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Re: HSN: Unarmed Multistrike 08/28/2015 01:05 PM CDT


Great change Finros, thanks!

I would also suggest perhaps a new verb if at all possible with the same functionality of assess unarmed, simply for ease of typing. Someone suggested "position" that or something along those lines would work. Mainly this would be for being able to type it quickly using the parser, ie typing "pos" to get a view of the current battle.

I'm not sure what else would be better to convey the status information other than displaying it in the actual creature name room info, ie you see a lesser orc (grapple) or some such. However I'm certain that wouldn't be as easy to implement.
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Re: HSN: Unarmed Multistrike 08/28/2015 01:16 PM CDT
Also, does Kai's Smite through Voln work with this now? Open and focused?

-james, bristenn's player


You think to yourself, "FFF-"
A giant white bunny hurls a powerful lightning bolt at you!
You evade the bolt by a hair!

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Re: HSN: Unarmed Multistrike 08/28/2015 02:11 PM CDT
A couple of notes...want to make sure its working as intended...

I have 10 ranks of MoC so I don't get focused mstrikes...just 2 open strikes. Here are a couple of logged attacks that may or may not be working as intended. I hope they are fine as they are but want to be sure.

Flurry of Blows:


This atack was made against a sentinel and a banshee...the banshee had already been struck and was ready for a kick, when sentinel entered room.

Flurry of blows is currently active with 1 rank.

The Banshee got the kick it deserved...and the sentinel got his first jab as per design.

What is questionable is the activation of the flurry that got a jab in on the banshee...before the second jab on the sentinel. Is Flurry of blows intended to work in conjunction with Mstrike, meaning someone with 3 ranks in flurry could potentially hit 3 targets with open mstrike 6 times each (on a very rare success)...note, I am not complaining...just want to make sure its not a flawed mechanic.

>mstrike jab
You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You attempt to kick a banshee!
You have good positioning against a banshee.
UAF: 341 vs UDF: 275 = 1.240 * MM: 109 + d100: 72 = 207
... and hit for 85 points of damage!
Smash to the chest!
Good thing there were no ribs there to shatter.
You attempt to jab a stone sentinel!
You have decent positioning against a stone sentinel.
UAF: 371 vs UDF: 348 = 1.066 * MM: 97 + d100: 48 = 151
... and hit for 3 points of damage!
Fancy twisting jab to side confuses foe!

You quickly pivot and follow up with a jab against a banshee!
You have good positioning against a banshee.
UAF: 351 vs UDF: 266 = 1.319 * MM: 100 + d100: 3 = 134
... and hit for 8 points of damage!
Decent shot to the left eye would have blinded a normal foe!
You attempt to jab a stone sentinel!
As you strike, a deep golden light surrounds your hands!
You have decent positioning against a stone sentinel.
UAF: 371 vs UDF: 302 = 1.228 * MM: 96 + d100: 44 = 161
... and hit for 4 points of damage!
Jab to chest. THUMP!
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 5 sec.



Second question/issue if you mstrike jab a single target (with no ranks in focused mstrike) you get two attacks. Given the RT its actually about the same as doing the attacks separate, but it does give you the chance to tier up in one attack. Since the RT is the same I wouldn't care if this feature was left in place for unarmed attacks, but want to make sure its not seen as mechanics abuse.

>mstrike jab
You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You attempt to jab a banshee!
You have decent positioning against a banshee.
UAF: 351 vs UDF: 275 = 1.276 * MM: 85 + d100: 42 = 150
... and hit for 5 points of damage!
Weak blow leaves a brief imprint on the banshee's chest!
Strike leaves foe vulnerable to a followup kick attack!
You attempt to kick a banshee!
You have good positioning against a banshee.
UAF: 341 vs UDF: 275 = 1.240 * MM: 98 + d100: 28 = 149
... and hit for 56 points of damage!
Swift strike would have hit more than an ear, if only it were there.
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 6 sec.
>[ MStrike Cooldown: +0:01:00, 0:01:00 remaining. ]
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Re: HSN: Unarmed Multistrike 08/28/2015 05:10 PM CDT
Too tired to test this tonight but this looks to be a great improvement. Looking forward to putting this to the test in The Temple tomorrow.

