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#1 (permalink) |
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Member
Join Date: Jan 2009
Location: Bristol, UK
Age: 30
Posts: 511
Rep Power: 4
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Hello,
My pals and me generally do a lot of weapon testing and crafting. We've tested Incisium/Cuprum/Bron and Steel weapons. Any chance of an explanation in regards to the follow: Incisium vs Cuprum (using spongewood handle) 2h Great Sword 1. Why does an incisium 2h Great Blade weight 4 times less? 2. Why does an incisium 2h Great Blade have twice the durability? 3. Why does an incisium 2h Great Blade have only 2 less damage? 4. Why does both weapons loss exactly the same amount of durability per hit/perfect block etc.... 2h Brier Axe 1. Why does an incisium 2h Brier axe weight 4 times less? .... Isn't incisium... well.... teeth? You get the picture On a side note, why does a cuprum weapon do more dmg than a Bron? Being us Cuprum is Copper... and Bron is .. well Bronze..... If Mats get to read this... Any chance of a logical explanation Thanks. Last edited by Zutha : 31st August 2010 at 23:38. |
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#4 (permalink) |
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Member
Join Date: Jul 2010
Posts: 328
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Incisium weighs less because it's significantly less dense than steel. As to the other more important questions such as high damage with something so easily attainable and light weight. No idea why they did that.
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#5 (permalink) |
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Senior Member
Join Date: Jan 2010
Location: Canada
Posts: 1,770
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Incisium while yes is lighter, and has a bit more durability than cuprum, and almost the same damage. If you compare it to other metals like steel, or tungsteel, or cronite, or oghmium, it performance goes down.
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#6 (permalink) |
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Junior Member
Join Date: Jul 2010
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lol. The devs hate metal. That's why it's practically pointless to use. :P
Same issues when it comes to armor using keeled vs steel. Theres a reason nobody wears steel armor. And then cronite is pretty much impossible to get in large quantities. :P |
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#7 (permalink) | |
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Member
Join Date: Jan 2009
Location: Bristol, UK
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Quote:
Just want to know the logic behind it. Last edited by Zutha : 1st September 2010 at 15:59. |
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#12 (permalink) | ||||||||
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Developer
Join Date: Apr 2008
Posts: 1,296
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The materials are not exactly equal to their real-life counterparts. However the real-life equivalent of Emalj would be Enamel. And Incisium is one step better. But anyway, real life Emalj has a Mohs hardness of 5 and real-life Copper has a Mohs hardness of 3. This means that Enamel is roughly 5 times as "hard" as Copper (as the scale is not linear), and that it can actually scratch Copper but not vice versa. (Yes, teeth are hard.) Now, although accurate within itself Mohs hardness is not really used in solid mechanics, but I find it rather amusing to take it into account in some equations in the game since the method of comparing materials by scratching is very old; it both fits the theme of the game, and it makes it more flexible as I want the organic materials to actually be useful. On the other hand, although Enamel is harder, it is also much less flexible, and therefore more brittle. You can also compare the Young's modulus of Enamel which is ~83 GPa to Copper at ~120 GPa. And this poses a problem. Quote:
This second "durability" value unfortunately had to be removed due to cost-issues (calculations as well as parameter storage and traffic), not to mention it also became problematic in the crafting system (the advanced one). So instead we are now representing this with only one durability value, and it certainly has its weaknesses. It also means that although the attributes of the various materials have been adjusted, they are still off. In the case of Durability for weapons, you could definitely argue that it should depend more on the average durability of the materials and less on their hardness. I do make adjustments over time, but please remember that this is often something of a catch 22 situation; I could spend time on re-balancing lets say Durability (which also would affect for instance hardness), but doing that when I know the whole Durability system will change within a few updates means it's not always a good choice; re-balancing often causes imbalance in other areas. And as we're working on updating systems or features which will change the overall balance, it's sometimes better to postpone the imbalanced issues that are not critical - otherwise we risk causing even more imbalance, which in turn need to be adjusted, even though the whole thing will be obsolete anyway when the updated system is in place (which in turn needs to be balanced). Adding to the balance issues (on another level) is the fact that you don't have to process organic materials yet; once you need to put about the same time, skills and effort in processing them as you do with the minerals and metals, things will be a bit different. Not necessarily more "realistic", but a lot more balanced regarding supply/demand/difficulty/cost. Quote:
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GK isn't some nice calm peaceful place to just sit around and extract stuff all day. We don't load characters up with carcass and rocks to the brim to where you have to push them around to the tables to work. - Anticules Mortal Online is a placeholder for Mortal Online. -SV - Airfell Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting? -Archaaz |
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#13 (permalink) |
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Member
Join Date: Jan 2009
Location: Bristol, UK
Age: 30
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Nah that's a great reply, cheers
Only thing i'd like to add/ask is: It's obvious a lot of thought hass gone into the materials, and thanks for the explanation During the process of making say a 2h great sword... how would you reform lots of different bits of teeth into a large blade and still hold the material consistancy? I can understand the forming of metals into said shapes, but can't really think how you would do it with incisium etc.... can it be melted down and reformed? Well... unless you pulled a giant tooth out of a 100ft dinasaur and just filed it down ofcourse So, would it be better to allow such materials to be used in smaller blades... e.g. daggers and spear heads... maybe even 1h swords... but not for 2h's? btw i love complex crafting systems |
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#15 (permalink) |
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Member
Join Date: Jul 2009
Location: Croatia
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I tested full skill incisium greatblade against 70 lore skill cuprum greatblade. Incisium made 20 damage on naked, and cuprum did 30 (torso normal charge hit). I would expect for incisium to be quite sharp. On my RL work I deal with copper and it is too soft to make any decent blade.
