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Announce News Post #5582

Limb damage: please read.

Written by: Makarios, the Meticulous
Date: Monday, July 15th, 2024
Addressed to: Everyone


We've just made a significant change to limb damage that all pk oriented players should be aware of. Historically, limb health (the amount of damage required to break a limb from zero) was calculated with your actual health (the amount of damage you could sustain before dying) used as a key factor in the equation. This caused several problems:

* Having a low maximum hp made some executions far too strong.
* Having an extremely high hp relative to the assumed baseline made some prep sequences take far too long.
* There were still (despite our best efforts) various ways to change your hp mid combat by enough to shift your max limb health, throwing off break sequences.
* It was hard to add limb health modifiers from a design perspective without either being inconsequential or utterly devastating.

Ultimately, there was far too much variation in limb health to make various classes work sanely across the board, and it was always possible to artefact/grind your way into better limb defence where this is not possible in the same way against affliction-based offenses.

As a result, we've just changed limb max health to be a flat value. It is no longer derived from other factors. This flat value is liable to be adjusted up or down over the next few days as I monitor this, but I don't expect any problems necessitating major deviation.

Note: the one major casualty of this change from an ability angle may prove to be mind clamp. This might get some changes in the coming days.


Penned by My hand on the 14th of Scarlatan, in the year 951 AF.


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Announce News Post #5582

Limb damage: please read.

Written by: Makarios, the Meticulous
Date: Monday, July 15th, 2024
Addressed to: Everyone


We've just made a significant change to limb damage that all pk oriented players should be aware of. Historically, limb health (the amount of damage required to break a limb from zero) was calculated with your actual health (the amount of damage you could sustain before dying) used as a key factor in the equation. This caused several problems:

* Having a low maximum hp made some executions far too strong.
* Having an extremely high hp relative to the assumed baseline made some prep sequences take far too long.
* There were still (despite our best efforts) various ways to change your hp mid combat by enough to shift your max limb health, throwing off break sequences.
* It was hard to add limb health modifiers from a design perspective without either being inconsequential or utterly devastating.

Ultimately, there was far too much variation in limb health to make various classes work sanely across the board, and it was always possible to artefact/grind your way into better limb defence where this is not possible in the same way against affliction-based offenses.

As a result, we've just changed limb max health to be a flat value. It is no longer derived from other factors. This flat value is liable to be adjusted up or down over the next few days as I monitor this, but I don't expect any problems necessitating major deviation.

Note: the one major casualty of this change from an ability angle may prove to be mind clamp. This might get some changes in the coming days.


Penned by My hand on the 14th of Scarlatan, in the year 951 AF.


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