-
Bremerial - The Ale Specialist


_____________________________

The Unofficial History of Dwarven Ale -
http://assessrisk.com/personal/gs4_2_2_121.htm
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Re: HSN: Unarmed Multistrike 08/28/2015 06:17 PM CDT
Cool change.

It would be interesting if you could, in the future, weave unarmed with melee weapon combat a bit, considering that many ended up using unarmed as a support style instead of a primary hunting method.

Just a quick example by modifying what was posted:

Change:
in which case choose a random attack from PUNCH, GRAPPLE, and KICK instead

To:
in which case choose a random attack from PUNCH, GRAPPLE, and KICK instead, except that if the character is holding a melee weapon in his right hand a weapon attack is made.
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Re: HSN: Unarmed Multistrike 08/29/2015 05:27 AM CDT
Excellent change!!




>mstrike kick combatant
You concentrate intently, focusing all your energies.
You explode into a fury of strikes and ripostes, moving with a singular purpose and will!
You attempt to kick a triton combatant!
You have good positioning against a triton combatant.
UAF: 624 vs UDF: 513 = 1.216 * MM: 86 + d100: 70 = 174
... and hit for 39 points of damage!
Flying scissor kick traps left hand and drags it down hard!
The combatant's brine-stained parma falls to the ground.
The triton combatant is knocked to her knees!
You attempt to kick a triton combatant!
You have good positioning against a triton combatant.
UAF: 624 vs UDF: 492 = 1.268 * MM: 106 + d100: 26 = 160
... and hit for 42 points of damage!
Rising hook kick catches the triton combatant solidly in the throat, leading to gagging.
The triton combatant chokes, momentarily unable to speak!

Your wide-cuffed boots unleash an invisible burst of force!

... 25 points of damage!
The triton combatant's arm snaps trying to prevent fall.
It is knocked to the ground!
You attempt to kick a triton combatant!
You have good positioning against a triton combatant.
UAF: 624 vs UDF: 482 = 1.294 * MM: 109 + d100: 38 = 179
... and hit for 46 points of damage!
Tumbling scissor kick traps left arm and yanks it down hard!
You attempt to kick a triton combatant!
You have good positioning against a triton combatant.
UAF: 624 vs UDF: 482 = 1.294 * MM: 106 + d100: 89 = 226
... and hit for 73 points of damage!
Flawless roundhouse to the back forces the triton combatant to stumble forward.
You attempt to kick a triton combatant!
You have good positioning against a triton combatant.
UAF: 624 vs UDF: 472 = 1.322 * MM: 112 + d100: 59 = 207
... and hit for 56 points of damage!
Fast-descending axe kick cracks collarbone and numbs right arm!
The triton combatant gurgles once and goes still, a wrathful look on her face.

Your series of strikes and ripostes leaves you winded and out of position.
Roundtime: 8 sec.

-
Bremerial - The Ale Specialist


_____________________________

The Unofficial History of Dwarven Ale -
http://assessrisk.com/personal/gs4_2_2_121.htm
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Re: HSN: Unarmed Multistrike 08/29/2015 08:10 AM CDT
Hey, I recognize those boots - the sister pair!
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Re: HSN: Unarmed Multistrike 08/29/2015 05:30 PM CDT
Random thought. If you do decide to let berserk be usable with UAC could the messaging be changed to where it is completely instinctual movements minus the near rabid anger?

Something like a focusing and supression of all thought to become completely fluid in combat?

Tal.
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Re: HSN: Unarmed Multistrike 08/29/2015 05:38 PM CDT
Terminator-style monomania is exactly how Giacomo intended Warrior Berserk to be.
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Re: HSN: Unarmed Multistrike 08/29/2015 05:55 PM CDT
I didn't say it wouldn't be cheating a little! It could be a lot of fun writing that kind of messaging though.

The pain, it had filled and overcome you, but you have emptied yourself of it.
You are no longer stunned!

Etc.

