ApocalypsePlease wrote: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
( #1 ) 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)
Have a nice day.
( #1 ) First off, i'm curious there, does that mean
i could send 10 archers with wooden bows up and
have each shooting for about 70-80 damage based
on their perception? if so i personally like the first
suggestion far more, sheerly because the EML or
whatever it's called wouldn't decrease for weapons
and make wooden bows fast, 70 damage repeaters.
because around endgame (300 mm 150 arrows+) you
can easily hit someone with a wooden bow while theyr'e
moving.
( #2 ) For the first solution of yours, it seems you
would be constantly dancing around while anyone
with a ranger's bow is in sight ( With beacons like
you see cowards using...
Vigilance... it's clear that'd
be easy to spot them, because you could make it
so that the ranger's bow skin is more noticeable)
and if you ever happened to get knicked by a sniping
RBower... you'd just rush inside a house and never
be seen by the light of day for the remainder of the
assault, with alts of yours being your eyes.
~ I don't like that, so i'mma suggest that if you hit
someone, or something, with an arrow, stone or other
form of undiscovered ammunition... They are slowed.
Short or long, the duration of the slow would aid in
other archers taking a bear or human down without
everyone's bar going to 0 the second it sees a drop of
red. (The slow could force crawl speed for 2-3 seconds
even and you'd gain a deadly respect for archers)
(Edit: i mean when hit and damaged of course, or when
hit and not damaged a lesser effect occurs, since you
know... most people dont take three arrows while
sprinting and keep going, but if they clang against their
armor, i can see them stopping for a sec or at least
feeling the recoil and a little daze... perhaps if the
lesser buff were a % chance to occur?)
I look forward to range combat becoming as possibly
in depth as Brawls