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Martial Arts Balance Update #51949
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About Aikido weapons, there are some more fist weapons, You might want to evalute if they are worth adding, namely "impact knuckles", "pair of scrap knuckles", not sure about "pair of nail knuckles", "skewer knuckles" and "punch dagger" |
Just Curious, as i am not exactly sure how this system iss implemented, but wouldn't it be possible for certain martial arts to have a higher chance to hit a Weakpoint (in Armor)? -> while it does not more Dmg exactly it could do more Dmg consistantly. This way you could also balance martial arts which use Intelligence or Perception better( you know where to hit them, or you see where to hit them) |
The rule is that if you can "wear" the weapon that you are holding in your hand, it is valid for Aikido/Judo. This is because you can just grab someone while "holding" the weapon. So yes to brass knuckles and no to punch dagger. Impact Knuckles and the like don't need to be added since you can now wear them to add directly to unarmed damage. I plan on updating the damage formulas and making some unarmed weapon wearable at a later date and fixing this part of the style weapon system.
I think I saw Kevin talking about this on Discord but the answer is no due to it being a random system on top of a random system. If it ends up being necessary to melee combat to have weakpoints, I'll try to find a way to make it work but that is for a later date. |
The disarm technique would be left alone at levels 8 of unarmed and melee, I suggest changing it to level 7 or adding/changing something to be in level 6 to make a connection.
I think Sōjutsu could use a grab break bonus (Since the style is kind of bland right now). I'm still reading the changes (I have to read from karate onwards) but the rest of the styles look fine or pretty good now, I specially like the changes to dragon kung fu, I always wanted to use it in a character but it felt too complicated, but now... I think the dragon is rising again! But Aikido... Well, I have to wait to the PR with the changes and feel them in game to talk about it. |
I like the sound of most of these changes, just a few thoughts; most of these are on the styles which you've put down as no change or minimal change as it's harder to evaluate the larger reworks: Are "counter turned regular attack" techniques going to retain their increased speed, where they had them before? This is particularly relevant for Fior since Displace and Hook will proc a lot but only does 50% damage. You've said that medieval swordsmanship isn't going to be changed even though that style uses the old counter system so presumably it's going to retain the old counter attack until the new system is implemented, even though the others are going to be removed? With it now being possible to directly add crit chance through a buff, would you consider reworking fencing so that it doesn't have two different accuracy buffs? Especially since the style is already slightly biased in favour of dexterity characters due to the dex-to-block buff, this always felt a bit superfluous, and the parry buff works perfectly fine in flavour terms as a crit buff. Without the counter attack sojutsu looks even more boring than it was before, I'm not sure what else could be added though since techniques aren't really compatiable with polearms. You could add some kind of on hit buff but I'm not sure what would be appropriate. A grab break would be excellent but seems like a bit of a no brainer. Eskrima still suffers a bit from the same problem which plagued the old medieval swordsmanship; puno strike is a crit technique, but often does very low damage due to the damage type restrictions. It's also disproportionately stronger with bash weapons than it is with blades, which doesn't really make sense (hitting with the hilt of a machete should hurt the same as hitting with the handle of a baton, surely?) It also feels particularly bad when this procs and uses up your combination strike; if nothing else, consider forbidding puno strike from proccing when eskrima combination is active. Silat might also benefit from having its accuracy buff changed to a crit buff, given how much the style enjoys getting crits. Also this is more of a personal flavour thing but I never really liked how the on move evasion buff just gives you an extra dodge attempt, since unless you're being totally swarmed you can't really benefit from this buff, and in that situation it's often hard to move in the first place! Some other buff (dodge skill?) would feel more helpful, silat is one of the few arts with an on move buff which I regularly ignore. Adding staffs to karate sounds great and it will be good to have another style which is both unarmed and armed, similar to ninjutsu (which I'm looking forward to trying out in a context where it's not clearly overpowered and where hit-and-run is actually encouraged and necessary) |
Yes. Unless I noted otherwise, the old counters retain all their old properties as non-counter techniques.
#51462 rewrote the style. It doesn't have an old style counter anymore.
Maybe. Weapon styles are tricky to balance and it does pretty well already with the changes I've made. I'll keep crit chance in mind if it seems like it needs buffed.
I don't think Sojutsu teaches how to break grabs. I could add a feint since I know that works with reach weapons (Brawling can trigger it.) I'll give the style another look to see if there is anything I can do but as a reach-weapon style, it is hard to design for.
You are correct about that. MS got a rewrite since people really didn't like how the counter were control with no damage. I might just remove puno and replace it with a generic stun. Even that might make people happy.