Tal.
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Re: HSN: Unarmed Multistrike 08/30/2015 08:08 AM CDT
i) I get long enough RT on a triple focussed strike, e.g. 9s for a triple punch, that I don't want it, although I do want it with a weapon (where I get 3 swings for the RT of 2 rather than 3 swings for the RT of 3). Can there be a separate flag for setting the maximum number of UAC mstrikes? I'm not sure how people are managing 5 kicks for less RT than I get 3 punches for, but spending 3 times as long on a triple punch as a single punch is far too much (if it was 6s I'd take it, and if I could get 5 kicks in 8s I'd take them, but the RT I get is far too long for the strikes my MOC allows. The other reason I want to restrict it is that mstrike jab critter looks like an excellent way of tiering up, but a double strike is all it needs to set the critter up for a kill and I don't want to be wasting more RT on ineffective random shots when I have an opening for an aimed kill shot. I'm not seeing anything that makes me want to restrict my initial open UAC mstrike (repeats on the same swarm aren't worth the RT whether its 2 or 5 swings in my testing), but so far I haven't found a situation where I want the third of a focussed strike.

ii) I'm not sure what happens with an opening open mstrike is intended or not, and if it is intended how many strikes it supposed to count as.

With 3 critters I see jab plus opening exploitation on first, jab plus opening exploitation on second, jab plus opening exploitation on third. Is a double strike on every critter intended, and if so is this counting as 3 strikes (opening jab on each critter is free), or 5, (opening jab on first critter is free).

Its a very nice option for an opening move to get a multijab with automatic exploitation included, but so far I haven't found a follow up mstrike tactic that isn't random flailing for far too much RT compared to the damage it inflicts.

iii) Having ready access to information about critter status is important for that follow up to the initial mstrike. I'd actually like to have a separate "Enemies" window with this sort of thing in it and without the clutter of pets and loot that the Room window has as well as being able to access detail about a critter's UAC status to other characters by looking (or some other action, appraise, assess UAC, whatever) at the critter.
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Re: HSN: Unarmed Multistrike 08/30/2015 12:09 PM CDT
The way the Announcement read, first jab on EACH critter (assuming you had no tier bonuses pending) was free.
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Re: HSN: Unarmed Multistrike 08/30/2015 12:26 PM CDT
but 6 strikes for the MOC of 3 with tier ups on every one? That's so generous compared to the rest of the mechanic I have trouble believing its happening.
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Re: HSN: Unarmed Multistrike 08/30/2015 12:32 PM CDT
You have to have Tier1 already pending against that critter at the time before you get the free one (I just re-read Finros' criteria table, back in #857), and jabs are pretty puny.

Think of this like the quick feint to see if you can sucker the guy into committing before you go in for your REAL technique. Tsubama gaeshi. I feint with my foot to draw your footsweep, but I actually sweep YOU out instead.
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Re: HSN: Unarmed Multistrike 08/30/2015 02:39 PM CDT
The free jab is a generous twist on the existing mstrike mechanic and will make UAC tier progression much more enjoyable. Such a great change.

In terms of RT how much AGIDEX do you have? I would think monks could get the minimum RT easier than most with burst and perfect self. I dont have enough MOC for 5 swings anymore but I get 4 punches in 6 seconds with a 15 second recovery period at the moment.
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Re: HSN: Unarmed Multistrike 08/31/2015 01:27 AM CDT
>RT too long (it looks to be same as 5s melee weapon whatever the UAC attacks are?)

RT calculations are similar for melee and unarmed mstrikes. I'll go into more detail below.

>Does mstrike UAC just waste krynch openings?

Krynch allows you to carry over your positioning to a new opponent; it doesn't create new openings. And it works normally with a multi-strike.

>There's a small bug with spirit servant owners accidentally targeting them, but I think that's already been brought to your attention... (posting it here so other people know what's up).

That should have been fixed about four hours after the announcement. If it is still happening, let me know.

>Also, does Kai's Smite through Voln work with this now? Open and focused?

I thought about it, but decided not to include smite. It doesn't fit quite as neatly into the ruleset from the original announcement, since it is a status-dealing attack rather than a damage-dealing one. It isn't clear whether it would be preferable to use a tier-up attack or continue to smite when encountering a vulnerable foe on an open multistrike, and of course a focused multistrike smite makes very little sense at all.

