Kaldeth wrote:Thank you dagrimreefah for the images. They dont help as much, since they dont show the combat bars

So I still dont know if I am bugged or if the client is showing the information properly.
My main issue with ranged combat (as melee combat just leaves me unconsious) is that it lacks visual aids on the action bars during combat to tell me that I am close to killing the target or if my attacks are futile and I am just wasting time and stones.
Okay, let me try to explain this with different words than last time, since you didn't see it, ignored it or simply didn't understand it last time.
Ranged attack ignores the defense bar. It doesn't matter if the enemy is at 100% defense or 0%, you deal the same damage with ranged attack. The ranged attack bypasses defense, but does not reduce it, that's why their defense stays at 100% no matter how much you attack them with ranged attacks.
You can see the red number indicating how much damage you dealt on the attack.
Your attack bar goes down when you use ranged attacks, but the attack bar has no effect on your damage either, that is simply to prevent people from using ranged and then melee right after that to deal a burst of damage (I believe that is the reason, it might be a completely different one, but either way, the important part is that the attack bar has absolutely no relation to ranged attacks. They deal the same damage regardless of your attack bar being at 100% or 0%).
Also, about being able to tell if the target is close to dead or not. You can never really know that, no matter if you are using melee or ranged attack. On melee combat, the defense goes down until it gets to 0, and after that, they start taking SHP damage until they get to 0 SHP damage, which gets them unconscious (in the case of players). After that, if you have the murder skill, you can hit them on the floor to start subtracting HHP damage. With animals, once they get to 0 SHP damage they die. However, you can't tell how much SHP they have remaining.
With ranged attack it's pretty similar, the difference being that you ignore their defense bar, so you always deal the expected damage, but you also cannot tell how close to dead they are, unless you know how much HP they have and subtract each of your hits.
I hope you can now understand, if you can't, I'm giving up on trying to explain.