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Author Topic: Finally, armor is getting the nerf it has needed for years.  (Read 11227 times)

thoushaltcallmelars

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #75 on: June 29, 2016, 02:54:29 pm »

military and economy can be a funny mix. currently weapons and armor are fortress property until they become named items. and whom gets what is more or less directly assigned.

if however each dwarf started purchasing weapons and armors there would be little need for the uniform system and i would expect my entire force to martialize in a siege type event

So it's currently Rome Post-Marian reforms, but with the economy it will regress to before the Reforms? Interesting idea.
(Marian Reforms are what changed "buy you own gear" to "you get standardized gear" in Rome).
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Suffice to say, I shall forever associate all dyers with Bomrek Romekas, The Dyer, who slew four dwarves (and wounded a speardwarf) and a wardog while alive, without weapons, armor, or even clothing, before rising from the dead to rip three dwarves' limbs off. Wasn't even combat with the ghost, just "<ghost> batters <dwarf>" and I look and there's a leg, a sock, and a pool of blood.

Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #76 on: June 29, 2016, 03:00:59 pm »

I like that way of analyzing it. It also highlights the fact that, as far as fortress mode is concerned, starting up an economic system will always be a step backwards in terms of player convenience.
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Melting Sky

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #77 on: July 01, 2016, 05:16:43 pm »

So from what I have been able to gather so far, I'm not hugely fond of wear without a means to repair it properly, particularly for candy with its buggy melt returns but the mechanic makes sense in general and with a little tweaking seems solid.

The transitioning of a blow into torsion damage to a targets joints was a much needed buff to blunt trauma since blunt trauma was massively weakened with the bone pain nerf. It also nerfs armor as a whole which I think was needed.

All in all, not a terrible update. I just wish we had a repair option on damaged armor.
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Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #78 on: July 01, 2016, 06:00:27 pm »

All in all, not a terrible update. I just wish we had a repair option on damaged armor.

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peasant cretin

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #79 on: July 02, 2016, 06:56:32 am »

The transitioning of a blow into torsion damage to a targets joints was a much needed buff to blunt trauma since blunt trauma was massively weakened with the bone pain nerf. It also nerfs armor as a whole which I think was needed.

This feels somewhat true in relation to armor, but force is overpowered at this point. My character is in his early game stage and he's doing a bit too much damage on attack. I could see this making sense were he a large creature or in possession of superdwarven strength, but he's just a beginning peasant. Glancing blows (spear shaft bashes) in melee are causing shear damage on skin. While punches have always been far too strong prior to the armor nerf, once you add in the torsion damage there's a good deal of wildness.

In an odd way this takes us back to before the adjustment to pain.
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DeCervantes

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #80 on: July 04, 2016, 03:22:42 am »

It is true that new characters now do more damage, but the same goes for the enemies. No you have to be even more careful or even if you are wearing full armor, you will break your neck from a blow to the head. (Is breaking the neck even implemented yet?)
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darkflagrance

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #81 on: July 04, 2016, 05:18:45 pm »

We are missing a thing...

Shields can be damaged? If it can be damaged, fire will damage the armor/weapon/shield?

So will DRAGONFIRE melt our troops apart? Will the dragons be more, !!fun!! ?

I can confirm that dragonfire causes your soldiers to literally evaporate. Full masterwork steel suits, vanished in a puff of smoke.
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gislegron

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #82 on: July 06, 2016, 08:45:31 am »

Repairing items should be a simple and automated jobb, then everything is ok, and keeps craftsdwarves up to date and free from rust.

Nothing could be worse for me than having to micromanage disposal of damaged\broken items, and then seeing the job being perfromed painfully slow.

Repairing armour should not require more material; I see realistic combat damage to be broken straps, loose rivets and ruptured maile, metal componets do not become detoriated to the point that they loose mass from combat unless exposed to intense heat or corrosion.



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FantasticDorf

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #83 on: July 06, 2016, 09:28:40 am »

Repairing items should be a simple and automated jobb, then everything is ok, and keeps craftsdwarves up to date and free from rust.

