Weapon talk : Heavy blunts



  • Powerful One and Two handed blunts weapon only available for Knights, slow but has a capability to instantly kill most of the classes.

    Warhammer

    ! Warhammer
    ! Attack style, Damage, Type, Force, Windup, Combo, Release, Recovery and W+R+R.
    ! Attack1 : 75 Blunt F: 225 = 0.45/0.6/0.5/0.75 = 1.7
    ! Attack2 : 80 Blunt F: 225 = 0.45/0.65/0.5/0.75 = 1.7
    ! Attack3 : 35 PierceBlunt F: 225 = 0.45/0.55/0.4/0.65 = 1.5
    ! Reach : 22
    ! Fact :

    Maul

    ! Maul
    ! Attack style, Damage, Type, Force, Windup, Combo, Release, Recovery and W+R+R.
    ! Attack1 : 100 Blunt F: 400 = 0.7/0.85/0.6/1.2 = 2.5
    ! Attack2 : 125 Blunt F: 225 = 0.7/0.85/0.6/1.2 = 2.5
    ! Attack3 : 40 Blunt F: 400 = 0.6/0.85/0.5/0.08 = 1.9
    ! Reach : 40
    ! Fact : One hit kills Archers, Man-at arms and Vanguards to head.

    Grand Mace

    ! Grand Mace
    ! Attack style, Damage, Type, Force, Windup, Combo, Release, Recovery and W+R+R.
    ! Attack1 : 80 Blunt F: 325 = 0.525/0.75/0.6/0.9 = 2.025
    ! Attack2 : 100 Blunt F: 325 = 0.525/0.75/0.6/1.1 = 2.025
    ! Attack3 : 55 Blunt F: 325 = 0.6/0.75/0.5/0.75 = 1.85
    ! Reach : 54
    ! Fact : One hit kills Archers to head.
    Balance discussion.

    Weapon damage value dedicated for the weapon talk threads can be found here:
    https://docs.google.com/spreadsheet/ccc?key=0Ami8d_HZmYHsdDRzc1Byb3ItVWNXSFR1SURHN29TZnc#gid=82

    Weapon talk : URL Threads
    http://www.chivalrythegame.com/forums/viewtopic.php?f=7&t=14535

    Up to date change suggestions:
    Date: Sun Jun 09, 2013 3:13 am

    ! Warhammer:
    ! Attack1 Windup 0.45>0.4, Release 0.5>0.45, Recovery 0.75>0.675 and Base damage 75>70
    ! Attack2 Windup 0.45>0.475, Recovery 0.75>0.675
    ! Attack3 Windup 0.45>0.4, Reocvery 0.65>0.6 and Type PierceBlunt>Blunt
    !
    ! Maul:
    ! Attack1 Windup 0.7>0.725, Combo 0.85>0.825 and Recovery 1.2>1.1
    ! Attack2 Windup 0.7>0.75 and Combo 0.85>0.875
    ! Attack3 Combo 0.85>0.75
    !
    ! Grandmace:
    ! Attack1 Windup 0.525>0.575, Base damage 90>85 and Type Blunt>PierceBlunt
    ! Attack2 Windup 0.5>0.675, Base damage 100>99 and Type Blunt>PierceBlunt
    ! Attack3 Windup 0.6>0.525, Combo 0.75>0.7 and Type Blunt>PierceBlunt



  • Ah … guess I should have read the title more closely. ;)

    I’m impressed by any player who can use the Grand Mace effectively.



  • Weapon change suggestions:

    Warhammer:
    Attack1 Windup 0.45>0.4, Release 0.5>0.45, Recovery 0.75>0.675 and Base damage 75>65
    Attack2 Windup 0.45>0.475, Recovery 0.75>0.675 and Base damage 80>85
    Attack3 Windup 0.45>0.4, Reocvery 0.65>0.6 and Type PierceBlunt>Blunt

    Maul:
    Attack1 Windup 0.7>0.775 and Recovery 1.2>1.1
    Attack2 Windup 0.7>0.8 and Combo 0.8>0.875
    Attack3 Combo 0.85>0.75

