K A Z
Grandmaster
let us meditate in 'em for looks !!!111
Weapon damage isn't broke. Base AR levels only need to be lowered on ALL armor types as they are too high.how about they should provide their AR but devs go back and look into weapon DMG again?
PUSH THIS SHIT TO THE LIMITTTT
See below.Weapon damage isn't broken, I mean it should take four hits of a vanq maul to drop a guy wearing a straw hat and afk
Sent from Baja 1997 - ICQ 12013388
Weapon damage isn't broke. Base AR levels only need to be lowered on ALL armor types as they are too high.
Weapon damage isn't broke. Base AR levels only need to be lowered on ALL armor types as they are too high.
The way it is calculated now is much more consistent than before (the stock UO:R method). I like the consistency, but I don't like the consistent low damage due to high ar. Previously the AR calculated in by the system picking a random piece of armor and then using that piece of armor's AR as the damage reduction -- now it takes in to account the total AR number. This means that you cant just wear an INVUL plate chest and nothing else and kick ass. It requires you to actually wear full armor, which I think is a big improvement over era correct AR reduction.I'd argue that the way DMG is calculated should be looked at rather than the base AR levels.. Barbed leather sets are already lowered from a normal 36 (full) to 31 (full), for example.
My suggestion is that *half* of the damage sustained should be against your total AR. The *other half* of the damage should cycle through armor pieces (by % chance) and apply the damage to that piece's AR. This would enable someone with a higher total AR to generally take less damage with each hit, while keeping things sporadic and variable as the current coding is designed to do.