>What is questionable is the activation of the flurry that got a jab in on the banshee...before the second jab on the sentinel. Is Flurry of blows intended to work in conjunction with Mstrike, meaning someone with 3 ranks in flurry could potentially hit 3 targets with open mstrike 6 times each (on a very rare success)...note, I am not complaining...just want to make sure its not a flawed mechanic.

Hmm. Forgot about that. I'll give it some thought.

>Second question/issue if you mstrike jab a single target (with no ranks in focused mstrike) you get two attacks. Given the RT its actually about the same as doing the attacks separate, but it does give you the chance to tier up in one attack. Since the RT is the same I wouldn't care if this feature was left in place for unarmed attacks, but want to make sure its not seen as mechanics abuse.

Working as intended, although you're technically doing an mstrike on the room where only a single target is present. Unintentional "free" jabs count for about a quarter the RT of a "normal" jab, so in most cases, it'll be folded in and truncated from the total RT.

>It would be interesting if you could, in the future, weave unarmed with melee weapon combat a bit, considering that many ended up using unarmed as a support style instead of a primary hunting method.

That doesn't make much sense in the context of the unarmed combat system. Unarmed attacks build upon each other, but don't give any benefit to a melee attack. There isn't much reason for one character to mix the two against the same foe.

>i) I get long enough RT on a triple focussed strike, e.g. 9s for a triple punch, that I don't want it, although I do want it with a weapon (where I get 3 swings for the RT of 2 rather than 3 swings for the RT of 3).

RT calculation in mstrike is a little strange sometimes, but that strangeness applies to both melee and unarmed variants. Nine seconds for a triple punch is correct; similarly, six seconds for three swings of a short sword and ten seconds for three swings of a broadsword are also both correct. With more MOC training, it also takes nine seconds for a jab plus six punches, eight seconds for six short sword swings, and also ten seconds for six broadsword swings. As I mentioned in another thread, I wouldn't mind revisiting the entire mstrike RT calculation at some point to make it somewhat more sensible, but that wasn't part of this update.

>Can there be a separate flag for setting the maximum number of UAC mstrikes?

You want MSTRIKE SET FOCUS [x]. It applies equally to melee and unarmed mstrikes, but as I said, the RT calculations are the same for each.

>ii) I'm not sure what happens with an opening open mstrike is intended or not, and if it is intended how many strikes it supposed to count as.

As others have noted, the first jab against any given target is "free" when you have only decent positioning against them, and no tier-up attack pending.

>but 6 strikes for the MOC of 3 with tier ups on every one?

Heck, you can get 14 total strikes against seven foes in the room with appropriate MOC ranks. But the tier-ups aren't strictly guaranteed; jab doesn't have a 100% success rate.
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Re: HSN: Unarmed Multistrike 08/31/2015 05:21 AM CDT
What is questionable is the activation of the flurry that got a jab in on the banshee...before the second jab on the sentinel. Is Flurry of blows intended to work in conjunction with Mstrike, meaning someone with 3 ranks in flurry could potentially hit 3 targets with open mstrike 6 times each (on a very rare success)...note, I am not complaining...just want to make sure its not a flawed mechanic.
Hmm. Forgot about that. I'll give it some thought.


Honestly, the way it stands, I doubt it will encourage much use of the flurry of blows stance. I always felt flurry of blows was created to make up for us not being able to mstrike with UAC. In the end even if it were to give me 6 jabs on 3 targets in a single attack (which would be extremely rare, but I believe possible under the rules), I would personally be more likely to use Krynch or Slippery Mind in any combat situation I can consider.

In my mind 6 jabs < 3 punches...unless you are fighting something really young with extra low health.

One suggestion I would make...unless I am wrong and someone indeed does use flurry in high level areas...would be the following.

Change Flurry of blows to work with as follows.

