Strength of attack vs. parrying

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Yet one more idea for melee combat:

Very strong blow should disbalance weaker defender.

Relative attacker/defender strength ration would be taken into consideration, as well as the weight (attack power) of the attacker vs. weight of the defending weapon. It's easier to block a two-hander with another two-hander than with a small hatchet.

The effect would be gradual - the greater the disparity between the attack/defense, the more disbalanced would the defender be (a moment of staggering, inability to counter attack for a while). If the attacker is much stronger, he could chain attack without giving the opponent a chance to mount a counter-attack between the blows. In this case, a stamina would have to be introduced so that the chain of attacks cannot be infinite (once stamina runs out, no more attaks + penalty to running speed).

Alternative - In case of a great disparity, partial damage could be taken by the defender (a breached block).

Shield should have a gread bonus for this (it's possible to block much heavier attacks), or alternatively could be immune to this effect.
 
Agree, would make more sense to me with parrying.

But i disagree with stamina, unless we're living in a different world, a person doesn't get tired after dealing 3 blows, and that all it usually takes to kill a man in M&B.
A remedy for that would be either an ability to kick back the attacker, or dodge attacks when wearing light armors.
 
Kamamura said:
Yet one more idea for melee combat:
Very strong blow should disbalance weaker defender.
Not exactly sure if it has to do with strength or weapon type or whatever, but you do sometimes knock an opponent over in melee combat. Seems to happen more often with 2H swords, but I may be kidding myself.
Easiest place to see this is the arena. Two people on foot trading blows will often lead to one getting knocked down. Easiest to do to an archer, but can be done to others as well.
 
If you swung a great axe at someone holding a club or mall sword, the chances are you'd either continue through and cut them or even knock them over with the power. It makes sense....
 
Yes, this makes sense. Its very annoying to see that a river pirate can block my sword of war by his silly club without any penalty. And why should there be a remedy for chain of attacks to an imbalanced opponent?. He deserves to die if he decides to attack a great axe user high level guy with his tiny weapon. He must use his brain and try to run away. If he does not have the athletics to run away, then well life is not fair. He should die. He is one member of the 35 mountain bandits or 25 steppe raiders anyway. His loss is not so important. They can always attack you alltogether. And there are enough number of big weapon user high level enemies to challenge you.
 
here's an idea i put in another thread.

ingolifs the god said:
Perhaps the whole 'block and parry' idea could be expanded by making parry (maybe along with shield) a defense skill that gives you a better ability to block stuff.

At low levels, you basically stick your weapon out in front of you and hope it will stop the enemies weapon. Problem is, this is very weak against big meaty weapons. Such a low level block would be successful but it would knock you off balance for a short time, just enough for your enemy to get a free strike in.

At high levels, You don't perform a block, instead it's a proper parry that deflects the attack, with a corresponding animation. At a high level, attacks even from large heavy weapons, are just nudged away by a hand axe with ease.

So basically as your skill increases, you'll be able to block/parry attacks of progressively greater momentum without any 'off balance' penalties.

This skill could also be applied to weapon proficiencies, meaning a high weapon proficiency in one type of weapon means you are beter able to parry with it.

Finally, this skill could be tied in with the shield skill to give a general 'defense' skill.
 
It's funny, i just remembered a samliar post suggesting something like "a parry should send the attacker offbalance, opening room for a counter attack".

I think kamamura just wanted a remedy for how perfectly blocking a heavy weapon with a light weapon (like a one handed mace) was odd.
Anyway you can still block with both hands against overhead blows for example, since you shouldn't perry with the sharp side of the sword anyway (it will ruin your sword if you do). though it would still be a problem for weapons like axes and maces, though they were bad for perrying anyway.
 
On the contrary, tou have to block with the blade, if you are stopping the blow completely (static block). Of you block with the flat side, the blade will vibrate in your hands because it is not rigid. And yes, the blades of real swords were ruined, it was impossible to maintain a perfect edge (contrary to popular belief). That's why servants of important knights carried several waepons for their lords.

However, back to the game. A "parry" skill could be introduced, indicating how successful a character is in negating this penalty of heavy attacks. A skillful defender could parry much heavier weapons without being thrown off-balance, but it would require practice (skill point investment).
 
Kamamura said:
On the contrary, tou have to block with the blade, if you are stopping the blow completely (static block). Of you block with the flat side, the blade will vibrate in your hands because it is not rigid. And yes, the blades of real swords were ruined, it was impossible to maintain a perfect edge (contrary to popular belief). That's why servants of important knights carried several waepons for their lords.

If you block with the blade of the weapon you got higher chances of blade breaking that if you would use the dull side.
If you were trying to block your one handed sword against a two handed sword, you'd have to use your offhand or your sword would fly to the side.
and vibration was actually good for the weapon, because it would absorb the shock.
 
Ingolifs said:
here's an idea i put in another thread.

ingolifs the god said:
Perhaps the whole 'block and parry' idea could be expanded by making parry (maybe along with shield) a defense skill that gives you a better ability to block stuff.

At low levels, you basically stick your weapon out in front of you and hope it will stop the enemies weapon. Problem is, this is very weak against big meaty weapons. Such a low level block would be successful but it would knock you off balance for a short time, just enough for your enemy to get a free strike in.

At high levels, You don't perform a block, instead it's a proper parry that deflects the attack, with a corresponding animation. At a high level, attacks even from large heavy weapons, are just nudged away by a hand axe with ease.

So basically as your skill increases, you'll be able to block/parry attacks of progressively greater momentum without any 'off balance' penalties.

This skill could also be applied to weapon proficiencies, meaning a high weapon proficiency in one type of weapon means you are beter able to parry with it.

Finally, this skill could be tied in with the shield skill to give a general 'defense' skill.

This sounds excellent.

Only thing is NPCs using this skill. They never seem to have any skill above 3 and wielding a heavy weapon, such as a Great Axe, would essentially make you invincible against anyone.
 
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