Rose's Hally Data

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Mikel123
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Re: Rose's Hally Data

Post by Mikel123 »

I concur.

Just trying to give people a rough estimate/rule of thumb.

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Psilo
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Re: Rose's Hally Data

Post by Psilo »

The damage is good. I am so glad weapon damage was fixed, GM weapons weren't cutting it before the patch.

Now it's possible to insta-kill with explo e bolt hally, that's how t2a has always been.

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marmalade
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Re: Rose's Hally Data

Post by marmalade »

its always been possible to kill with exp ebolt hally hit..
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Sandro
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Re: Rose's Hally Data

Post by Sandro »

58 damage from a gm halberd. Incredible..

precasted Meteor + 1 swing..

Assuming a fresh gm hx-bow does over 65 now?
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Mikel123
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Re: Rose's Hally Data

Post by Mikel123 »

Tanks should average 33 damage with a fresh GM halberd, 40 damage with a fresh heavy xbow.

A +25 vanq halberd should average 49 damage in the hands of a tank.
A vanq heavy xbow will average 49 damage from a tank.

Add 5 or 6 to each for dexers with 100 Anatomy.

EDITED for slight inaccuracies.
Last edited by Mikel123 on Fri Aug 27, 2010 9:09 am, edited 1 time in total.

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Guerrilla
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Re: Rose's Hally Data

Post by Guerrilla »

just stfu and play, lol
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Re: Rose's Hally Data

Post by Perception »

Double hits from exceptionals now kill, any we all know how easy those are to perform.

Clothing talk is nonsense, armor on the location that is hit only absorbs damage in the range of (AR/2 - Full AR). Exceptional chest clothing gives what, 2, 3?

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Re: Rose's Hally Data

Post by SighelmofWyrmgard »

Mikel123 wrote:Tanks should average 33 damage with a fresh GM halberd, 40 damage with a fresh heavy xbow.

A +25 vanq halberd should average 49 damage in the hands of a tank.
A vanq heavy xbow will average 49 damage from a tank.

Add 5 or 6 to each for dexers with 100 Anatomy.

EDITED for slight inaccuracies.


I don't want to step on anyone's toes, but some relevant numbers seem to have fallen through the cracks:

As per http://www.uosecondage.com/stratics/arms.html:

Halberd base damage range: 2d23+3 (5-49);
Exceptional weapon bonus: +4;
100 Strength Modifier: 120%;
GM Tactics Modifier: 150%;
GM Anatomy Modifier: 120%

As per http://web.archive.org/web/199910120547 ... combat.htm

the % mods all use the base damage result as the foundation for their calculations, instead of incrementally modifying eachother.

So, the base damage numbers should be
  • 100Str+GMTactics+0Anatomy = Min15.3; Max90.1; Avg51.0;
    100Str+GMTactics+GMAnatomy = Min17.1; Max100.7; Avg57.0;
Next, subtract AR reduction, then HALVE REMAINING DAMAGE, so

against 0 AR, the final numbers are (easy, yay!)
  • 0 Anatomy = Min7.7; Max45.0; Avg25.5;
    GMAnatomy = Min8.6; Max50.3; Avg28.5
Assuming UOSA is not using different numbers, positive deviations will indicate the magnitude of the "unused weapon" modifier; 120% at unused seems a fair estimate, perceived from analysing the product of the completed damage calculation, but bear in mind that this modifier is likely applied to the base damage, so

assuming 125% of base damage,
  • 0 Anatomy = Min9; Max 52; Avg29;
    GM Anatomy = Min 10; Max 57; Avg32
The results in the original post suggest to me that the "fresh weapon modifier" is actually being applied to the final sum of step4 of the damage calculation, instead of to base weapon damage only, but the sample size presented here is not nearly large enough to be considered representational; someone from staff might confirm that the "fresh weapon mod" is "4d" in the calculation and is, itself, calculated only on base weapon damage.

SS

P.S. It seems that there are three types of UOSA player: one that likes to whack nekked peepuls with brand-new halberds; one that likes to strip nekked to be whacked by brand-new halberds; and bored geeks who break out slide rules ...

It's a lot like real life!

SS
SighelmofWyrmgard wrote:
uosa44 wrote:For sale, by original owner:
1 Human Brain, never been used, only slightly damaged, still in original packaging.
$1, obo
FTFY.

SS
uosa44 wrote:The inability for this person to respond in such a crazy manner proves my point.

Mikel123
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Re: Rose's Hally Data

Post by Mikel123 »

Unless I'm missing something, applying the 1.25 damage bonus for being unused isn't going to change much depending on whether it's applied to the base damage or not. At most, 25% of a +9 vanq bonus is 2.25 damage. For a GM weapon, it's the difference of 1 point of base damage. Which, since Tactics, Anatomy, Strength, and dividing by 2 all come close to evening out, is a rather meager 1 - 2.25 damage points actually dealt.

