A Test For Jorb

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Re: A Test For Jorb

Postby Jalpha » Tue Jan 15, 2013 11:49 am

From what I've overheard Plank Fence has a soak of 50 vs the 25 for Hedge.

I think someone said they have the same HP.

Hopefully someone will correct me if I'm wrong.
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Re: A Test For Jorb

Postby JeffGV » Tue Jan 15, 2013 11:54 am

robert wrote:
JeffGV wrote:Actually, it was already obvious since their introduction for everyone who ever played H&H, since they work the same. Static defenses in a ever-growing world can and will become useless after some time.

problem is plank walls only recently came out and are already proved worthless and not worth the time to make. going by the current hub-bub about walls.. stone walls are by far the easiest to make and work marginally well en-mass where as plank are a pain in the backside to make and pretty much provide about the same protection as 2-3 stonewalls would have roughly..

so in that regards.. they need to re-evaluate and possibly upgrade the current walls before they add any new ones. or we wind up with hnh pally walls that without at least a double-quad setup are near pointless.
i dont mind walls becoming weaker as the game grows so long as there are better walls to replace them. stone replace rail and plank replace stone... yet as it stands you either build a billion rail fences and walk away as people wipe them out. or a billion stone for the same effect. as plank take far to long to build with little to no gain from the effort. so that seems to be fairly imbalanced in my book.


Regarding the plank wall, it is a matter of perspectives. If it was already implemented when we all started, it could have been considered useful for a time. But since it was introduced when there were already pretty strong char, it is like butter.
The problem lies in the different paradigms of character progression and defences. The firsts are ever-growing, the seconds are not. You can put a super-brazier that do 20 bb damage ingame. After some time, it will be useless anyway. Not to talk about the costs...you need to use a lot of iron and other materials to do walls and braziers (and even then, they're useless). They are far too costly for what they do and more than a defense, they are just a nuisance for people that wants to raid.

And if it were for me, seeing the ease and use of alts for raiding, i would introduce the castle doctrine -that was actually in use by the colonists- and make it so you don't produce assault and murder scents as long as you are in your own claim.
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Re: A Test For Jorb

Postby Procne » Tue Jan 15, 2013 12:12 pm

Jalpha wrote:From what I've overheard Plank Fence has a soak of 50 vs the 25 for Hedge.

I think someone said they have the same HP.

Hopefully someone will correct me if I'm wrong.


I think you mean the amount of phlegm needed to make damage, not the soak value. From what I know hedge has 15 soak, and damage formula is following:
damage = sqrt(phlegm/10)*10 = sqrt(phlegm) * 3,162.
So with 26 phlegm damage is sqrt(26)*3,162 = 16,123 which is just enough to deal 1 damage.

Hmm 50 phlegm makes you deal 22,36 damage. So maybe the soak is 20 then?
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Re: A Test For Jorb

Postby Jalpha » Tue Jan 15, 2013 12:15 pm

You confuse me with your knowledge of the magic arts (mathematics) sir.
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Re: A Test For Jorb

Postby darnokpl » Tue Jan 15, 2013 12:24 pm

Procne wrote:
I think you mean the amount of phlegm needed to make damage, not the soak value. From what I know hedge has 15 soak, and damage formula is following:
damage = sqrt(phlegm/10)*10 = sqrt(phlegm) * 3,162.
So with 26 phlegm damage is sqrt(26)*3,162 = 16,123 which is just enough to deal 1 damage.

Hmm 50 phlegm makes you deal 22,36 damage. So maybe the soak is 20 then?


With 50 phlegm I made 0 dmg to plank wall and from your calculations I should make 2 dmg per hit?
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Re: A Test For Jorb

Postby Procne » Tue Jan 15, 2013 12:28 pm

darnokpl wrote:
Procne wrote:
I think you mean the amount of phlegm needed to make damage, not the soak value. From what I know hedge has 15 soak, and damage formula is following:
damage = sqrt(phlegm/10)*10 = sqrt(phlegm) * 3,162.
So with 26 phlegm damage is sqrt(26)*3,162 = 16,123 which is just enough to deal 1 damage.

Hmm 50 phlegm makes you deal 22,36 damage. So maybe the soak is 20 then?


With 50 phlegm I made 0 dmg to plank wall and from your calculations I should make 2 dmg per hit?


I'm guessing. I don't know the soak value for plank fence. It's also possible that it has so high health that with 2 damage you need more hits to see 1% damage. I don't know, that's why I asked
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Re: A Test For Jorb

Postby darnokpl » Tue Jan 15, 2013 12:41 pm

Procne wrote:
I'm guessing. I don't know the soak value for plank fence. It's also possible that it has so high health that with 2 damage you need more hits to see 1% damage. I don't know, that's why I asked


I thought about that too and I have tried to hit many times on same wall tile and still 0% and repair does not consume any items :/
Not sure if that would be correct:
Damage is sqrt(phlegm - soak / 10k) * 10
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Re: A Test For Jorb

Postby Procne » Tue Jan 15, 2013 12:43 pm

http://salemwiki.info/index.php/Soak

Beanieman was jorb's nick from what I know

So, if we assume that plank fence has 25 soak, it would mean that you need at least 68 phlegm to do 1 damage.

A character with 250 phlegm can deal 50 damage per hit. That means he hits stone hedge for 35 dmg. He would hit plank fence for 25 (assuming it has 25 soak). Damage is reduced by almost 30% comparing to stone hedge. Whether it's a huge improvement or not depends on amount of health fence has.
Last edited by Procne on Tue Jan 15, 2013 12:48 pm, edited 1 time in total.
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Re: A Test For Jorb

Postby darnokpl » Tue Jan 15, 2013 12:47 pm

Procne wrote:http://salemwiki.info/index.php/Soak

Beanieman was jorb's nick from what I know


Yeah I know and read this.
I made tests like:
1 hit phlegm drops below 50,
regen to 50,
again 1 hit...
regen etc etc

and still 0%... no idea how soak and structures dmg is calculated:/
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Re: A Test For Jorb

Postby L33LEE » Tue Jan 15, 2013 4:00 pm

You need a minimum of 120 phlegm, to get through a plank fence in 1 go without needing to rest/regen. You finish with about 55~ phlegm left.

However, once you start getting to 300, 400, 500 biles, you can melt through plank fences with only about -40/50 drain to phlegm.

I have witnessed people go stright through 2 plank fences, 3 stone hedge, then even start to smash braziers inside, without needing to run off to regen / heal.

Defenses are worthless in most aspects of this game now. If you want defenses, build trees around your base with no entrance, like i see Mr, colsie doing.

Even if a new kind of fence, with 75/100 soak was released, its already worthless, Unless siege mechanics are made were you must build siege units outside a base which take time to dry / use, (i never played HnH) thats the only way i can see this game becoming balanced.

Also, Braziers should be rebalanced to do % damage as in there current state are just pathetic as hell, and just adding stronger braziers etc, will make them worthless over time.

Still shocking it costs 4 iron bars to make 1 brazier which on current worlds can be destroyed to dust in 5second and during its lifespan done about 0 damage to anyone.
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