Rank 1 - +1 Open mstrike target, -1 sec jab weapon speed for mstrikes
Rank 2 - +1 Open mstrike target, -1 second punch/grapple weapon speed for mstrikes
Rank 3 - +1 Focused mstrike target, -1 second kick weapon speed for mstrikes


This would give monks a slight speed advantage with UAC mstrike over every other class, as well as giving them a higher cap in number of UAC mstrike attacks over anyone else. This would also make it a tough choice whether to go for the extra punch with focused mstrike, or the auto tier of krynch.
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Re: HSN: Unarmed Multistrike 08/31/2015 08:30 AM CDT
>RT calculation in mstrike is a little strange sometimes, but that strangeness applies to both melee and unarmed variants.

Its not the same as weaponry. My 5s weapon give one strike in 5s. but 2 in 7. My 4s kick gives one kick in 4s but two take 8.

A single swing with the weapon is a second longer than the UAC attack, the focussed double attack is a second shorter.

Nine seconds for triple punch can't be using the same mechanic as 6 seconds for triple short sword, because the short sword is, if anything a slower swing. (3 base min 4, against 3 base min 3)

It may work out the same at higher numbers of swings but at two and three it definitely doesn't, and if its supposed to be the same there's a bug somewhere.

>You want MSTRIKE SET FOCUS [x]. It applies equally to melee and unarmed mstrikes, but as I said, the RT calculations are the same for each.

As I have pointed out above they are not. A slower single swing gives a faster focussed swing with weaponry compared to UAC and if that's not a bug that is going to be fixed, I want need separate settings for MSTRIKE SET UAC.

...
>But the tier-ups aren't strictly guaranteed; jab doesn't have a 100% success rate.

I haven't done a huge amount of testing, and in situations that should give a high chance normally (stunned, prone and stanced with me having 0-8 levels on them), but I've yet to see it fail.

...
>I thought about it, but decided not to include smite. It doesn't fit quite as neatly into the ruleset from the original announcement, since it is a status-dealing attack rather than a damage-dealing one. It isn't clear whether it would be preferable to use a tier-up attack or continue to smite when encountering a vulnerable foe on an open multistrike, and of course a focused multistrike smite makes very little sense at all.

mstrike smite critter would actually go something like: Jab giving grapple opening, grapple, smite. and that would make a lot of sense. Same reason that mstrike jab critter could make a lot of sense. (which is another reason I want separate UAC settings for maximum strikes, thats a completely different way of using mstrike than the weapon technique)

...

>That doesn't make much sense in the context of the unarmed combat system. Unarmed attacks build upon each other, but don't give any benefit to a melee attack. There isn't much reason for one character to mix the two against the same foe.

There is for a warrior. Monk I stuck to UAC as a matter of RP choice, rogue in practice I haven't but I can see a couple of situations where it might be worth it, warrior switches back and forth all the time. UAC is almost never so good against a critter that its always the nest choice at every stage of a fight. Most fights are weapon only, a modest number are mixed, and even fewer are UAC only. Smite is the clearest case of UAC attacks giving advantage to melee, but its not the only reason for mixing.
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Re: HSN: Unarmed Multistrike 08/31/2015 10:29 AM CDT
How does krych work with UAC mstrike? Suppose I have just finished off a critter with an excellent punch and two fresh ones gen? What does mstrike punch do?

Is the first attack on both a free jab but possibly at good or excellent if krynch activates or if krynch activates is it a punch instead? Am I actually better off if krynch activates to give me good (jab at good with followup with something at excellent as opposed to jab at excellent with no chance of followup).

Does the second mstrike target to be resolved use position from the previous kill, or the previous resolved mstrike attack? e.g. suppose krynch whiffs on the first but there is a jab opening followed up to give position at good, is this attack's krynch chance based off excellent (the position before mstrike punch) or good, (the position from the last of the mstrike attacks to be resolved)?

If opening jabs are not at decent due to krynch (and/or lucky and/or ambush tiers) are they still free? Is a lucky tier on top of an ambush tier actually unlucky in the same way as an opening krynch at excellent rather than good might be worse?

Does mstrike punch used from hiding give the ambush tier on all targets, the first resolved only, or none?

