Possibly more damage types balancing...

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KnZ

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Well, I'll start from quite far...
Now in MnB we have three basic types of damage - piercing, blunt and cutting. What is the difference?

Piercing damage is when you are hit with a sharp tip of something - arrow, sword, spear... This could do a GREAT amount of damage because wounds form this attack are very deep and they very often reach internal oragans. But such attacks are quite slow and they slide off any surface very easy - for example, try to hit a metal plate that is a bit rotated, with your knife - it will just slide off, leaving possibly a small scratch. The same is with the plate armor - if your target turns a bit, your weapon will bounce from metal plate. But if your enemy wears chainmail... :evil: Chainmail rings trap the tip of the punching weapon, and it doesn't slide.
So, what do we have? P. attacks deliver big damage, but are easily resisted by armor (but not chainmail!)

Blunt damage is when you make a strike trying to crush your enemy with the weight of the weapon, and this weapon doesn't have sharp edges. So, the damage you do depends on the kinetic energy of the weapon, and it depends on weight... And mace's weight is about 3-3,5 kg - even more than greatsword's weight. What do the armor do against piercing and cutting attacks? It prevents the sharp part of it to reach the flesh, and maybe absorbs some part of weapon's kinetic energy. But blunt weapons doesn't have sharp part, and this means that armor against this attacks is much less effective. So, the best choise agaist heavily-armored knight is a great heavy mace. Blunt damage deal less basic damage than piercing ones, but are much more effective against armor.

Cutting weapons are something that lies between blunt and piercing weapons - they have sharp parts and also quite a big weight. They are the most universal weapons.

Well, let's go on to what I suggest to do with damage maths.

Piercing damage - the damage that pierces through armor should be doubled, but the basic damage of p. attacks should be about 1,3-1,6 times less than of the piercing ones. DMG = (BASIC_DMG - ARMOR_RATING)*2

Cutting damage - DMG = (BASIC_DMG - ARMOR_RATING)*1,5

Blunt damage - blunt weapons' basic damage in this model should be about 1,3-1,6 times more than the basic damage of the cutting weapons;
DMG = (BASIC_DMG - ARMOR_RATING)*1;

Btw, the same damage system is used in GURPS. I consider it quite realistic, and I thought it would fit this game nice
 
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