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#16 (permalink) | |
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Banned
Join Date: Apr 2010
Posts: 639
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Quote:
I would assume grinding the teeth to a powder, then mixing the powder with a variable of liquid to form a moldable clay substance, you then form your weapon and heat it up in a kiln. Just my theory. |
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#19 (permalink) | |
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Developer
Join Date: Apr 2008
Posts: 1,296
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1. If you kill a creature like the Campodon, the amount of a material you get can be seen as "complete objects" (in this case tusks, similar to ivory) rather than an ambiguous amount. The tusks are then carved to the intended form, where your knowledge about for instance enamel orientation is vital to making a durable item. 2. The dentine is ground to a granular powder. This powder is mixed with a binding substance into a paste, which is then put into a fire-proof mold and casted. Another paste is then made out of dentine powder and certain proteins, and this is "painted" onto the cast while it is still hardening in order to penetrate into the cast and form the right mineral structure. The result is an item with a hard dentine core, and an outer coating with even stronger mineral bindings than the core, more or less similar to the original "teeth". (A bit like Intonaco techniques.) 3. Certain Animism lore allows for growing, transforming and reshaping organic materials. Teeth of a chosen type is inserted into a two folded, rather crude, hollow mold (the bigger the mold the more material is needed), with the enamel side facing the center of the mold. By mentally stimulating the ameloblasts in the teeth into growing a thicker layer of enamel, the mold is slowly filled. Once compact, the mold is removed. Now the outer layer (the cementum and pulp of the original teeth) of the item is removed, and then the item (consisting of solid enamel) is polished into its final shape.
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GK isn't some nice calm peaceful place to just sit around and extract stuff all day. We don't load characters up with carcass and rocks to the brim to where you have to push them around to the tables to work. - Anticules Mortal Online is a placeholder for Mortal Online. -SV - Airfell Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting? -Archaaz |
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#21 (permalink) |
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Junior Member
Join Date: Dec 2009
Posts: 134
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Mats, thank you for the wealth of info you just provided on edged weapons. If you would be so kind as to oblige me, I would like you to elaborate on the durability and damage system for blunt weapons, seeing it as a relatively niche market I have one crafter focused only on blunt weapons, particularly the sledgehammer, and am very curious about its properties. Blunts just don't get as much love from the general population at the moment, but I have a feeling they will in the future... Thanks in advance.
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#22 (permalink) |
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Member
Join Date: May 2010
Location: Germany
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Sadly the Sledgehammer isnt a viable option right now D:
I tried tons of them, every single one sucked. Either they do good damage and are heavy as hell (8kg+), or they are quite light (about 4,5kg) and do even less damage than one of my 2,2 weight flanged maces. I dont see any logic behind this >.> And even if you craft a 10kg+ Sledgehammer, it still does WAY lower damage than a 6kg Double Great Axe (Armors dont matter, i tested on all types & materials). And i really tried pretty much all materials ingame, pure blunt weapons just suck and there has to be something wrong with the calculation... The only "viable" mace (if you can even speak of that) right now is the flanged. Made up one of them with 3.7 weight, ~90 Durability and ~27 torso-dmg on armored targets, pretty easy to make. So either those get buffed (or a rly good active skill), noone will be using them for long.
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#23 (permalink) |
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Member
Join Date: Jun 2010
Location: Kansas City
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Ok, max lore on everything, swords, handles, materials.
Not max on hitter, but target was naked and just for comparison, Skills locked. Bone tissue/Bone Tissue handle, 2 handed. Great sword blade. All hits left limb. Blade Mat/Weight/Durability/Damage Bone Tissue 1.51 20.53 4 Horn 1.34 35.95 2 Compact Horn 1.47 43.09 4 Molarium 1.73 58.13 11 Incisium 1.86 63.68 13 Bleck 2.58 51.84 10 Steel 3.22 99.73 23 Cuprum 3.58 59.2 18 Bron 3.68 80.75 15 My observations are that Bron seems totally out of place. If anything it and Cuprum should be swapped. The ancients could NOT make a 2H greatsword out of cuprum. It was too soft, 1 handed weapons only. Just for fun they are ordered by weight. Cheers, C. PS: Mats, old bean, I don't want to criticize your logic BUT your Bron argument makes no sense if you have steel. PPS: at some point, once I get it maxed, I will add messing and maybe tungsteel.
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Disclaimer: These opinions are my own. I reserve the right to sprinkle the odd fact in amongst my opinions to confuse the reader. Last edited by Cheith : 3rd September 2010 at 05:51. |
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