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Tejj
Registered User
Posts: 6
(1/20/03 1:49 pm)
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Ram health
Looking for others who may have more accurate information on ram health...

I have been trying to discover the rough health points of an ironwood ram. In same-realm duels you cannot hit the rams, as apparently it still considers them to be your friendly realms.

Over the weekend I had the opportunity to use a ram agaisnt an enemy ram. We were defending Dun Scathaig against superior numbers after being pushed back from Dagda. Feeling the rams would not find a use on Dagda on that day, I was able to place a ram on their second door ram (sticking through the doors) and utilize the corpse summoner there to try repeated attempts.

An 96% ironwood ram used agasint an enemy ironwood ram was doing the same damage normally seen against typical doors: 650-660 per hit. While hard to determine the amount of spell damage other people hitting the ram were doing, a strike for 650 seemed to do about 8%-10% damage to the enemy ram. I am currently hypothizing that ironwood rams thus have about 6750-7000 hits.

This was important info for me, as in defense I have often preferred treb bullets over stones because they tended to do 46 dam to enemy rams instead of the stones/ice 23 dam. However, now knowing the health we can extrapolate a few things.

One treb firing at an unrepaired (unlikely) ram on a door every 40 seconds would take 146 bullet shots to destroy the ram, or about 97 minutes. The unrepaired ram would have decayed after just 12 minutes (minus damage add). Taken another way, in a realistic battle it would take a gross of trebs all firing simultaneously to knock out an ironwood ram with no chance to repair. Even the strongest ram operator would be killed by only 10 trebs firing simultaneously, but obviously anyone could step up and take their place.

Obviously, knocking out rams with a treb in defense is not really a consideration. I suppoe I will refocus back on the operator themselves.

Knocking out a ram on an inner door with 5 rams inside would prove to be a more viable possibility. Considering the opponent ram operator attempts 4 second repairs during the 6 second arming sequence, you would eventually drive any but the most practised ram operator to give up swinging at the doors and just keep the ram repaired.

Has anyone else got any more accurate or even anicdotal evidence on the amount of hits an ironwood ram has?

Toast In The Machine
Master
Posts: 522
(1/21/03 11:50 am)
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Re: Ram health
I've rammed other rams to death, basically solo. I seem to recall it being a fairly quick process, lasting a minute or two tops. (750 damage every 5-6 seconds)

Ygrane, Cleric of Tristan, 1130+ Armocrafter
Yellow Cab, Minstrel of Tristan
Ygrane, Healer of Guinevere
Palla, Spellcrafter of Guinevere

Illyanna
Assistant
Posts: 109
(1/21/03 4:03 pm)
Reply
Re: Ram health
Your conclusions are fairly accurate.

There are several other considerations:

1. Trebuchets are intended to kill people not rams. Ballistas are supposed to be the ram killers - expect changes upcoming to reflect this.

2. Many ram operators do not have the wood skill needed to repair their own rams. Many ram operators don't have the experience to know that repairs are vital to making them last. Of course some operators do repair and sometimes there is a designated Repair person as part of the crew.

3. The original Theurgist Siege bolt could one shot a repaired ram. I think it did about 6000. It was reduced in power before it got off Test. I think it does about 1500 now - which is 1/4 ram health. iirc

Currently the best anti-ram techniques are 1) Kill the operators, 2) Hope they have an inexperienced operator/repairer and melee/ram it do death (works only on inner door).

Hopefully changes to Ballista mechanics will make building a ballista a viable option for both attackers (against trebs) and defenders (against rams). Mostly a defensive option since you can count on rams showing up more than trebs.

Tejj
Registered User
Posts: 8
(1/21/03 5:58 pm)
Reply
Re: Ram health
Thank you Toast.
Illyana, you tease....thank you for the info!
Looking forward to the future.

Rhianidd 
Senior
Posts: 440
(1/22/03 5:20 pm)
Reply
ezSupporter
Re: Ram health
IIRC, Ram vs Ram is supposed to be an exploit.

Rhi

Toast In The Machine
Master
Posts: 529
(1/22/03 9:31 pm)
Reply
Re: Ram health
Doh! Got any official looking links on that Rhi, or was that just a CSR that told you?

Ygrane, Cleric of Tristan, 1130+ Armocrafter
Yellow Cab, Minstrel of Tristan
Ygrane, Healer of Guinevere
Palla, Spellcrafter of Guinevere

Illyanna
Assistant
Posts: 112
(1/23/03 12:48 pm)
Reply
Re: Ram health
Ram vs. Ram is probably not intended but it's the only viable siege vs. siege at the moment. Apparently rams vs. mobs was an exploit (no longer can target mobs) as was catapults vs. mobs (no exp from siege kills on mobs).

Much like how Lord Room PBAE defenses weren't what they had in mind but they won't change it until there is an alternative (GTAE does this somewhat).

The operating expoit definition does not include Ram vs. Ram as the Ram operator is accessible.

Personally I'm surprised Ram vs. Ram is still viable since you don't need the ram to even touch the gate anymore. The range is farther than people expect (except the BG1 (maybe 2&3) siegemaster rams - these haven't been fixed yet).

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