Brazier mechanics

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Re: Brazier mechanics

Postby naosnule » Sun Mar 09, 2014 2:20 pm

Procne wrote:I have no idea what you referring to. I think it's pretty clear that "defense", "defense installation" and "installation" mean the same, which is a single brazier or torch post.


Defensive installations have also been changed in that each defense now deals Base damage * (1/N) damage, where N is the number of clustered defenses


Edit: So given that, it makes sense that putting additional clustered defenses does not increase the total damage.
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Re: Brazier mechanics

Postby Champie » Sun Mar 09, 2014 2:24 pm

I'd like to add that even now (afaik), not a single person has given any proof of what kind of damage a single brazier actually deals.
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Re: Brazier mechanics

Postby Procne » Sun Mar 09, 2014 2:31 pm

naosnule wrote:
Procne wrote:I have no idea what you referring to. I think it's pretty clear that "defense", "defense installation" and "installation" mean the same, which is a single brazier or torch post.


Defensive installations have also been changed in that each defense now deals Base damage * (1/N) damage, where N is the number of clustered defenses


Edit: So given that, it makes sense that putting additional clustered defenses does not increase the total damage.


Yes, but what you and claeyt said would mean that:
- you can get higher total damage by building multiple clusters
- player can receive less damage if not all braziers in a cluster are in the range of the player.
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Re: Brazier mechanics

Postby naosnule » Sun Mar 09, 2014 2:36 pm

Procne wrote:
naosnule wrote:
Procne wrote:I have no idea what you referring to. I think it's pretty clear that "defense", "defense installation" and "installation" mean the same, which is a single brazier or torch post.


Defensive installations have also been changed in that each defense now deals Base damage * (1/N) damage, where N is the number of clustered defenses


Edit: So given that, it makes sense that putting additional clustered defenses does not increase the total damage.


Yes, but what you and claeyt said would mean that:
- you can get higher total damage by building multiple clusters
- player can receive less damage if not all braziers in a cluster are in the range of the player.


You need to ask: "Clustered to what?" and the answer is: "Clustered to the brazier you are analyzing". Building a far-away-brazier is not a brazier that is clustered to the brazier you are trying to analyze.
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Re: Brazier mechanics

Postby Potjeh » Sun Mar 09, 2014 2:41 pm

All them convoluted rules, it's like the game is marketed exclusively towards people with law degrees.
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Re: Brazier mechanics

Postby Champie » Sun Mar 09, 2014 2:48 pm

Potjeh wrote:All them convoluted rules, it's like the game is marketed exclusively towards people with law degrees.


Maybe, just maybe, Harvard and MIT will mail me honorary doctorates if I figure this out. I'll write them a letter. lol
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Re: Brazier mechanics

Postby Claeyt » Sun Mar 09, 2014 2:51 pm

jorb wrote:Apologies. The base damage is 40k, but I realize that this number doesn't mean much to you as damage is then randomized and combobulated in more ways than one to arrive at the final number.

...and is it even possible to figure out that final number ? Is 40k the mean? The max? What?

Potjeh wrote:
jorb wrote:Apologies. The base damage is 40k, but I realize that this number doesn't mean much to you as damage is then randomized and combobulated in more ways than one to arrive at the final number.

Because ***** it, critically important features should be too convoluted for any player to understand.

:lol: :lol: :lol:

jwhitehorn wrote:This thread is full of ***** and mis-information.... Hopefully the community is smart enough to not believe Claeyt.


Jorb just said that everything I said was true.
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Re: Brazier mechanics

Postby Claeyt » Sun Mar 09, 2014 3:00 pm

Procne wrote:Yes, but what you and claeyt said would mean that:
- you can get higher total damage by building multiple clusters
- player can receive less damage if not all braziers in a cluster are in the range of the player.


Yes a player receives less damage if not all braziers in a cluster are in the range of the player's initial criminal attack.

No, you can only get higher total damage by building multiple clusters AND the attacking player performs a criminal attack or moves within range of BOTH of those clusters. Technically you could place critical walls within range of multiple clusters but attacking points of weakness is essential now.
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Re: Brazier mechanics

Postby jorb » Sun Mar 09, 2014 3:21 pm

Potjeh wrote:Because ***** it, critically important features should be too convoluted for any player to understand.


I don't necessarily think you should be able to put an exact number on their damage, no. The mechanic as such is straight forward enough.
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Re: Brazier mechanics

Postby Potjeh » Sun Mar 09, 2014 3:24 pm

You should be able to eyeball it. And in what twisted world is it straightforward that building more braziers can result in both massively decreased and massively increased damage, and the interface tell you *nothing* about what's actually happening? Do you honestly expect new players to do hours of research on the forums before building stuff in the game, and think it's fair to punish them with base deletion for failing to do so?
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