I thought I should start posting updates of what I got done, when I get something done. Even if they might be boring, it keeps me focused.
So I finished tweaking the 1st person damage formula, I really like it now. It?s crazy looking at you own scripts after a break, it took a couple of hours for me to believe they did what they were supposed to, I guess I have take them as some of my best scripts ever. I didn?t even remember I had ducking and criticals already so well included, I must have been really drunk when I wrote all that. Seriously it?s often a good thing.
The damage when striking from the horseback, totally stationary, is now exactly equal to normal quick attack, weapon condition, skills, gamesettings etc all accounted for. The attacks take time equal to powerattack, sure, but it?s also a more cumbersome position and the damage should come from clever use of the horse instead.
So, simply turning the horse when you slash gives you nice bonuses. My weapon damage was 26, I was able to up it around 40 points when turning the horse in place and using the momentum to boost the slash. I then managed to get a somewhat perfect slash from the side at absolute full speed with an Imperial horse, upping the damage to a whopping 120 points. Thrusting at full speed, perfectly angled straight ahead would give maybe some 40 points more.
My test target was stationary, it?s very hard to get a perfectly aligned full charge hits in when the NPCs keep running at you. In practice the riding speeds tend to stay much lower when aiming and timing the hits and the the clever angling of the horse to use the turning speed to your benefit makes it all very interesting.
Also these figures where before armor and damage resistance, but all in all combining the speed and turning speed offer a possibility to critical-like perfect hits which make the damage vastly higher than on foot, while the overall combat on horse is tricky and the typical damage changes between quick attacks and powerattacks, depending on how good you are.