Combat Crit: Archery

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Combat Crit: Archery

Postby LadyGoo » Tue Jan 24, 2017 9:38 am

The archery has been nerfed to 0 with the perc vs agility comparison change.
The base damage of a bow is 80 if you are at 100%. In actual fights, people never aim at 100%, but wait until 70% to shoot. I suggest to revert that change, but keep everything else (shield block).
So, here are some rough predictions for what would happen to archery during the mid-game, when it would be a few months to the world. Let's say people can make q 150 bows, that is:
at 100% aim-meter = 696 damage
at 90%, 563 - which is impossible to have in a real fight
at 70%, 341 - real fight scenario.

By that time the armor class of people would be around 350-400 ish.
So, in order to kill someone of 500 agi an archer of 1000 perc would have to shoot 8 times at 90% aim (impossible case, 8 seconds to aim). At 70% aim meter you would not do any damage. Moreover, if your oppenent got a shield, you'd be absolutely safe no matter what.

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Re: Combat Crit: Archery

Postby Potjeh » Tue Jan 24, 2017 9:48 am

Please don't bring back per increasing damage. Instead I'd rather see bow's base damage increased or ranger bows reimplemented.
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Re: Combat Crit: Archery

Postby ChildhoodObesity » Tue Jan 24, 2017 10:17 am

the best fix for archery is removing it from the game
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Re: Combat Crit: Archery

Postby LadyGoo » Tue Jan 24, 2017 10:19 am

The base damage increase then should be significant.
150 base damage for a bow then.

q150 bow, 1000 perc, 500 agi scenario.
967.5 = 100%
783.6 = 90%
474 = 70% actual fight scenario

Killing someone in 3 shot at 90% (8 secs to aim per each shot, impossible scenario unless the person crashes). Some minor damage at 70% and 0 damage to shield in front (arrows should damage the shield significantly as well)
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Re: Combat Crit: Archery

Postby Glorthan » Tue Jan 24, 2017 11:48 am

LadyGoo wrote:The base damage increase then should be significant.
150 base damage for a bow then.

q150 bow, 1000 perc, 500 agi scenario.
967.5 = 100%
783.6 = 90%
474 = 70% actual fight scenario


jorb wrote:Changed the damage calculation formula for bows. Bows now compare the shooter's perception against the target's agility. If the target's agility is higher than the shooter's perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.


Your calculations are wrong as you can never go above base damage no matter how high your perc-agi delta is.
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Re: Combat Crit: Archery

Postby LadyGoo » Tue Jan 24, 2017 12:17 pm

q 150 bow, including arrows.

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Last edited by LadyGoo on Tue Jan 24, 2017 12:25 pm, edited 1 time in total.
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Re: Combat Crit: Archery

Postby leanne69 » Tue Jan 24, 2017 12:21 pm

Glorthan wrote:Your calculations are wrong as you can never go above base damage no matter how high your perc-agi delta is.


This have nothing to do with per-agi delta.

Quality of bow and arrow still does increase damage with following formula :

damage = ( 80 * sqrt ( Qbow/10 ) + 100 * sqrt (qarrow/10)) * ( %aimbar )²

Arrow being either bone or metal.

She said 1000 per 500 agi to show damage of bow at its full potential, not lowered by the agility at all.
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Re: Combat Crit: Archery

Postby Glorthan » Tue Jan 24, 2017 12:43 pm

My apologies, I forgot about arrow damage and saw 150 base at 150q would be ~580. I assumed the difference was from however you calculated the (non-existent) perc bonus.

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Re: Combat Crit: Archery

Postby HasseKebab » Tue Jan 24, 2017 1:23 pm

LadyGoo wrote:So, in order to kill someone of 500 agi an archer of 1000 perc would have to shoot 8 times at 90% aim (impossible case, 8 seconds to aim). At 70% aim meter you would not do any damage. Moreover, if your oppenent got a shield, you'd be absolutely safe no matter what.


this sound completely reasonable, why would you get rewarded more than the non archer player for grinding just 2 skills on your char, and putting yourself at less risk.
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Re: Combat Crit: Archery

Postby LadyGoo » Tue Jan 24, 2017 1:29 pm

HasseKebab wrote:this sound completely reasonable, why would you get rewarded more than the non archer player for grinding just 2 skills on your char, and putting yourself at less risk.


Sounds like you do not quite understand how PvP works. Archers are always at risk, you always have to grind cards and at least UA on them. Last world people that were able to shoot would also use b12's. Nowadays even more, with the shields being able to block the arrows - archers have to be able to defend themselves in unarmed combat at the very least.

Concept-simply-is:
Rock-paper-scissors principle:
Rock - b12 berserkers. Good vs shieldman, but suffers from archers/spearmen.
Paper - archers/spearmen. Good vs b12 berserkers, but suffer from shieldmen that can get into a close distance with them.
Scissors - shieldmen. Good vs archers, but suffer from b12 berserkers.


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