Veritas, hang in there!

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Darian Darkmind
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Re: Veritas, hang in there!

Post by Darian Darkmind »

xHarlequinx wrote:The whole point of this thread was that knights/rangers feel useless, but your piety proposal still disadvantages knights/rangers (as they gain piety the slowest). All malleus/keening will be directed at them and people will continue dropping their respective classes to join priests. Seems okay as an idea if it were tweaked to more substantially benefit knights/rangers than monks/priests
Knights and Rangers should gain piety at least twice as fast as they do now. After all, they have the least use for it.
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Boris
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Re: Veritas, hang in there!

Post by Boris »

The thread is about Knights/Rangers so we continue with them. I don't really want to give anything for nothing, so tieing the system to piety is at least a start. If it's tied to a skill, it'll drop people from heighten, give the same gain for non-religious Knights/Rangers, etc. So it's easier to make a system of 10p = 10% resistance.
Knight / Ranger bonus

- Every 10 piety = 10% resistance vs. spiritual damage of Veritas/Keening/Malleus

10p = 10%
20p = 20%
30p = 30%
40p = 40%

Examples:

At 40 piety, Malleus/Keening does max. 36dmg
At 40 piety, Veritas does max. 27dmg
It won't rock anyones world, but it's a start.

- Boris
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Quintoz
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Re: Veritas, hang in there!

Post by Quintoz »

Gonna make 40p knight really stronk which is nice.
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Boris
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Re: Veritas, hang in there!

Post by Boris »

It's also good to keep in mind people for some reason think Malleus/Keening is instant 60dmg, but you basicly need 50/60 piety to shoot those numbers. Generally a setup of 100med/40p/10p tome averages around 40(+)dmg. To be exact 10 Malleus in a row (with the setup mentioned earlier) averaged at 42,2. So Average Joe's Malleus/Keening vs. 40 piety Knight/Ranger is actually around 25dmg.

- Boris
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Darian Darkmind
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Re: Veritas, hang in there!

Post by Darian Darkmind »

Boris wrote:It's also good to keep in mind people for some reason think Malleus/Keening is instant 60dmg, but you basicly need 50/60 piety to shoot those numbers. Generally a setup of 100med/40p/10p tome averages around 40(+)dmg. To be exact 10 Malleus in a row (with the setup mentioned earlier) averaged at 42,2. So Average Joe's Malleus/Keening vs. 40 piety Knight/Ranger is actually around 25dmg.

- Boris
I would give knights the resistance, but I'd still nerf both Malleus/Keening and Veritas damage as a whole. The Tekstone siege was all about spamming keening while the other side was spamming veritas, guards and malleus. The PvP as it is now is so broken and need to be fixed. Only way to fix it is to hit the strongest direct damage rituals (Keening, malleus and veritas) with some heavy nerf-hammer.
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Re: Veritas, hang in there!

Post by Boris »

Maybe but that's something religions can discuss theirselves. Proper thread in Common Religion forum, you're welcomed.

Otherwise we'll check if the Knights/Rangers bonus is doable by Ares.

- Boris
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Quintoz
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Re: Veritas, hang in there!

Post by Quintoz »

The resistence idea is good because it keeps PvM the same while making PvP more about hitting.
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Re: Veritas, hang in there!

Post by Boris »

From what I understand from Kerbal's original post, this is about survivability - not really what PvP is or should be.

In case of Knights, even a damage reduce of -40% makes a difference. In case of max. STR + jewerly + bless, they should have their STR around 180(+). So if 4x Veritas was enough before, it'll take 7x in the future. This gives Knights more space and time to hit even once before falling back.

- Boris
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Darian Darkmind
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Re: Veritas, hang in there!

Post by Darian Darkmind »

Yup, it's a start, but like I said it won't fix the problem. The problem has never been one or two veritas, it's been the combination of 3-6. Even if it did only 20 points of damage each, if it's done by 4 or 5 priests, its already 80-100 points of damage. Yes, it's not enough to kill you, but it's enough to make sure you can't go and hit your enemy. And that's what Kerbal's topic is all about: Knights are sitting in the back unable to do anything because if you go hit an enemy, you get hit by multiple veritas and are already in half health. If you're stupid and go forward and hit the enemy, there's a good chance the enemy hits you back and even if you don't die, you're in very low health and one malleus or veritas will finish you off.

This is why veritas damage should be nerfed to 25 and then give 40% damage reduction to knights and rangers. The 25 damage is still very good considering its extremely fast ritual that heals and squelches your enemy. If combined with 4-6 priests it's enough to keep all enemy priests away, but at least knights now have a chance to go hit an enemy and survive out of there.
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Re: Veritas, hang in there!

Post by Boris »

If you think it's a global problem, go with idea 2) Focus skill. If it works as simple as "skill / 2 = %", just add 100/85/65/40 to every class except Priests.

- Boris
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