The PVKII Number approximates
Okay so I see that a lot of people want some numbers to which they can hold onto. Thatswhy I gathered some Data. These are mostly Approximates and Incomplete. I will edit the values if you found numbers that are more precise or numbers that have simply been missing.
General Info:Food heals a fixed
65 health points, armor recovers a fixed amount of
60 Armor points.
Combo System:Combos Increase your damage output by
5% per hit. Not further than the 4x Combo though.
1.00*1.05*1.05*1.05~1.158 (5% increase with each hit) Damage dissipates to 60% Armor 40% Health if Armor is supplied, otherwhise if Armor = 0
then dmg=-HP. DMG dissipation of HP:Armor = 60:40 meaning 100 HP and 100 Armor allows for a Damage intake of 200.
Lets say (HP100 ARM100) you take 100 dmg. Your armor decreases to 40 while your HP decreases to 60 (HP60 ARM40). Another 100 damage will then deplete the armor to 0 for the damage accounting for 40 armor damage (6x/10=40 => x=~67) so of the 67 damage you still get -27 HP (HP33 ARM0), and the last 33 DMG points go entirely on your HP as you don't have any armor anymore.
Armor =/= +HP As you can still die with excess armor i.e. 0HP 50ARM=Death
Health display messages like 'about to be pushing daysies' neglects Armor.
Legend:
Melee Info: 4 Attack Directions. Damage varies
Sn=(U1*((r^n)-1))/(r-1)
Where r ist the Ratio and Set to constant ¾ in
PVKII. U1 is the Set first Interval. N is the
String(#of hits).
Forward & Side Attacks: Have a higher first
Dmg Interval
Backwards Attack: Has the highest Accuracy and
is therefore likely to get more Hits.
Momentum Dmg multiplyer mutliplies the first
value of the string according to the temporary
velocity.
Range Info: Don't have attack Directions or Damage Strings. Damage Increases as Distance Increases.
Bullet: Instant Hit
Physical Ranged Object: Objects slope
downwards at distances. Damage Increases as
Distance Increaces (Up to a max damage).
Comments
Class:Skirmisher
HP:100
Armor:90
Damage Capacity:190
Velocity:260
Weapons:
Primary, Cutlass1
Type: Light, Melee.
Dmg Charged/N:56/42
Forward/Side Interval: 15
String:10
Secondary weapon: Flintlock
Type: Range, Bullet.
Dmg: 40 - 32 range varying
Info: low accuracy
Tertiary weapon: Keg
Type: Obj. Create, Explosive
Dmg: 165
Info: Blast radius is approximately 600 units, Damage decreases with range (1/6 per 100 units)
Hits/seconds (Charged):0.72 (1.38)
dmg/second (Charged): 58.33 (40.58)
Special:25x5
Special DMG Requirement:165
Just A Flesh Wound (HP<75%):<75
Bleeding Profously(<50%):<50
Pushing Daisies (<25%):<25
Class:Captain
HP:125
Armor:150
Damage Capacity:275
Velocity:190
Weapons:
Primary, Cutlass2
Type: Light, Melee.
Dmg Charged/N:80/58
Secondary weapon: Blunderbuss
Type: Ranged?, Bullet.
Dmg: 88
Info: Delay after Shot. Dmg decreases at distance
Tertiary weapon: Parrot/Hook
Type: Obj. Create, Targeting NPC?
Dmg: 7
Info: Respawn time:30 seconds
Hits/seconds (Charged):1.03 (1.8)
dmg/second (Charged): 54.37 (41.67)
Special:121
Special DMG Requirement:175
Just A Flesh Wound (HP<75%):<93.75
Bleeding Profously(<50%):<62.5
Pushing Daisies (<25%):31.25
Class:Sharpshooter
HP:100
Armor:80
Damage Capacity:180
Velocity:210
Weapons:
Primary, Fancy Dagger
Type: Light, Melee.
Dmg Charged/N:42/24
Secondary weapon: Artisian Flintlock
Type: Range, Bullet.
Dmg: 45
Max Ammo: 20
Tertiary weapon: Long range rifle
Type: Range, Bullet
Dmg: 100
Info: Headshots do 150 dmg (+50%)
Max Ammo: 10
Special DMG:115 (at perfect hit)
Info: Blinds targets
Special DMG Requirement:165
Just A Flesh Wound (HP<75%):<75
Bleeding Profously(<50%):<50
Pushing Daisies (<25%):<25
PVKII Numbers & Data
Class: Heavy Knight
HP:125
Armor:210
Damage Capacity:320
Velocity:190
Weapons:
Primary, Two Handed Sword
Type: Heavy, Melee.
Dmg Charged/N:107/79
Secondary weapon: Shield N Sword
Type: Protective, Melee.
Hits/seconds (Charged):2.09 (2.8)
dmg/second (Charged): 37.8 (38.21)
Special DMG:25x5 +23=148
Special DMG Requirement:260
Just A Flesh Wound (HP<75%):<93.75
Bleeding Profously(<50%):<62.5
Pushing Daisies (<25%):31.25
Class:Archer
HP:100
Armor:80
Damage Capacity:180
Velocity:210
Weapons:
Primary, Cutlass1
Type: Light, Melee.
Dmg Charged/N:56/42
Secondary weapon: Crossbow
Type: Ranged, Physical Body.
Dmg: 110
Info: Has to be reloaded.
Ammo (Active/Storage): 1/10
Tertiary weapon: Bow
Type: Ranged, Physical Body.
Dmg: 80-47
Info: Cannot Charge in Mid Air. Dmg increases with Distance.