I think I've seen an example of the first attack being a jab at good with automatic followup as a result of the lucky tier on a focussed strike so presumably in that case the decision on freebie jab is being made before the tier check.
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Re: HSN: Unarmed Multistrike 08/31/2015 10:41 AM CDT
Is the first attack on both a free jab but possibly at good or excellent if krynch activates or if krynch activates is it a punch instead? Am I actually better off if krynch activates to give me good (jab at good with followup with something at excellent as opposed to jab at excellent with no chance of followup).

Does the second mstrike target to be resolved use position from the previous kill, or the previous resolved mstrike attack? e.g. suppose krynch whiffs on the first but there is a jab opening followed up to give position at good, is this attack's krynch chance based off excellent (the position before mstrike punch) or good, (the position from the last of the mstrike attacks to be resolved)?>>

I haven't tried with krynch because mostly I prefer to use slippery mind so I don't get disabled, but Ki Focus plus mstrike jab can do a good jab then excellent whatever. I killed a few stone trolls with Ki Focus/mstrike combo yesterday
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Re: HSN: Unarmed Multistrike 08/31/2015 10:54 AM CDT
Good god, how many people are hunting Thanatoph? GoldenOak2's down there monk-bashing 'em, and I saw an archer down there pot-shotting them, too.

In one hunt I saw more people there than I've seen up in the Sheruvian Monastery in two weeks, with two different characters up there. (I believe I stumbled across ONE guy up there, ONE time, and never saw him again after that.)

Anywhere else that I could look for stone trolls to be by themselves, rather than trying to take on those nasty indigestible stone giants as well?

</thread hijack>

Sorry about that.
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Re: HSN: Unarmed Multistrike 08/31/2015 11:15 AM CDT
>>Anywhere else that I could look for stone trolls to be by themselves, rather than trying to take on those nasty indigestible stone giants as well?<<

No.

Alternate choices:

a) Hunt with a rogue who has 3-4 ranks of CMan diversion,and have them lure the giants away.
b) Hunt with anybody; groups kill the creatures faster. They do tend to draw more critters as well, but you can always break and let the swarms despawn.
c) Grow a pair and kill the giants too, ya wuss!
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Re: HSN: Unarmed Multistrike 08/31/2015 11:23 AM CDT
Hey, I'm already going +8 for the trolls; +11 for the giants is a bit much. :(
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Re: HSN: Unarmed Multistrike 08/31/2015 11:44 AM CDT
<<Good god, how many people are hunting Thanatoph? GoldenOak2's down there monk-bashing 'em, and I saw an archer down there pot-shotting them, too.>>

You don't have to worry about me too much...I only go there when I have a bounty, and even then I sometimes trade it in.

My main place for hunting around Landing is Darkstone....sentinels and banshee mostly. I hate getting knocked off the ledge.

Honestly I typically dodge the giants myself, not because I cant kill them...but because they are tedious and their breath stinks.
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Re: HSN: Unarmed Multistrike 09/01/2015 12:43 AM CDT
>Its not the same as weaponry. My 5s weapon give one strike in 5s. but 2 in 7. My 4s kick gives one kick in 4s but two take 8.

Oh, I see how you mean it. I suppose that there's not really a good way to explain it, since the mstrike RT code is, frankly, a tangled mess. Even after I rewrote it from scratch (albeit preserving the old logic). Strictly speaking, the RT calculation goes through the same steps for both melee and unarmed strikes, but the "base weapon speed" for this calculation is not actually the swing speed. The RT formula given on the player wiki isn't actually the way it is implemented in the code, even though it arrives at the same result for melee weapons. In this particular case, it does look like unarmed strikes are a bit slower, even though they can be faster with more total strikes. If I ever rewrite mstrike RT handling in general, a few oddities like this will probably be smoothed out.

>I haven't done a huge amount of testing, and in situations that should give a high chance normally (stunned, prone and stanced with me having 0-8 levels on them), but I've yet to see it fail.

Right. More precisely, the base chance for a tier-up is not 100%, but level and status modifiers can easily bring it up to that.

>How does krych work with UAC mstrike? Suppose I have just finished off a critter with an excellent punch and two fresh ones gen? What does mstrike punch do?

