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Is your feature request related to a problem? Please describe.
Martial arts are much more useless than they should be
Now, when choosing a melee attack, the character selects it from a list of possible attacks.
I mean, ALL possible attacks, when selected, all conventional and martial arts attacks are on the list. A character can equally likely hit an enemy with an effective blow from the style and headbutt him, and this is without crits!
If the attack turns out to be critical, then the list becomes even more extensive, because in addition to the critical versions of each technique (which each strike has), POWERFUL critical martial arts techniques are added.
As a result, there are conditionally 4 ordinary strikes, 3 critical versions of the art strike and 1-2 special critical techniques on the list, it is not difficult to calculate that with a probability of 45-50% knowledge of the martial art does not play any role, and with a probability of 88% the strongest technique will not be used. Separately, I am amused by cases where +100% or insane +300% to the probability of triggering, in practice, under the conditions described above, this leads to an increase in the probability of triggering a CRITICAL strike from 12 (1/8) , to 22 (2/9) and 36 (4/11) %, respectively. Ohhh, so cool. In such a situation, you can count on +- frequent critical techniques only if you use pankration, as there are simply a lot of them and their chances of triggering are overestimated.
Has our super-duper melee master been fighting hordes of dangerous enemies every day for months so that his style doesn't work half the time? I think not, but that's the way it is now.
Solution you would like.
In an perfect world, our character should probably choose the most effective strike, for example, to use piercing against armor, accurate against nimble, and arcing against a group etc.
Describe alternatives you have considered.
Since we don't live in an perfect world, we can limit ourselves to just excluding common punches from the list, let's say after a certain skill or proficiencies level (leave it for styles without attacking techniques, there is one).
Additional context
No response
The text was updated successfully, but these errors were encountered:
"weighting": 2, // Affects likelihood this technique will be selected when many are available.
This can be "weighted", but as a fact, using, for example, Wing Chun (a style with a large number of techniques), he attacks with his head so often that his silver circlet almost broke. It also conducts electricity. I'm wearing insulating gloves, but my dumb character is taking damage and accumulating pain due to the fact that he prefers to hit his head rather than his hands or feet.
"weighting": 2, // Affects likelihood this technique will be selected when many are available.
I'm talking about this: punch, punch, knock, kick, 2 critical headbutt. I don't disagree, it's funny but don't think it should work that way. It is particularly annoying that, for example, it works flawlessly in Esckrima, but in other styles, especially hand-to-hand, this situation is similar.
Is your feature request related to a problem? Please describe.
Martial arts are much more useless than they should be
Now, when choosing a melee attack, the character selects it from a list of possible attacks.
I mean, ALL possible attacks, when selected, all conventional and martial arts attacks are on the list. A character can equally likely hit an enemy with an effective blow from the style and headbutt him, and this is without crits!
If the attack turns out to be critical, then the list becomes even more extensive, because in addition to the critical versions of each technique (which each strike has), POWERFUL critical martial arts techniques are added.
As a result, there are conditionally 4 ordinary strikes, 3 critical versions of the art strike and 1-2 special critical techniques on the list, it is not difficult to calculate that with a probability of 45-50% knowledge of the martial art does not play any role, and with a probability of 88% the strongest technique will not be used. Separately, I am amused by cases where +100% or insane +300% to the probability of triggering, in practice, under the conditions described above, this leads to an increase in the probability of triggering a CRITICAL strike from 12 (1/8) , to 22 (2/9) and 36 (4/11) %, respectively. Ohhh, so cool. In such a situation, you can count on +- frequent critical techniques only if you use pankration, as there are simply a lot of them and their chances of triggering are overestimated.
Has our super-duper melee master been fighting hordes of dangerous enemies every day for months so that his style doesn't work half the time? I think not, but that's the way it is now.
Solution you would like.
In an perfect world, our character should probably choose the most effective strike, for example, to use piercing against armor, accurate against nimble, and arcing against a group etc.
Describe alternatives you have considered.
Since we don't live in an perfect world, we can limit ourselves to just excluding common punches from the list, let's say after a certain skill or proficiencies level (leave it for styles without attacking techniques, there is one).
Additional context
No response
The text was updated successfully, but these errors were encountered: