A look at Ranged Combat (Warning Lots of Math)

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A look at Ranged Combat (Warning Lots of Math)

Postby cloakblade » Mon May 02, 2011 12:40 am

This post came about why I was talking with a villager about the effectiveness of archery. He's more experienced than me but I was sceptical of whether or not it would work.

He said that a Ranger's Bow is still a power house and that it can break through a fully equipped Hearthling's Armor and do damage to them.

Here are my number's:

Steel Helm 50/25
Plate Armor 150/75
Soldiers Gauntlets 15/10
Rangers Boots 15/15
Vapntreyiu 10/10
Leather Pants 25/25

The rest don't matter.

Lets assume everything is q40 and the leather is q90 (maybe a little lower or higher but 90 is an easy number)

The total would be: 100/50 + 300/150 + 30/20 + 30/30 + 20/20 + 75/75 = 555/345 (900 total)

Lets assume you have the same agility as your opponent and you have a 40q ranger's bow and 90q arrow.
Your max damage is 660 and your minimum damage is 330. Assume that the rng is based off a flat randomizer we can average these to find the average damage per shot:
495.
If we apply martial Personal beliefs then the damage is: 792 max and 594 average.

Your average shot won't break their reflection. Even your max damage won't break all their armor.

Lets assume higher numbers:
79q metal armor (2.8 multiplier) a 2.8 multiplier, The pants are of course the same, the Vapntreyui are 90 and the Ranger Boots are 90.

That's 140/70 + 420/110 + 42/28 + 45/45 + 30/30 + 75/75 = 752/358 (1110 total)

Now lets assume you have a 90q Ranger's Bow and 123q Bone Arrow (3.5 multiplier).
Your max damage will be: 970 damage and lets say you have you equal perc to their agl. The minimum damage is: 485. The average is: 727.5. Which will break the reflection but not the armor's absorption. Your max damage won't break it either.
With Full Martial that's: 1164 max (enough to break) and 873 average.

Upping your perc will only cause the damage to become more stable but not increase beyond your max damage.

If someone has better numbers I'll gladly calculate them.
Last edited by cloakblade on Mon May 02, 2011 7:46 pm, edited 2 times in total.
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby novaalpha » Mon May 02, 2011 1:25 am

cloakblade wrote:and the leather is q200


facepalm
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby MagicManICT » Mon May 02, 2011 2:05 am

Had q30 steel out of my first batch.... Get a good kiln, smelter, finery forge, charcoal, and steel crucible, and it's pretty easy to get q30+ steel. We're not even talking getting down to the 2nd, 3rd, or even 5th level yet.
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby cloakblade » Mon May 02, 2011 3:18 am

novaalpha wrote:
cloakblade wrote:and the leather is q200


facepalm


You know I always fuck something up with my math but that why I post on the forums let me fix it. What about 160q (for evenness too).


And about the metal: The higher q the metal the more it hurts the ranger's bow so if those numbers are low I don't mind it as much. And its good to know that the ore q is that fast at growing.
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby Sevenless » Mon May 02, 2011 5:43 am

Pretty much the answer is... yes? Frankly, your average combatant will be able to wield armor that you can't break through with a ranger's bow. That's not even considering aiming speed. You need some serious marksman and arrows to aim fast enough to hit a moving human.

TLDR; Rangers bow is good for hunting and rangering retards with HF's in the open. Maybe sniping gate alts and badly armored chars. But generally speaking this game is about hand to hand combat. The situations where the numbers add up this way are vastly more than where ranger's bow is useful, but trying to number crunch all the possibilities is a little pointless.
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby novaalpha » Mon May 02, 2011 5:58 am

Marksmanship and bows are efficient for killing unarmored and light armored targets.

And there are A LOT of such targets, everywhere.

The point of this thread is moot.
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby cloakblade » Mon May 02, 2011 6:03 am

novaalpha wrote:Marksmanship and bows are efficient for killing unarmored and light armored targets.

And there are A LOT of such targets, everywhere.

The point of this thread is moot.


My friend was talking about an actual combat environment, maybe the archer is on the side lines but even then he can't break the armor. Though I do agree there are enough light armor targets to make it a worthy goal but I don't think is enough of one to get it above say 100 maybe 200.
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby DatOneGuy » Mon May 02, 2011 6:16 am

Marksmanship can still be effective.
I'll post tomorrow with some numbers that can work to make it very effective. I'm very tempted to simply do it today, but -yawn- tired.

Getting past absorb alone is pretty good. Tactics for UA+Marksmanship can vary big time, the biggest thing to worry about is keeping your RBow/Arrows high as possible so that you can shoot within a reasonable speed range.

If you can find the iron/steel, spiralling is still possible.
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby Windforce » Mon May 02, 2011 6:24 am

Are we taking into account 20% more Dmg from Full Martial ?
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Re: A look at Ranged Combat (Warning Lots of Math)

Postby cloakblade » Mon May 02, 2011 7:40 am

Windforce wrote:Are we taking into account 20% more Dmg from Full Martial ?


Does this come into play with Ranged attacks if so I'll edit my whole post. And that's kind of awesome.

And I'd love to see the build DoG. I was mildly interested in building a archer early this world but then decided to go against it.

Is the best way to get lots of High Q bones with chickens (for massive supply) and bears. And remind me how does metal spiraling happen?
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