    Grandmace:
    Attack1 Windup 0.525>0.55, Base damage 90>85 and Type Blunt>PierceBlunt
    Attack2 Windup 0.5>0.6, Release 0.6>0.55 and Type Blunt>PierceBlunt
    Attack3 Windup 0.6>0.525, Combo 0.75>0.7 and Type Blunt>PierceBlunt

    Spreadsheet for Weapon Talk :
    https://docs.google.com/spreadsheet/ccc?key=0Ami8d_HZmYHsdDRzc1Byb3ItVWNXSFR1SURHN29TZnc#gid=82

    I decided to raise Grandmace and Maul Windup a little bit to make them not too simular with other weapon wind ups, I also buffed their Attack3’s speed and combo to make it more capable as a Flincher / Finisher.

    Warhammer’s base damage of 85 will revoke its ability to two hits to kill a Knight to the Body, but the Warhammer has already a fairly weak range so good players should know how to avoid this one.



  • Warhammer, I really used this weapon a lot as a newbie. It’s like a 1handed grandmace though in my opinion as it can two hit every class, I think it’s fairly OP in that matter although you have to get up close and facehug with it for it to have any effect. It’s a formidable noobslayer though.

    Maul, I kinda like it, it’s slow, lotsa damage and probably one of teh more balanced weapons in the game.

    Grandmace I’ve been using this weapon a lot lately, it’s probably my favourite among all the knightweps. it takes two hits to kill every class, might sometimes take 3 hits to kill knights if you hit their legs. it’s fairly short and quite fast, I like it but sometimes it feels a bit OP that two bodyshots takes down a knight although it looks like an anti knight weapon.



  • Warhammer: Tiny 1H mini-mace which forces you to facehug which breaks blocking and can 2-shot a knight. Typically used by newbies trying to get unlocks but even then it’s still deadly because the LMB spam they tend to do has to be avoided almost completely because any missed parry will probably kill you because it can 2-shot a knight. Very OP and needs some tweaks.

    Maul: Lol no.

    Grand Mace: Better than the maul in every single way. Faster, longer, hits for nearly the same damage.



  • Warhammer is my favorite of the three as it’s not a fantasy weapon. It’s the real deal.
    It’s power doesn’t need a nerf as it’s range is so short, you have to be a fool to go toe to toe against a warhammer.
    Although if you were to argue for a damage nerf, I’d suggest a faster wind up/release time.

    Maul is as disgusting as the double-axe, fantasy trash.

    Grand Mace is another fantasy-esq weapon that looks silly and impractical though a bit more practical than a 50lb slab of steel on a stick.



  • Warhammer:
    Attack1 Windup 0.45>0.4, Release 0.5>0.45, Recovery 0.75>0.675 and Base damage 75>70
    Attack2 Windup 0.45>0.475, Recovery 0.75>0.675
    Attack3 Windup 0.45>0.4, Reocvery 0.65>0.6 and Type PierceBlunt>Blunt

    Maul:
    Attack1 Windup 0.7>0.775 and Recovery 1.2>1.1
    Attack2 Windup 0.7>0.775 and Combo 0.8>0.875
    Attack3 Combo 0.85>0.75

    Grandmace:
    Attack1 Windup 0.525>0.575, Base damage 90>85 and Type Blunt>PierceBlunt
    Attack2 Windup 0.5>0.675, Base damage 100>99 and Type Blunt>PierceBlunt
    Attack3 Windup 0.6>0.525, Combo 0.75>0.7 and Type Blunt>PierceBlunt

    Updated



  • Grand mace doesn’t 1 hit maa in the head.

    Why does Maul need a nerf? It most definitely doesn’t.



  • @wildwulfy:

    Fact : One hit kills Archers and Man-at arms to head.

    Ouch, I accidently fooled myself to believe so without realizing that I had changed the Attack2 Type from Blunt>PierceBlunt, PierceBlunt will deal 100 damage to Man-at arms head.



  • Wants to nerf the maul
    Is a major idiot



  • @wildwulfy:

    I also buffed their Attack3’s speed and combo to make it more capable as a Flincher / Finisher.

    I did say it in another thread, but I feel the need to do it again.
    Please dont make all the bad stabs quick finishers, some weapons should just have a terrible stab you would never use.



