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Crest of Cyrodil

Xvorg
Xvorg
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A simple question: what the heck is "melee dmg"?

http://prntscr.com/9s7rtk

physical Dmg? (like bow skill line?)
magicka Dmg? (like punct sweeps?)
close quarter dmg? (like Soul Harvest?)
ranged dmg? (like Flying blade?)

Please ZOs, enlighten me.
Edited by Xvorg on January 19, 2016 7:42PM
Sarcasm is something too serious to be taken lightly

I was born with the wrong sign
In the wrong house
With the wrong ascendancy
I took the wrong road
That led to the wrong tendencies
I was in the wrong place at the wrong time
For the wrong reason and the wrong rhyme
On the wrong day of the wrong week
Used the wrong method with the wrong technique
  • FlounderOG
    FlounderOG
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    Probably swords and ***.
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    Tavia Guest
  • Xvorg
    Xvorg
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    FlounderOG wrote: »
    Probably swords and ***.

    It is a problem that has not been addressed.

    In all fantasy gaming tradition, attacks are divided into 2 big groups

    Ranged
    Non-Ranged (Close Quarter)

    Then we have all those beautiful terms we have heard over the years: fire, ice, lightning, poison, disease, holy, psychic, magic, etc... and other 2 that are basically the same: projectile and melee. The difference is that the first is intrinsecally related to ranged attacks (arrows), while the second is intrinsecally related to CQ (swords, axes). To clarify MOAR, there's no ranged melee or non-ranged projectile.

    Basically, your defence for both is the same: armor/shield, while the other attacks do need a specific resistance (resistance to poison for example).

    You can turn the attack of any arrow into a ranged poison (or, to be more specific a ranged poison projectile) if you apply some kind of venom to the arrow (since ranged and projectile have become kind of a synonym during the years). Nevertheless, if you apply the same venom to a dagger, it will not become a poison attack per se, but a melee poison (thus, to do dmg, you should consider both, the specific resistance to poison of the enemy, and his armor).

    I have seen a lot of games using those rules over the years, and it works.


    Then we have ESO (which in-spite of respecting TES tradition, does things on his own... unfortunately)

    In ESO there's not such distinction between melee and projectile. We have physical dmg, magic dmg and elemental dmg. Physical dmg is covered by wearing armor, while magic AND elemental dmg are mitigated by spell resistance. At one side of that road, we have another 2 sources of dmg: disease and poison, which are mitigated by specific resistances (elemental, apart of being mitigated by spell res, also have some specific resistances), and it seems that both also have some mitigation based on armor, although I'm not sure. CPs does not help to clarify that since their dmg increase is grouped with magic (and that blows everyone's mind)

    So, we have a skill like poison arrow, which does poison dmg. No ranged element added, and that's OK (or kind of OK)

    But then we have this set which specifically talks about "melee dmg"

    If we consider melee as only weapon skills (except bows and staves) , then we should consider flying blade as melee, while destro clech, having a shorter "range" is considered a ranged attack. And if you add something like magnum shot in the bow line, then you should probably end up running in circles around your dinner table.

    But hey! There's MOAR, aaaand it has to do with class skills.

    Let's take surprise attack as an example. It does accomplish with all the conditions: it is a physical attack, it is done in close quarters, it display an animation of a guy tearing the torso of an enemy and it is mitigated by armor... right? But then we have his sister skill, concealed weapon, which is no longer a physical attack, but a magic one, and as such, it is mitigated by spell resistance.

    Even in-game lore does not mention melee

    Well, I think ZOs should clarify that, or at least give some insightful tool tip regarding those terms.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Ffastyl
    Ffastyl
    ✭✭✭✭✭
    Melee damage constitutes damage within 5m of the target, or standard attack range for swords, axes and maces. It may also count 7m as attacks with those same weapons also reach that far. However, it may also check the weapon being used in conjunction with the attack as I have not once gotten a Ravager proc (on Melee hit, like Crest) on Bow attacks within melee range.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Ffastyl wrote: »
    Melee damage constitutes damage within 5m of the target, or standard attack range for swords, axes and maces. It may also count 7m as attacks with those same weapons also reach that far. However, it may also check the weapon being used in conjunction with the attack as I have not once gotten a Ravager proc (on Melee hit, like Crest) on Bow attacks within melee range.

    So, melee = close quarter but for "some" attacks

    does the tooltip say "melee damage"?
    Edited by Xvorg on January 19, 2016 9:06PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • hrothbern
    hrothbern
    ✭✭✭✭✭
    Xvorg wrote: »
    FlounderOG wrote: »
    Probably swords and ***.

    It is a problem that has not been addressed.

    In all fantasy gaming tradition, attacks are divided into 2 big groups

    Ranged
    Non-Ranged (Close Quarter)

    Then we have all those beautiful terms we have heard over the years: fire, ice, lightning, poison, disease, holy, psychic, magic, etc... and other 2 that are basically the same: projectile and melee. The difference is that the first is intrinsecally related to ranged attacks (arrows), while the second is intrinsecally related to CQ (swords, axes). To clarify MOAR, there's no ranged melee or non-ranged projectile.

    Basically, your defence for both is the same: armor/shield, while the other attacks do need a specific resistance (resistance to poison for example).

    You can turn the attack of any arrow into a ranged poison (or, to be more specific a ranged poison projectile) if you apply some kind of venom to the arrow (since ranged and projectile have become kind of a synonym during the years). Nevertheless, if you apply the same venom to a dagger, it will not become a poison attack per se, but a melee poison (thus, to do dmg, you should consider both, the specific resistance to poison of the enemy, and his armor).

    I have seen a lot of games using those rules over the years, and it works.


    Then we have ESO (which in-spite of respecting TES tradition, does things on his own... unfortunately)

    In ESO there's not such distinction between melee and projectile. We have physical dmg, magic dmg and elemental dmg. Physical dmg is covered by wearing armor, while magic AND elemental dmg are mitigated by spell resistance. At one side of that road, we have another 2 sources of dmg: disease and poison, which are mitigated by specific resistances (elemental, apart of being mitigated by spell res, also have some specific resistances), and it seems that both also have some mitigation based on armor, although I'm not sure. CPs does not help to clarify that since their dmg increase is grouped with magic (and that blows everyone's mind)

    So, we have a skill like poison arrow, which does poison dmg. No ranged element added, and that's OK (or kind of OK)

    But then we have this set which specifically talks about "melee dmg"

    If we consider melee as only weapon skills (except bows and staves) , then we should consider flying blade as melee, while destro clech, having a shorter "range" is considered a ranged attack. And if you add something like magnum shot in the bow line, then you should probably end up running in circles around your dinner table.

    But hey! There's MOAR, aaaand it has to do with class skills.

    Let's take surprise attack as an example. It does accomplish with all the conditions: it is a physical attack, it is done in close quarters, it display an animation of a guy tearing the torso of an enemy and it is mitigated by armor... right? But then we have his sister skill, concealed weapon, which is no longer a physical attack, but a magic one, and as such, it is mitigated by spell resistance.

    Even in-game lore does not mention melee

    Well, I think ZOs should clarify that, or at least give some insightful tool tip regarding those terms.

    Riddles are fine for quests

    but not for game mechanics

    Agree that ZOS should just mention on the tooltip whether an ability is melee

    just add 7 positions to all relevant tooltips: "(melee)"

    The current intransparency is needlessly to the disadvantage of casual players !

    @ZOS ???
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
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