
Night Ninja said:
Just out of curiosity, how did you arrive at these numbers?

i was wondering the same thing... and how would that affect the balance of the game... there is a reason why axes don't do piercing damage
 
The Conspirator said:
[...]
%10 p, %90 c if swung; %90 p, %10 c if thrusted. Sickles would do %20 p, %80 c.
[...]
%50 b, %30 c, %20 p [...] %20 p, %80 c if swung, %50 p and c [...] %60 p, %40 c
[...]
%20 p, %80 c. Axes would do %60 p and %40 c.
[...]
The probability of getting wounded = %{[(100 - b ratio)*%4*Surgery lv] + b ratio}
:shock:
 
Too complicated IMO... Much easier would be to just create 3 new damage types:
pierce-blunt - spiked maces, morningstars
cut-blunt - axes with small blade
cut-pierce - broadsword thrust, barbed arrows, glaive thrust, wide spearheads
current ones should remain:
pierce - picks, arming swords, bodkin arrows, bodkin spearheads
cut - swords, axes with wide blade, glaives
blunt - maces, spear swing
Each damage type would have separate armour soak and reduction values, as well as lethality (chance to kill/knock unconscious in SP)
 
Back
Top Bottom