Rose's Hally Data

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Roser
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Rose's Hally Data

Post by Roser »

So, I've decided to do a test for hally damage. Some would say that weapons are doing to much damage, especially the Halberd.

So here is the Data, you be the judge.

Roses Hally Data
This experiment was conducted on test center.
Each recorded hit was made with a brand new "exceptional Halberd"
The attacker has 100 tactics, 100 swords, 100 str, 0 anatomy.
The defender has 100 str and no other skills.
Blue represents Hits under 30 damage.
Red represents Hits 40 damage and up.

Lot #1 Damage Dealt...
38 dmg
50 dmg
42 dmg
38 dmg
29 dmg
42 dmg
40 dmg
30 dmg
29 dmg
36 dmg

Lot #2 Damage Dealt...
12 dmg
49 dmg
36 dmg
35 dmg
11 dmg
35 dmg
44 dmg
35 dmg
24 dmg
30 dmg

Lot #3 Damage Dealt...
29 dmg
38 dmg
27 dmg
25 dmg
33 dmg
12 dmg
31 dmg
27 dmg
31 dmg
29 dmg

Lot #4 Damage Dealt...
40 dmg
33 dmg
53 dmg
32 dmg
20 dmg
23 dmg
24 dmg
48 dmg
36 dmg
14 dmg
33 dmg

Lot #5 Damage Dealt...
40 dmg
38 dmg
26 dmg
44 dmg
25 dmg
35 dmg
41 dmg
38 dmg
29 dmg
47 dmg

Ill add more data later... maybe another 50 hits
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Re: Rose's Hally Data

Post by nightshark »

What is the clothing worn by the damage reciever? I was going to test this myself, you saved me the time :P

Are you replacing the hallies to be in a consistent state of unused?
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Re: Rose's Hally Data

Post by Kabal »

So each "lot" is one halberd?
Derrick wrote: . . .get real please.
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Re: Rose's Hally Data

Post by marmalade »

i think he used a fresh hally for each hit
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Re: Rose's Hally Data

Post by Roser »

Sorry NS forgot to specify that the damage receiver was naked.

A Brand New exceptional hally was used for each hit not for every lot. The lot thing was just how I organized the data sheet.
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Re: Rose's Hally Data

Post by Mikel123 »

EDITED because I missed the weapon HP calculation
Last edited by Mikel123 on Fri Aug 27, 2010 9:10 am, edited 2 times in total.

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Re: Rose's Hally Data

Post by nightshark »

mikel log in the game and test a halberd, they were recently patched to do more damage when in good condition. no way is 49 the max damage with a gm hally, i've received hits for 55 when testing
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Re: Rose's Hally Data

Post by Mikel123 »

Last I knew, we were still going off of the Stratics table that's reproduced here:
http://www.uosecondage.com/stratics/arms.html

I'm happy to re-do calculations if there's some other table we have to go off of. But without knowing what numbers we're supposed to have, we have no way to verify anything.

I assume there's now a "bonus" for weapons in full repair? Can you link me to where this was discussed?

I thought we had a pretty good indication of how things worked, such that for every 10% of weapon HPs lost, the weapon would hit 5% lower. So at 100% HPs, it would hit at 100% of it's value, and at 1% of HPs it would hit at 50% of its base value.

EDIT: found something on this. will be back

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Re: Rose's Hally Data

Post by Mikel123 »

http://forum.uosecondage.com/viewtopic.php?f=7&t=21123
The effect of durability on weapon damage output is now as per OSI, and is substantially increased for weapons in full repair.
So, it turns out, Rose averaged 33.1 damage per hit.

If you take the Stratics table, add up the Tactics and STR bonuses and divide by 2, you get an expected average of 26.4 damage.

Now, if the "full repair" weapon bonus is 25%, we see that:

26.4 * 1.25 = 33.0.

So, it appears we would expect an average of 33.0 damage, and Rose saw 33.1. Seems to be working as intended; the moment the weapon gets below 90% of it's HPs though, it would immediately suffer a big damage reduction.

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Re: Rose's Hally Data

Post by Roser »

Mike is Right hally's do 5-49 damage (or 2d23+3).

Keep in mind at the top of the page you linked there mike it says...
The damage-ranges below take neither Tactics/STR bonuses to damage nor the AR of the defender into account.
Makes more sense with that in mind.
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Re: Rose's Hally Data

Post by Roser »

Ah u just posted Mike... :P

After a conversation with derrick today and from what I got out of it on the durability matter (if I understand correctly) is that the durability damage range is 75%-125%.
So a weapon in full repair at max hps will do 125% damage, and a weapon on the verge of breaking will do 75%

Edit : Changed the 120's to 125's my mistake.
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Re: Rose's Hally Data

Post by Mikel123 »

Hmmm, 75% to 125%, interesting.

Stratics always thought it was 50% to 100%, so I guess they were sort of close. I assume they were correct about each level of arms lore (of which there are 10) corresponding to a 5% decrease in damage.

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Re: Rose's Hally Data

Post by Roser »

Arms lore is only an estimate, it does not reflect the actual wear of the item.
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Re: Rose's Hally Data

Post by Mikel123 »

I'm pretty sure it does, right?

http://wiki.uosecondage.com/?title=Arms_Lore

I haven't scientifically tested the numbers on this page, but my assumption is that they are correct.

I would assume the damage follows something like this:

Code: Select all

Skill Response                               	Condition	Damage output
Brand new                                   	         100%	125%
Almost new                                 	           90%	120%
Barely used, with a few nicks and scrapes	   80%	115%
Fairly good condition                 	                   70%	110%
Suffered some wear and tear                   	   60%	105%
Well used                             	                   50%	100%
Rather battered                          	           40%	95%
Somewhat badly damaged                 	           30%	90%
Flimsy and not trustworthy              	           20%	85%
Falling apart                           	                   10%	80%
The math doesn't quite work out, but pretty close...

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Re: Rose's Hally Data

Post by Roser »

Mikel123 wrote:I'm pretty sure it does, right?
Arms lore is an accurate reading of the approximate hps of the weapon.

I guess what I'm trying to say is, there is only a certain amount readings arms lore can give (you cite 10 readings) and weapon hit points come in numbers a lot higher then 10.
Weapons do not have 10 different states of wear as arms lore gives 10 different readings.
Each time you hit someone a calculation is made that incorporates the current hps of the weapon. (which can be say 70/73 and still probably give an unused reading yet do slightly less damage)
Keep in mind that a roll is made upon the creation of a weapon that determines the max hps, be it drop or crafted.
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