I thought about give Silat bonus critical chance but even a small bonus might make it too power due to the weapons. I can see your point on the dodge attempt thought. I'll give it some thought. |
Thanks for the clarifications, I look forward to seeing this get implemented.
Master cut is an "old style" block counter attack used by the reworked style. It's just a faster-than-normal attack. |
Ah, you are correct. I thought he changed that when he went to try 3. Or maybe I am thinking of a different style. I'll fix that somehow. |
Iron Skin Dissipation should persist when you change martial arts. Apart from that, just some questions about weapons, the tiger and bionic claws were removed as unarmed weapons, but some styles could still make use of them (As Aikido and Judo does), what styles you think would make sense? The tiger, dragon and leopard (With their "claw" attacks) would make thematically sense, but I'm not sure how those techniques would look like in real life. Karate could use the (already implemented) weapon category of quarterstaves, since the main weapons are already in that category. And... Since there are some knuckles (unarmed weapons) with piercing damage, and there are mutations (Long fingernails, claws, etc.) that increase your cutting/stabbing unarmed damage, shouldn't some techniques increase other types of damage (rather than just bash) as well if appropriate? The increased damage would not be much, but it would fit and boost a little those kind of weapons/mutations. |
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Fair enough! |
Updated based on feedback:
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We can only try dodging once per turn anyway, was it so OP it needed removal? |
No. All block and dodge counters are being removed from the martial art system. Since it was a counter with no additional effects, this made it a worse normal attack that you could not control. Other parts of the style were buffed to deal with the loss of Receive and Counter. |
This issue is now resolved with the merging of all relevant PRs. While no martial art in the base game or MMA mod uses block or dodge counter anymore, the code that allows them to function still remains in the game. I left the code there in the off chance it the new counter system would need it in the future. If unneeded, it can be removed at any time. #45158 and #46671 can be closed since counters no longer exist. Lastly, I have updated the CDDA martial arts wiki pages with all the changes I have made. Thank you all for your feedback and support. Now get out there and beat some zed with your Karate quarterstaff! |
This issue has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/tips-tricks-and-newb-questions-reborn/16870/3039 |
Is your feature request related to a problem? Please describe.
This is a tracking issue for several up coming changes to the martial arts system. These are the following topics I want to address:
To go into detail on the 4th point, when #44533 was merged, it made all counters have a move cost instead of being completely free. This makes sense since it takes effort to make the counter attack. The idea of counters being "free damage" is ok for JRGPs but not for CCDA. However, this lead counters potentially stun-locking players with heavy weapons (#45138) and even after the fix, counters were still bad because they usually didn't have any extra benefits on them. In most cases, it would be better to attack normally rather than having the game force you to make a normal attack by countering. I tried to fix the costs (#51339) but I later learned that counters as we know them are going away.
The new system Kevin has in mind for counters is to have a dodge or block mark the enemy that caused it with an "opening" debuff. If an attack is executed on that enemy next turn, the attack will be a counter technique. This idea is still in the planning phase but I feel it is important to start moving the styles this direction now due to balance. This is a big change. You can't just remove counters and call it a day. While some styles used a counter as filler damage, others used counters as setups for more powerful techniques. Not to mention a few styles are built completely around counters. This change will require rewrites of several styles to prevent them from becoming unusable. After this update, it should be a lot smoother to move the styles over to this new counter system when it is implemented.
Describe the solution you'd like
I will go through every style in the base game and MMA mod and detail their changes, if any.
All of this is a work in progress. Freeback is appreciated.
No Changes
These styles have no changes pending.
Minor Changes
These styles are receiving minor updates. These styles should play roughly the same after their changes.
Bionic Combatives
Boxing
Brawling
Capoeira
Centipede Kung Fu
Eskrma
Fencing
Fior Di Battaglia
Judo
Krav Maga
Medieval Swordsmanship
Niten Ichi-Ryu
Pankration
Panzer Kunst
Pokken
Scorpion Kung Fu
Setting Sun
Shii-Cho
Silat
Soujutsu
Stone Dragon
Tai Chi
Wing Chun
Major Changes
These styles will receive significant updates that change they way the style is played.
Aikido
Weapons: bionic claws, nail knuckles, pair of brass knuckles, pair of steel knuckles, tiger claws
As a counter focused martial art, Aikido needed a heavy rewrite. All four counters have been converted to crit ok techniques. New OnBlock and OnDodge buffs have been added that enable the former counter techniques. To simuate Aikido's quick and smooth throws, all techniques have -70% move cost and the new buffs each give -10% move cost. Even with these changes, Aikido is still weaker than it was previously since the counter were free damage. To compensate somewhat Aikido Stance also gives 1.0 Dodging skill bonus and +2 block effectiveness. Intermediate Aikido and Advanced Aikido also have +1 block effectiveness each. Aikido is still a niche, "stay away from me" style but I think these changes still let it do its job effectively.