  • The grand mace’s windup times on the slash should be .625 not .525. the Poleaxe’s slash windup time is .5 but you also need to remember the poleaxe has a very weak slash and it 3 hit kills knights so it’s kinda like the poleaxe’s quick attack like the stab for most blunts and axes whereas the grand mace’s slash is not weak, it actually does 2 hit kill knights with body hits and like all slashes they can hit multiple enemies more easily. The grand mace overhead should be .6 instead of .5 because .5 is the same as the SoW’s overhead windup which is just stupid honestly, Being able to 2 hit kill a knight with a windup as quick a the second fastest 2H knight weapon. A .6 windup on the overhead will tie it with the poleaxe(where it should be).



  • Also, the maul NEEDS to be able to 1 shot MaA to the body but not knights to the head, you’s have to do some customized damage values for 1 shotting MaA to the body with an overhead but you gotta do it. Lastly, the maul DOES NOT need longer windups at all.



  • The idea was to increase both Grand Mace and Maul’s windup to make them not too simular to other weapon speeds, now with the current Maul changes, I’d say its pretty viable for one-hit kill on Knights now.



  • Well sure I guess if you let the maul one hit knights then the speed nerf would be okay but considering it is doubtful TB would so such a glorious thing, the speed nerf is nothing but uncalled for and since you have fletch on the balance council(a formal clanmate of mine but a friend nonetheless and since I use the maul in certain TO games) it ain’t gonna happen lol.



  • @Alyx:

    Warhammer is my favorite of the three as it’s not a fantasy weapon. It’s the real deal.
    It’s power doesn’t need a nerf as it’s range is so short, you have to be a fool to go toe to toe against a warhammer.
    Although if you were to argue for a damage nerf, I’d suggest a faster wind up/release time.

    Maul is as disgusting as the double-axe, fantasy trash.

    Grand Mace is another fantasy-esq weapon that looks silly and impractical though a bit more practical than a 50lb slab of steel on a stick.

    I agree that both the double axe and maul are silly fantasy weapons however…

    The image below is from the Morgan bible, a 13th century manuscript known for it’s historically accurate depictions of military gear.

    Check the guy on the far right, he clearly has a weapon very similar to the grand mace:



  • TY, I knew it wasn’t a fantasy weapon but I didn’t have concrete proof ;) Can you find out if the maul was a legit weapon too? I think it was.



  • Why isn’t the pole hammer in this discussion? Its a slow blunt weapon.



  • @giantyak:

    Why isn’t the pole hammer in this discussion? Its a slow blunt weapon.

    The polehammer is probably a polearm because it’s similar to the other polearms and it’s in the vanguard class. Also, every three weapons or so have their own catagory in their specific class, for example all the blunt weapons are not in one single catagory because they are in different classes like te one handed blunts and heavy blunts are split up but the warhammer is a one handed blunt you might say but it’s also a knight class primary. Also, the cudgel is a one handed blunt but thats an archer, MaA and vanguard secondary whereas the one handed blunts are all MaA primaries and knight secondaries that are unlocked consecutively after one another.



  • Warhammer:
    Attack1 Windup 0.45>0.4, Release 0.5>0.45, Recovery 0.75>0.675 and Base damage 75>70
    Attack2 Windup 0.45>0.475, Recovery 0.75>0.675
    Attack3 Windup 0.45>0.4, Reocvery 0.65>0.6 and Type PierceBlunt>Blunt

    Maul:
    Attack1 Windup 0.7>0.725, Combo 0.85>0.825 and Recovery 1.2>1.1
    Attack2 Windup 0.7>0.75 and Combo 0.85>0.875
    Attack3 Combo 0.85>0.75

    Grandmace:
    Attack1 Windup 0.525>0.575, Base damage 90>85 and Type Blunt>PierceBlunt
    Attack2 Windup 0.5>0.675, Base damage 100>99 and Type Blunt>PierceBlunt
    Attack3 Windup 0.6>0.525, Combo 0.75>0.7 and Type Blunt>PierceBlunt

    Maul speed slightly faster.


Log in to reply