I also think there was some evidence somewhere (demo maybe) that it is indeed applied to the base. Not 100% positive though.

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Re: Rose's Hally Data

Post by SighelmofWyrmgard »

Hey there! Vanquishing/Smanquishing doesn't enter into it: please, please, don't clutter the issue with irrelevancies ...

The base difference (of the algorithmic error I'm suggesting) is 125% of 100x vs. 125% of 170x (or, with GM Anatomy, 190x); since final damage is halved, it's 125% of 50x vs. 125% of 85x (or 95x), which is still rather significant: right now, damage is (maybe, only if my suspicion/math is accurate) being increased by 21.25x (or 23.75x), when the increase, properly, should be only 12.5x.

SS
SighelmofWyrmgard wrote:
uosa44 wrote:For sale, by original owner:
1 Human Brain, never been used, only slightly damaged, still in original packaging.
$1, obo
FTFY.

SS
uosa44 wrote:The inability for this person to respond in such a crazy manner proves my point.

Mikel123
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Re: Rose's Hally Data

Post by Mikel123 »

Rose tested with a GM Halberd. So yeah, figuring out how to factor in the damage bonuses is pretty relevant, unless you want to take the time to collect data for 50+ swings with a plain old weapon.

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Re: Rose's Hally Data

Post by Izual »

I dont mean to be a bummer but damn.. I duno what else to think about things getting done properly

Oh ye of little faith:

It took them 2 years to fix "being able to swing while moving" ?? and other minor minor combat changes. I guess that's what happens when you take fausts advice; for 2 years he claimed "this is how it is and we will not change it"; he makes statements as if her were actually living in the year 1999 or lived here in austin texas and worked for ORIGIN systems

Oh 'me' of little faith

sry i've lost hope

(I'm not trying to be rude just my feelings i've been feeling for like over a year now)

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Re: Rose's Hally Data

Post by nightshark »

how many of you dipshist have actually even played the game ane gotten raped
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

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Re: Rose's Hally Data

Post by Faust »

Izual wrote:I dont mean to be a bummer but damn.. I duno what else to think about things getting done properly

Oh ye of little faith:

It took them 2 years to fix "being able to swing while moving" ?? and other minor minor combat changes. I guess that's what happens when you take fausts advice; for 2 years he claimed "this is how it is and we will not change it"; he makes statements as if her were actually living in the year 1999 or lived here in austin texas and worked for ORIGIN systems

Oh 'me' of little faith

sry i've lost hope

(I'm not trying to be rude just my feelings i've been feeling for like over a year now)
Who doesn't love a blissfulness of ignorance in the afternoon?

First, the implementation of the movement restriction was placed here well before the shard was even known to me. Second, the successful decompilation process that Batlin undertook was the reasoning behind the removal process. This project was started almost half a year ago and took many months. The reason Derrick implemented the movement restriction was based on a mini-UOR update listed here.
Mini-Update Apr 28 2000 3:30PM CST wrote: Players using melee weapons in combat will now hold their swing until their target is in range. Additionally, the timer that determines melee weapon swing times (combat timer) will now advance as the player is moving. Thus, melee weapon users will no longer be required to stop moving before swinging.
There is not one single person that knew there were two parts to the swing timer. The timer itself that counted upward and the portion of the code that 'advanced' a swing, dubbed swing states. Obviously, a swing cannot advance to a next state during movement here but the timer itself still continues. Again, no one without the full understanding or knowledge of the original code would or even could know this process. This project was not fully completed until a few months back and the time from that point on until Derrick merged the code into the server itself.

Lastly, please try to get some of your facts straight before making yourself look like an idiot next time.

Thanks,
Faust

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Psilo
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Re: Rose's Hally Data

Post by Psilo »

Learn the pvp mechanics, most of the people who are complaining about it haven't even given it a chance.

They are still too used to Divinity/the old hally spam system.

I still see people spamming hallies....Kooter, Guerilla ect.

That's the worst way to pvp now, it only works in tournaments since inevitably there's going to be sudden death so it doesn't matter how bad both pvpers are.

Most people I fight that spam the hally have no sense of timing/strategy. No wonder they have to keep off-screening from me. Because their gheals got interupted by my fire/ball and e bolt since I timed better.

....
All I am saying to everyone who is complaining about the new and accurate mechanics. Practice, learn the feel, use less hally and learn to go offensively more. Stop ghealing to 100% health, leave your health lower and let people attack you then be better at strategy/spell timing to kill them and force them to run even though you're still low.

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