Crane Kung Fu
Having to remove Crane Kung Fu's counter made me realize the style isn't working correctly. I stated that Crane is the "most offensive, defensive martial art" but Tai Chi has that title. It has as more defense and damage than Crane. So I decided to go back to the drawing board on Crane Kung Fu. The new Crane still focuses on Dexterity and is amazing at dodging with a gimmick that all of its techniques require the OnDodge buff to use. But the techniques you gain give you full control over an enemy with decent damage. The downside is not only do you need to wait for a dodge, the damage isn't so good that it can handle high armored enemies. Against end game enemies, neither of you will be able to touch each other as they fail to hit you and you fail to get through their armor. If a crit DOESN'T damage something, you will not be able to kill it.
Dragon Kung Fu
Dragon Kung Fu had a lot of problems. I did my best during the rebalance but think I made the style too complicated and everyone ignored it. Now without the counters, it needs completely rewritten. The updated Dragon Kung Fu retains its focus on Intelligence. Instead of focusing on multiple setups, Dragon Kung Fu only has one. Dragon Strike required a Downed opponent and Dragon Tail will set that up. Dragon Wing and Dragon's Vortext are simple OnBlock and OnDodge buffs that give you bonus damage for a short time. The other new addition is the OnPause buff, Dragon Power which exists solely to make gaining Dragon Wing and Dragon's Vortex easier. The style doesn't have any direct group defense but you should be able to fight 2-3 enemies at once if you are skilled enough. I feel the style is much cleaner now and should be to everyone's liking.
Karate
Weapon Categories: Quarterstaves
I had been meaning to add staves as a style weapon to Karate for a while. I wanted to during the rebalance but the damage formulas made it difficult to use unarmed techniques while armed. In the end, I ignored changes involving that and did something else instead. The style weapons work with both buffs but the style only has a single weapon technique. I didn't want to bloat the style with too many techniques and risk overshadowing Bojutsu (#50010) by accident. Lastly, the style is still straight forward and easy to use with a new gimmick in Karate Kata. I know that people are going to ignore the unarmed side and only use weapons with Karate. But, you don't start out using a staff in Karate exclusively, you do unarmed training first. That's why you need Unarmed 3 to use Karate Kata. This way, you WILL have to put that staff down to learn Unarmed to get the most out of this style. As a result, this is a decent style that can carry you from beginning to end game by using it unarmed first and then with a good staff later on.
Leopard Kung Fu
Of all the styles I rebalanced, this is the one that always stuck out to me as being subpar and not fulfilling its purpose. In real life, Leopard Kung Fu is the speed version of Tiger Kung Fu. All offense using speed and little defense. I rebalanced the style with a "stalking cat" sort of theme but even that didn't pan out. Moving twice for 25% damage is bad. At best, you can start fights with it but doing in combat is not worth it at all. The new Leopard Kung Fu is a speed martial art that focuses on getting as many critical hits as possible. Dexterity boosts both damage and critical hit chance. You have three crit techniques to work with and they all do a variety of things. One requires you to crit once first before triggering but its the strongest attack in the style.
Lizard Kung Fu
I am proud that I made Lizard Kung Fu into a working style with the rebalance but it needs to be improved to make up for its gimmick. In the new version, walls are still important but you are not helpless without one. Without a wall, you will be missing half your buffs and your best technique. Your buffs are a good combination of offense and defense with a decent duration, allowing you to camp next to a wall for a good while before needing to refresh them. Lastly, Lizard Wall Dive has knockback, so you need to decide if it is worth leaving you wall to pursue and finish off your foe or wait for them to come back to you. That and Lizard's Leap will keep you from standing in one spot forever.
