This thread is the end result of a conversation over skype between me, Noaah, Patchouli Knowledge and xXGhostxX.
Before I get started, I've done a search and come up with 1 thread Nao made back in April, which was on the same track except the the core principals to his changes were different. Please excuse me if it was more reasonable for me to post this within that thread, instead of it's own separate one.
The Problem
Ranged combat is an on and off thing in PvP, with the main issue being that it either does a lot, or none, with no ground in between. The effectiveness of ranged combat is measured by if the opposing player has or does not have armor equipped. In engagements between 2 parties of high-end players, range has little to no purpose. Example being that a combo of a Q125 rbow and Q150 bone arrows wouldn't harm someone with armor equivalent in level which as 1500+ AC, in combination with 600+ hp.
What Can Ideally be Changed
Creating the possibility for a middle ground. A way of damage being dealt scaling between different tiers of AC, so it doesn't become a hit or miss thing. In other words, make it so it isn't some flat damage, since tweaking straight numbers doesn't scale in between different "tiers" of fighting.
The Solution
Armor Penetration.
How Armor Penetration is implemented is where it gets interesting. Going with that same model of someone using a Q125 rbow and Q150 bone arrows, full martial against someone with 1500AC, and around 600 hp.
A Quality 125 Ranger's Bow deals a base hit of 1060 damage, or 1272 at full martial.
A Quality 150 Bone Arrow adds an extra 77 damage, 92 at full martial.
Total: 1137 damage, or 1364 damage at full martial.
Possible ways to implement penetration:
There were 2 major ideas to how ranged penetration could work:
1. The damage arrows deal have full penetration, only when shot from a ranger's bow
2. There is a base penetration of all damage, combined with a high percentage of arrow penetration
In Depth
Note: All calculations are assuming max damage
1. This concept surrounds the idea that when using a ranger's bow, the damage the arrow deals has a 100% bypass of all armor class.
With the numbers above, 72 of 1137 damage would bypass (8 hits to knock out), or 92 of 1364 (7 hits to knock out)
Another important aspect of this idea is that it adds emphasis to maximizing the use for higher quality arrows, instead of the primary use being making sure they don't cap the EML
2. This concept still puts effort on the ranger's bow still mattering, giving 5% penetration to bow damage, and 80% penetration to arrow damage.
With the numbers above, 114 damage would bypass (6 hits to knock out), or 137 of 1364 (5 hits to knock out)
The thing to note here is that the damage is mostly split between the ranger's bow quality and the arrow quality.
Out of the 114 damage, 53 was from the bow, 61 from the arrow
Out of the 137 damage, 63.6 was from the bow, 73.6 from the arrow (they get rounded down to 137)
Conclusion
►Ranged combat needs importance in PvP
►It's either overly powerful or useless
►Percentage Based Armor Penetration does this
►2 possible answers, 1 based on the arrow quality, 1 balanced
What I Ask of You, The Reader
►Create a discussion: raise any questions or concerns you have with a reply! This is by no means a perfect idea, your feedback is needed.
►Keep on-topic: Nobody wants another thread derailed, think of the relevancy of your post before submitting it.
►Be civil: There is no need for aggression, especially in the Critiques & Ideas section.
►Have fun with it: If you aren't, politely excuse yourself from the discussion.
Have a nice day.