So all weapons get separated into 40% health and 60% armor? Because some people seemed to think that weapons like the blunderbuss penetrated less.
*All Damage, yes. Although falling damage only reduces the players HP. There are different damage types, the Spider trap in hg_temple for example does Bullet damage for some unknown reason.
Thanks Evil Jack this is awesome and exactly what alot of people have been waiting for. I would like to throw out there that there are many conditions that contribute to damage other than just the numbers. For example, I believe being hit from spawn or within a certain time after spawning causes damage to go directly to armor and ignore health. Also glancing blows, hits that skim the perimeter of your hit box, will hit your armor harder than your health.
I'm sure there are others but I can't think of them at the moment.
do you take into consideration the new patch notes? they have implemented extra damage to combo strikes, up to 4 combos I think. also some changes were made if I'm not mistaken, to how food/armor pickups affect. See here: https://dl.dropbox.com/u/7125776/twopointfourchangelog.txt for the patch notes.
The combo 'damage boost' is neglectable I can barely see a difference from combo to combo.
Think I've seen like 6 Dmg points difference from the first strike to the third combo (HK HEAVY Sword)
And for the Archer who can actually do a combo up to 6 (before buttering the enemy) there was a difference of 7 Dmg Points (Butterfly first direct strike 41, 6th direct Strike 48)
The combo system deals 115% damage at best, so in this case 41*1,15=47,15 --> 48. Additional hits above the 4th combo hit does not deal any more damage, or at least I think so.
This should apply for other weapons as well, so if the claymore dealt let's say 90 damage, the 4th combo hit would deal around 103-104. The more damage dealing weapon, the more the combo system will pay off.
The damage does increase exponentially, but it won't increase past 4x combo. Accurately the maximum is 1.05*1.05*1.05~1.158 (5% increase with each hit)
Any idea what the damage from gestirs javelin could be?
I've always thought javelins were roughly as damaging as crossbows - not sure about figures, maybe 100 -110 or so? Crossbows are 110 according to the stats here.
Wise Chinese proverb say "He who pays for porn has failed at life."
More of that, Perspective, the more i play, the more subtle changes i happen to notice, such as axe/sword combo hit region and character speed. It used to be higher i think, or it seems faster arrows (slightly).
Devs dont wanna say, so one must be found to figure it out again.
More of that, Perspective, the more i play, the more subtle changes i happen to notice, such as axe/sword combo hit region and character speed. It used to be higher i think, or it seems faster arrows (slightly).
Devs dont wanna say, so one must be found to figure it out again.
Comments
The Archer Special can inflict a maximum of 120 damage to a single target.
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*All Damage, yes. Although falling damage only reduces the players HP. There are different damage types, the Spider trap in hg_temple for example does Bullet damage for some unknown reason.
PVKII Numbers & Data
I'm sure there are others but I can't think of them at the moment.
Poor captain - his mighty technology is put to shame by a medieval crossbow.
Poor captain - his mighty technology is put to shame by a medieval crossbow.
Wasn't it changed before that already once? I remember the blunderbuss being a deadly onehit weapon...
Type: Ranged?, Bullet.
Dmg: 88
haha
PVKII Numbers & Data
It did at least a great sum of damage. Archers with 90% HP were killable with it, I think.
I noticed, that the blunderbuss is quite effective on the Gestir, too. Especially if he doesn't have any armor anymore.
You are seeing ghosts or trying to.
That's true. Uh... Dx
they have implemented extra damage to combo strikes, up to 4 combos I think.
also some changes were made if I'm not mistaken, to how food/armor pickups affect.
See here: https://dl.dropbox.com/u/7125776/twopointfourchangelog.txt for the patch notes.
Think I've seen like 6 Dmg points difference from the first strike to the third combo (HK HEAVY Sword)
And for the Archer who can actually do a combo up to 6 (before buttering the enemy) there was a difference of 7 Dmg Points (Butterfly first direct strike 41, 6th direct Strike 48)
So
PVKII Numbers & Data
This should apply for other weapons as well, so if the claymore dealt let's say 90 damage, the 4th combo hit would deal around 103-104. The more damage dealing weapon, the more the combo system will pay off.
PVKII Numbers & Data
PVKII Numbers & Data
Ignoring your massive necrophility, I don't know exact numbers. I do know around two javelins will kill archers.
Oh so I am not allowed to reply to a stickied thread?
Interesting...
Interesting...
Don't be alarmed, Suspension-Hammer approves.
I've always thought javelins were roughly as damaging as crossbows - not sure about figures, maybe 100 -110 or so? Crossbows are 110 according to the stats here.
Interesting...
Oh sorry, I did not know this was stickied. My excuses.
Added. Thanks for hinting.
PVKII Numbers & Data
PVKII Numbers & Data
this is probably the most useful thread in this forum
things that need to be known asap is the:
Seax new damage
Huscarls new damage
Damage for the berserkers sword and axe and big axe
and ofcourse almost everything about sharrpshooter needs to be updated.
a changelog(this threads) would be useful
Devs dont wanna say, so one must be found to figure it out again.
We conjure you Evil Jack
http://www.pvkii.com/changelog/twopointfive.html