Ninjutsu
No matter how you look at it, Ninjutsu was overperforming. This is mainly due to the large damage bonuses on Sneak Attack and Assassinate with strong weapons (big weapons ALWAY cause this problem) so changing them were the key fixing the style. In truth, Sneak Attack should be affecting Critical Hit chance and not damage. I wasn't able to modify it during the reblance due to how complicated the critical hit formula was (seriously, go look at
Character::crit_chance
and tell me it isn't confusing) but now I can fix that problem. Aside from reducing Assassinate's damage, I also changed Asssassinate and Ninjutsu Takedown to use the newly created "Forbidden Buffs" attribute to prevent them from triggering outside of your first attack. The style is built on "alpha striking" an enemy, finishing them off, then backing off to repeat. Lastly, I updated Swift Strike by spliting it into a normal and a crit version with the crit requiring Loss of Surprise. This means that if you crit on your "alpha strike" it WILL be Assassinate/Ninjutsu Takedown and instead of Swift Strike by accident.Snake Kung Fu
I liked the way Snake Kung Fu played. Waiting to attack with a strong, precise strike is true to the CDDA world and snakes in general. However, the style was under performing badly due to armor penetration being worse than raw damage. It doesn't help the some enemies have A LOT of armor. To fix this, I updated to style to have twice the penetration. Furthermore, I moved the armor penetration away from Snake's Coil and replaced that effect with a stacking critical hit chance boost and block effectiveness. The style should perform better with these upgrades.
Tiger Kung Fu
Tiger Kung Fu is the "glass cannon" of the unarmed martial art styles. It should do the high damage but have no defense. Sadly, it hasn't been living up to that name. Part of the reason is because you had to "ramp up" the damage using Tiger Fury while other styles just started with more damage. While this is happening, you are getting hit and hurt waiting for Tiger Kung Fu to become good enough to fight with. If you can fully stack the Tiger Fury, you become dangerous but it was too much of a risk to do so. To fix this, all Tiger Kung Fu techniques now have a +25% damage bonus and Tiger Fury's damage bonus was reduced to 3 turns at +5% per stack. You get the same amount of damage overall but you have access to more damage sooner. I also added an Accuracy bonus to Tiger's Fury to offset any to-hit penalties you might get for taking damage while fighting. A new crit ok technique was added that gives the Armor Penetration bonus that the old OnCrit buff granted. In order to deal with groups better, Tiger Rampage is now a crit tech Wide AoE attack. These changes should help put the "cannon" back into the "glass cannon" that is supposed to be Tiger Kung Fu. Lastly, I made a small concession on the "glass" part by giving the style a Grab Break with the idea that holding down an angry tiger is really hard to do.
Toad Kung Fu
Losing the counters was bad, but I think Toad Kung Fu needed a fresh coat of pain in general. The style has always been a gimmicky martial art that people use for five minutes before moving on to something else. Having armor all the time IS strong but the style was lacking. The first thing you will notice about the new version is that the armor from the Static and OnPause buffs scale with Strength. This alone makes the style much more desireable. Pump up Strength to make yourself (nearly) invicible! Toad Smack and Toad Smash are your go-to techniques for damage. Nothing special but decent. Toad's Venom now gives +15% bash damage bonus and stacks 3 times which makes it useful in group combat if you block or get hit. Toad's Tongue was reworked to requiring Toad's Venom to trigger. It's meant to be used to "punish" your opponent for touching you. It lacks damage but you can use Toad's Tongue to get some breathing room by forcing the opponent to the ground quickly. This makes it more valuable in group combat by taking an enemy out of the fight for a few turns with a quick attack.
Viper Kung Fu
Viper Kung Fu had the same issue as Dragon Kung Fu, it needed a dodge to start its offense. And while I thought the three-hit combo was kinda cool, it was difficult to get it to work in practice. The new Viper Kung Fu is the "bully" of the unarmed combat styles. It attacks repeatedly, looking for a critical hit to stun the target and then unleashing really strong techniques once they are helpless. The downside to the style is all your defense comes from attacking so you need to make sure you are getting hits in and not being surrounded by foes.
Zui Quan
Just like Aikido, Zui Quan needed some serious changes to make up for the lose of its counters. The old version of Zui Quan worked by spreading damage across multiple attackers for free by risking themselves against a group. While Crane Kung Fu favors dodging to setup techniques to control a single enemy, the new Zui Quan uses rapid dodging to improve its damage output. Drunk Fist is an all purpose attack technique for the style. Drunken Dodging now improve damage on every successful dodge. Zui Quan Stance and Adanced Zui Quan's bonuses were raised to 20% as well.
New Attribute: Forbidden Buffs
This new attribute is the reverse of the Required Buffs attribute. If a listed buff is active on the player, a buff or technique with this attribute will CANNOT trigger. There are two version of this attribute: Forbidden Buff Any which prevents activation if ANY of the buffs are present and Forbidden Buff All which prevents activation if ALL the listed buffs are present.
Describe alternatives you've considered
Once again all of these are works in progress. Feeback is appreciated. There will mostly likely be changes as I playtest and implemented the updates.
PR Tracking List
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