It is treated exactly the same as if you carried out the strike sequence one attack at a time instead of via mstrike (and the combat messaging reflects that). Here is an example, starting with a krynch carryover from "excellent positioning" against a foe which was dead before this attack started. Note that the free jabs happen based on how I started the attack, not based on what krynch took me to. I got lucky with krynch carryovers against all five combatants in this example, so I ended up at good or excellent positioning against all of them, with ten attacks total because I started at decent positioning versus all of them.

>mstrike punch
You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You attempt to jab a triton combatant!
You exploit the momentum of your previous strike to make a stronger attack against a triton combatant!
You have good positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 96 + d100: 42 = 147
... and hit for 8 points of damage!
Light punch to stomach makes the triton combatant gasp.
Strike leaves foe vulnerable to a followup punch attack!
You attempt to punch a triton combatant!
You have excellent positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 92 + d100: 48 = 149
... and hit for 39 points of damage!
Fully extended punch crushes the bones in the triton combatant's right arm.
You attempt to jab a triton combatant!
You exploit the momentum of your previous strike to make a stronger attack against a triton combatant!
You have excellent positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 100 + d100: 12 = 122
... and hit for 1 point of damage!
Lackluster jab to the mid-back.
You attempt to punch a triton combatant!
You have excellent positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 98 + d100: 35 = 143
... and hit for 34 points of damage!
Furious punch to the right arm cracks bones!
You attempt to jab a triton combatant!
You exploit the momentum of your previous strike to make a stronger attack against a triton combatant!
You have excellent positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 95 + d100: 79 = 183
... and hit for 21 points of damage!
Fast strike jars the spine.
You attempt to punch a triton combatant!
You have excellent positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 92 + d100: 47 = 148
... and hit for 39 points of damage!
Rotating backhand cleanly snaps tibia!
The triton combatant is knocked to the ground!
The triton combatant starts to favor its wounded leg!
You attempt to jab a triton combatant!
You exploit the momentum of your previous strike to make a stronger attack against a triton combatant!
You have good positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 100 + d100: 96 = 206
... and hit for 19 points of damage!
Hard blow to abdomen does bad things to the triton combatant's digestive system!
You attempt to punch a triton combatant!
You have good positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 99 + d100: 42 = 151
... and hit for 27 points of damage!
Wide swing connects with left shin, sweeping it hard to the side!
The triton combatant is knocked to the ground!
You attempt to jab a triton combatant!
You exploit the momentum of your previous strike to make a stronger attack against a triton combatant!
You have good positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 94 + d100: 10 = 113
... and hit for 1 point of damage!
Lackluster jab to the mid-back.
You attempt to punch a triton combatant!
You have good positioning against a triton combatant.
UAF: 555 vs UDF: 503 = 1.103 * MM: 93 + d100: 61 = 163
... and hit for 29 points of damage!
Wide swing connects with right shin, sweeping it hard to the side!
The triton combatant is knocked to the ground!
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 9 sec.

I think that should have answered all your followup questions as well.
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Re: HSN: Unarmed Multistrike 09/01/2015 11:00 AM CDT
>Oh, I see how you mean it. I suppose that there's not really a good way to explain it, since the mstrike RT code is, frankly, a tangled mess. Even after I rewrote it from scratch (albeit preserving the old logic).

It should be possible to smooth out the code without nerfing mstrike RT.

>If I ever rewrite mstrike RT handling in general, a few oddities like this will probably be smoothed out.

Adding 2/3/4/5s to mstrike times isn't smoothing out a few oddities, its recoding to make it worse. Current weapon mstrike RT at the 2/3 swing level provides an interesting choice against other actions for the player. Adding that much RT would make it a no-brainer to avoid and once the jabs have gone, UAC mstrikes are a no-brainer to avoid.

Why bleed out a soul golem with triple punches at 9s rather than single punches at 3s? That ought to be an interesting choice but its a no brainer to do 15 punches at 3s each rather than 5 ms punch golem at 9s each. For a capped character, it starts to get interesting at higher numbers of punches, but it ought to be interesting for mid level characters at 2 and 3 punches as well.
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Re: HSN: Unarmed Multistrike 09/01/2015 11:48 AM CDT
I think the problem is that UAC attacks have a base weapon speed equal to their minimum RT...vs other small weapon types the base weapon speeds are normally 1-2 seconds less than the minimum RT.

