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Treeguards and axes


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The trailer randomly popped out on my youtube and, while watching it, i noticed that Wilson and Willow are trying to kill a Treeguard by using axes. Now .. does this really work in the  game? Do axes REALLY do extra damage against tree guards?

Shouldn't Lucy do extra damage against treeguards? I know it's just a small thing but i would really like to have axes do more damage to a treeguard

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this is not fighting game where the type of damage matters (like you can see in many fighting\pvp based like dark souls or chivalry), as well as hitting different spots, although that'd be a huge upgrade to ds(t) fight mechanics [also considering frost\fire\(dark)magic damage]

7 minutes ago, brbrmensch said:

this is not fighting game where the type of damage matters (like you can see in many fighting\pvp based like dark souls or chivalry), as well as hitting different spots, although that'd be a huge upgrade to ds(t) fight mechanics [also considering frost\fire\(dark)magic damage]

Well the type of damage MATTERS in the fight against Klaus (Red deer can't be hit by a Fire Staff and so on) , bees will do little damage to anyone wearing a beekeeper hat , Wet enemies will get destroyed by an high damage morning star

AND YET chopping down a tree with an axe is less effective than  scratching it with a.. piece of.. ham (?) 

About the video, it is just deceiving for a trailer to show your characters fighting trees with an axe that deals 27 damage making you swing over 129 times against a Tier 3 Treeguard..!

@Onetel21 good remarks, although you mostly talking about element effects and with that we should also remember the toadstool with rising resistance and latest gunpowder update, but still none of that are the mechanic i was talking about

i don't actually think the game needs separating slash\thrust\strike types of damage, but some tweaks like chopping treeguards would be nice [and also pretty logical]

i won't even mention spear animation :D

1 minute ago, Arlesienne said:

I only know the werebeaver does more damage to "wood things". I guess the axes in the video were there as they got ambushed while chopping wood and quickly weaponised their tools.

That's new .. o_o" i need to try that out! thanks for pointing that to me. I always avoid werebeaver form unless i need to remove all the roots from the trees i chopped down before replanting everything!

And .. yeah... about being ambushed.. they managed to spawn a Treeguard on day 2 (which is probably the only time you won't be having a spear with you because you are still exploring). That's some bad RNG over there :wilson_sneaky:

1 minute ago, brbrmensch said:

@Onetel21 good remarks, although you mostly talking about element effects and with that we should also remember the toadstool with rising resistance and latest gunpowder update, but still none of that are the mechanic i was talking about

i don't actually think the game needs separating slash\thrust\strike types of damage, but some tweaks like chopping treeguards would be nice [and also pretty logical]

i won't even mention spear animation :D

the Mod "Shipwrecked characters" allows you to play as woodleg in DST with a new weapon : the lucky cutglass. Despite it looking like a totally normal weapon, it will deal 20 extra damage to merms, despite it having the same animation of any other weapon.. It's not about weapon type of "attack" like in a fighting game, it's very easy to implement as an extra feature for everyone that studies informatic! :wilsondisapproving:

1 minute ago, Onetel21 said:

That's new .. o_o" i need to try that out! thanks for pointing that to me. I always avoid werebeaver form unless i need to remove all the roots from the trees i chopped down before replanting everything!

And .. yeah... about being ambushed.. they managed to spawn a Treeguard on day 2 (which is probably the only time you won't be having a spear with you because you are still exploring). That's some bad RNG over there :wilson_sneaky:

the Mod "Shipwrecked characters" allows you to play as woodleg in DST with a new weapon : the lucky cutglass. Despite it looking like a totally normal weapon, it will deal 20 extra damage to merms, despite it having the same animation of any other weapon.. It's not about weapon type of "attack" like in a fighting game, it's very easy to implement as an extra feature for everyone that studies informatic! :wilsondisapproving:

No problem, I just looked into tuning.lua and it says "extra damage to wood things" or something like that.

10 minutes ago, Arlesienne said:

No problem, I just looked into tuning.lua and it says "extra damage to wood things" or something like that.

It works, Woodie does 49~55 (not sure which of the two values is correct) damage to every treeguard in werebeaver form.. sadly due to both sanity drain types he will end up losing a total of 120 sanity during the fight, which he can regain by planting ~20 cones. Worth mentioning that

• the Ham Bat is easy to craft and deals 49 damage as well

• Woodie attack animation will slow down a lot when attacking something (as slow as a normal character attacking)

So there is literally no benefict to choosing Beaver form over a normal Ham bat when you need to fight a tree guard :wilson_cry:

37 minutes ago, Onetel21 said:

It works, Woodie does 49~55 (not sure which of the two values is correct) damage to every treeguard in werebeaver form.. sadly due to both sanity drain types he will end up losing a total of 120 sanity during the fight, which he can regain by planting ~20 cones. Worth mentioning that

• the Ham Bat is easy to craft and deals 49 damage as well

• Woodie attack animation will slow down a lot when attacking something (as slow as a normal character attacking)

So there is literally no benefict to choosing Beaver form over a normal Ham bat when you need to fight a tree guard :wilson_cry:

It's only fair, large chunk of ham=large living chunk of ham

Well well, I'd be fine if axes were to deal more dmg to treeguards, but they are not made of wood. There's meat in that monster and there is living logs, what ever living logs are... 

However, I really like the way you need to chop down poison birchnut trees with a classic 15 swings.    15 very hazardous swings

8 hours ago, Onetel21 said:

It's not about weapon type of "attack" like in a fighting game, it's very easy to implement as an extra feature for everyone that studies informatic! :wilsondisapproving:

you either make multiplier for each group of targets like the mentioned one BEAVER_WOOD_DAMAGE (+ other groups for example: flesh, insects, wood, mech, scaly, [not a] rock, shell and so on) and then you manually pick where which damage to apply or you make more generic way with type-resistance relations

4 hours ago, The Curator said:

Clearly making it so that axes deal extra damage to enemies made of wood, and pickaxes deal extra damage to enemies made of rock, would turn this game into an RPG.

Too much realism, needs nerf.

but it's not a rock!

anyway, i'd love those tweaks no matter how the would be coded, i'd even craft a pick/axe for fashion

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