Nothing could be worse for me than having to micromanage disposal of damaged\broken items, and then seeing the job being perfromed painfully slow.

Repairing armour should not require more material; I see realistic combat damage to be broken straps, loose rivets and ruptured maile, metal componets do not become detoriated to the point that they loose mass from combat unless exposed to intense heat or corrosion.

Just a thought, but what if like melting down metals, the repair job takes and consumes a bar of the material that is going into it (steel for instance) but spreads it over future jobs depending on the size of the weapon going in so that there is at least some kind of material bonus for not just reforging a item besides quality.

Eitherway, i guess now there's more of a need now than ever to attribute ways to protect our armor and weapons through magical means (hexes/prayers/blessings etc.) or quite literal chemical/heat treatments in order to make sure they receive the best performance they can.

Its nice to see its not invincible anymore and that the material differences in the game have been harmonized.
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gislegron

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #84 on: July 07, 2016, 01:27:02 am »



To prevent "chip" damage there should be a threshold for different materials.
So to deal damage to material x you need to deal at least y points of damage.

This is to reduce the wear and tear on equipment from carp and squirrel attacks, and to make special materials and even steel be virtually unbreakable unless exposed to some real abuse.
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Max™

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #85 on: July 07, 2016, 01:30:54 am »

Stuff isn't easily damaged by weaker materials.

I was worried at first becausue my very first time damaging my modded dragon bone armor (steel properties but heavier and stiffer) was a wipeout off of a minecart that resulted in some xArmor Piecesx so I was being really careful, then I tackled someone off a roof in a hamlet with a really steep drop, skid and bounced across the ground with no damage at all.
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Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #86 on: July 07, 2016, 01:45:38 am »

I object to this. I've had zombie ravens, mundane fucking ravens, peck and scratch my buffed bone armor to the point of damaging it.

For reference, that's 115000/130000 shear values for mundane bone (think beaks use that), versus 240000/240000 for the beefed-up bone shear values. Unless having buffed nails to a MAX_EDGE of 4000 affected it, I fully suspect this could use a nerf.
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Putnam

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #87 on: July 07, 2016, 03:31:20 am »



To prevent "chip" damage there should be a threshold for different materials.
So to deal damage to material x you need to deal at least y points of damage.

This is to reduce the wear and tear on equipment from carp and squirrel attacks, and to make special materials and even steel be virtually unbreakable unless exposed to some real abuse.

There is no such thing as "y points of damage" and I'm pretty sure the game already does this, given that the whole armor damage system is almost surely done by actually calculating pressure applied by attacks (by which I mean there's actually no other reliable way to do so given the raws).

I object to this. I've had zombie ravens, mundane fucking ravens, peck and scratch my buffed bone armor to the point of damaging it.

For reference, that's 115000/130000 shear values for mundane bone (think beaks use that), versus 240000/240000 for the beefed-up bone shear values. Unless having buffed nails to a MAX_EDGE of 4000 affected it, I fully suspect this could use a nerf.

The big problem there is the beaks not getting broken, not the armor getting broken. Again, it ought to be based on actual pressure done by attacks, not some arbitrary gamey damage bull.

Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #88 on: July 07, 2016, 10:38:34 am »

The big problem there is the beaks not getting broken, not the armor getting broken. Again, it ought to be based on actual pressure done by attacks, not some arbitrary gamey damage bull.

"My fists, they are made of steel!"
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Fleeting Frames

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #89 on: July 07, 2016, 01:40:41 pm »

There is no such thing as "y points of damage" and I'm pretty sure the game already does this, given that the whole armor damage system is almost surely done by actually calculating pressure applied by attacks (by which I mean there's actually no other reliable way to do so given the raws).
I can think of a lot of different ways to apply wear, quite a few of which would let weaker materials file away the stronger.

Oh, and there IS such thing as y points of damage - items have levels of wear, and I'm sure it is saved more detailed than just x, X and XX. A lignite bin burns away consistently in 9 months rather than losing a wear level every 3 months on average.
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