As far as I can tell pretty much every melee weapon with a minimum RT of 4 has a weapon speed of 2...and the ones with minimum RT 3 have weapon speed 1. But with UAC the weapon speed and the minimum RT are the same, so UAC slows down faster under encumbrance, and gets less benefit from small weapon type for Mstrike speeds.

Not sure if the higher base weapon speed is intentional due to the power top tier UAC attacks can get on vulnerable targets.
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Re: HSN: Unarmed Multistrike 09/01/2015 11:59 AM CDT
Also, another question...is it possible to have an mstrike setting that prevents tiered attack type changes...something like Mstrike autotier On/Off

Meaning if I mstrike jab all I get are jabs...no punches, kicks etc.

The reason for this is that for at least 2 of my characters, they are more interested in several fast hits with high flare frequency weapons (sonic cestus for example) instead of the more powerful but slower tiered attacks, so three jabs would potentially be more efficient for less RT.
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Re: HSN: Unarmed Multistrike 09/02/2015 02:07 AM CDT
>It should be possible to smooth out the code without nerfing mstrike RT.

Who said anything about nerfing? And you're basically restating what I just said. To wit, if I ever rewrite the RT handling, it will be smoothed out. For the moment, I am happy with its current implementation and am not going to randomly whip off a second here or there for particular use cases until I revisit the whole thing. Doing that is exactly how we wind up with tangled messes in the first place.

>The reason for this is that for at least 2 of my characters, they are more interested in several fast hits with high flare frequency weapons (sonic cestus for example) instead of the more powerful but slower tiered attacks, so three jabs would potentially be more efficient for less RT.

For this purpose, in terms of RT and average flare damage, you are actually better off doing a melee strike with the cestus. Remember that unarmed combat reduces the flare activation frequency of your equipment in proportion to the number of pieces that you are using. You may get lucky with three flares at the same time (higher peak damage), but the average flare frequency is one third of normal in that case. Meanwhile, a melee mstrike with the cestus is faster than a jab mstrike.
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Re: HSN: Unarmed Multistrike 09/02/2015 02:30 PM CDT
REALLY awesome implementation of multistrike for UAC.

Tanks Finros!
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Re: HSN: Unarmed Multistrike 07/20/2016 11:03 PM CDT


I'm not sure how everything works under code by I do know how it works on my char. When I was in full plate and swinging two katars I could swing 10 times in 5 seconds. As a monk I can swing 5 times in 6 to 7 second and every now and then longer. To me that doesn't add up very well considering without armor and weapons the monk should be as fast if not faster with an equal amount of swings considering.

Githros
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Re: HSN: Unarmed Multistrike 07/21/2016 06:05 AM CDT
UAC mstrike is a lot slower than weaponry. Consequently you need a lot more AGIDEX if you want to push it as fast as fast weapons. There are some windows where it looks like a decent deal, but it can be a very bad deal at modest MOC and AGIDEX.

You likely wouldn't have got much, if any, benefit from AGIDEX enhancives with weaponry. However, you probably can drive your UAC mstrike RT down further with them. (and slow races may need enhancives to get a usable RT in the first place.)
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Re: HSN: Unarmed Multistrike 07/21/2016 03:06 PM CDT


with the two katars I only needed my vambraces to get to 5 sec rt with 190 moc ranks and 12 swing. I have a couple more items now that help out and a lot more agil/dex now then before and uac moc is by far slower still.
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Re: HSN: Unarmed Multistrike 07/22/2016 05:03 AM CDT
My tests showed 45 more AGIDEX is needed to be in the same place with UAC as weaponry. Though I haven't tested with as high MOC as you have, your observations suggest that applies for you too and thus you won't be able to beat 6s unless you have stat growth available as well as increased enhancement.
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Re: HSN: Unarmed Multistrike 07/22/2016 11:14 PM CDT
no more stat growth available, and with burst and my enhanvices I already hit the max for agility at 140 and dex not far below. so 6s looks to be my least. will see when I get back up to 190, went to 135 ranks moc when I switched to monk.
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