Hits/seconds (Charged):1.55 (2.32)
dmg/second (Charged): (34.48)
Special DMG:120
Special DMG Requirement:165
Just A Flesh Wound (HP<75%):<75
Bleeding Profously(<50%):<50
Pushing Daisies (<25%):<25
PVKII Numbers & Data
Class:Berserker
HP:175
Armor:100
Damage Capacity:275
Velocity:230
Weapons:
Primary, Great Axe
Type: Heavy, Melee.
Dmg Charged/N:77/58
Secondary weapon: Sword & Shield
Type: Melee*.
Dmg: 30
Info: Forward and Side attacks cannot be
charged
Hits/seconds (Charged):1.67 (2.34)
dmg/second (Charged): 40.12 (38.46)
Special: +50 HP, +60 Velocity, Increase DMG & Attack Speed
Special DMG Requirement:190
Just A Flesh Wound (HP<75%):<131.75
Bleeding Profously(<50%):<87.5
Pushing Daisies (<25%):43.75
Class:Gestir
HP:115
Armor:120
Damage Capacity:235
Velocity:210
Weapons:
Primary, Spear
Type: Light, Melee.
Dmg Charged/N:61/47
Info: Side Attacks are faster, but have a lower Damage Output. Attacks while moving forward or backwards have a pushback.
Secondary weapon: Longseax & Shield
Type: Protective, Melee.
Charged Bash Dmg: 10
Dmg after Bash: 63
Tertiary weapon: Javelins
Type: Ranged, Physical Object.
Info: Charges while walking forward. Damage increases with Distance.
Ammo (Active/Storage): 2/3
Damage at max dist. (Charged/N): 105/47
Hits/seconds (Charged):1.33 (2.0)
Hits/seconds Side (Charged):0.97 (1.75)
dmg/second (Charged): 35.3 (32)
Special:25x5
Special DMG Requirement:175
Just A Flesh Wound (HP<75%):<86.25
Bleeding Profously(<50%):<57.5
Pushing Daisies (<25%):28.75
Class:Huscarl
HP:135
Armor:165
Damage Capacity:300
Velocity:200
Weapons:
Primary, Two-Handed-Axe
Type: Heavy, Melee.
Dmg Charged/N:91/67
Secondary weapon: Sword & Shield
Type: Protective, Melee.
Tertiary weapon: Throwing Axes
Type: Ranged, Physical Object.
Dmg:60
Hits/seconds (Charged):1.43 (2.1)
dmg/second (Charged): <b>44.75</b> (38.57)
Special:30xHits
Special DMG Requirement:200
Just A Flesh Wound (HP<75%):<97.5
Bleeding Profously(<50%):<65
Pushing Daisies (<25%):32.5
PVKII Numbers & Data
PVKII Numbers & Data
Though from what I'm seeing... a full health but no armor skirmisher will be one-shotted from a crossbow bolt.
A gestir would be one-shotted, providing no armor, from a bow special.
Now, there are two other questions I need answered.
First off, does damage carry over when armor is depleted with a surplus of damage to it? As an example, if you're hit by a skirmisher's pistol but have 1 armor, does some of that damage to your armor carry over to your health?
Second, do you accumulate special charge by health damage only, or a collective of health and armor damage?
Second, do you accumulate special charge by health damage only, or a collective of health and armor damage?
1. Skirmishers pistol does 40 dmg. Your armor being 1 and HP being 100. the damage would then be 39 (Because PVKII like to round stuff up and armor takes 60% dmg)
2. Special Charge is accumulated by DMG only (irrespective of HP/Armor).
Oh and the Numbers are so unreadable because there is no option that would allow me to create a table. Sorry for that =(
PVKII Numbers & Data
So what happens if an enemy doesn't have enough health for the entire damage to be dealt? Does it still count entirely towards special, or does only some of it count towards special?
So what happens if an enemy doesn't have enough health for the entire damage to be dealt? Does it still count entirely towards special, or does only some of it count towards special?
Nope what counts is the damage that he receives. e.g. if you deal 80 damage to someone with 10 HP 0 Armor, you'll only get the 10DMG to your special Bar.
Note that the Special Bar is therefore also a good indicator for how much damage you deal.
PVKII Numbers & Data
PVKII Numbers & Data
Where did you get all this info? Not from .ctx I guess, since theyre encrypted.
time, effort and a few console commands^^
Other than that... Deduction & Induction I guess
PVKII Numbers & Data
You may see me as [ERECT] Medic Guy.
which values do you need the more accurate figures off?
Dmg Output is always variable as the #hits you do is not always the maximum of #hits.
The values here assume a perfect charged hit at 0 velocity.
PVKII Numbers & Data
Just take a guess, does getting the special getting in your face with full health and armor kill you?
"YEAH, U DUMBF**K. ARCHER IS OP 'n STUFF!"
Each arrow deal 120dmg.
"YEAH, U DUMBF**K. ARCHER IS OP 'n STUFF!"
I'm just asking no need to rage now
Yeah thats what i though couse it does real big damage when they do it to me and i easily kill (or leave em to bleading prof. or pushin to daisies) em when i do it to them
I was just ridiculising some whiners (not you or anything in this thread, so no worries)
Good job on finding it, and sharing it with the forum. Although the structure could be better, just to give some kind of constructive critizism
It's interesting to see how close the velocity values are for a lot of the classes. I always thought captains were a bit slower than that, but given that they like to fight toe to toe rather than run around in circles all day it would have been harder to tell.
Yes, you can test it in game on bots if you like.
I'm not sure if that's fully correct. I did 240 damage (not according to that inaccurate server plugin btw) with the Archer special, which should mean that two arrows were hit and registered.
I have an aristocratic smile and like to punch people