cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: MrShine on January 27, 2012, 09:17:59 pm

Title: Let's Agree On Ranged Damage
Post by: MrShine on January 27, 2012, 09:17:59 pm
Pretty simple, exactly what do people want to see from ranged?  How many hits from full -> 0 hp is considered 'acceptable' to people?

Here is how I think ranged damage should work in general.  I'm assuming for this example that light inf has low armor AND hp, while heavy inf has high armor AND hp.  Of course things will always be a little different in practice.

1 Slot Bow (Horn, Yumi) :        1,2 shot peasants / 2,3 shot light inf / 3,4 shot mid inf / 4,5 shot heavy inf
2 Slot Bow (Rus, Long):           1,2 shot peasants/ 2 shot light inf / 2,3 shot mid inf / 3,4 shot heavy inf
1 Slot Xbow (Light, Regular):    1,2 shot peasants/ 2 shot light inf / 2,3 shot mid inf / 3 shot heavy inf
2 Slot Xbow (Heavy, Arbalest):   1 shot peasants / 1 shot light inf / 1,2 shot mid inf / 2 shot heavy inf
Throwing (mid tier):                1,2 shot peasants / 2 shot light inf / 3 shot mid inf / 3,4 shot heavy inf
Top Throw (throwing lance):       1 shot peasants / 1 shot light inf / 1 shot mid inf / 1,2 shot heavy inf



So as far as damage 'tiers' goes:
Top Tier
---------------
Top Throwing is strongest
2 Slot Xbow is next
----------------
Mid Tier
----------------
1 Slot Xbow
2 Slot Bow
----------------
Low Tier
----------------
Throwing
1 Slot Bow


I think stack size will need to be adjusted accordingly, for example, I think that things like low tier throwing weapons could be slightly bumped up, while xbow bolts might see a slight decrease in the amount of bolts per stack.


I think having a fundamental "starting point" could help normalize ranged damage and help with balance in general.
I'm sure it will be difficult to keep yourself from trolling, but before you say "I hate range, it should take twice as many hits across the board!" think about things like stack size, % miss chance, etc.  If it takes an archer an average of 5 hits to kill a mid level infantryman, that's 3 kills per stack of bodkins, assuming every single hit lands.  If it takes 2 throwing lances on average to kill a mid level infantryman, that's .5 kills per stack... again assuming accuracy.
Title: Re: Let's Agree On Ranged Damage
Post by: Meow on January 27, 2012, 09:28:33 pm
Throwing is way off if you consider the ammo count.
Even if you pack 4 stacks of throwing axes you can kill only 4 people in a round if you pick your ammo back up and hit.

Also the whole example is kinda lacking considering builds.
You would totally need to add a PD/PT value, crossbows seem fine.
Title: Re: Let's Agree On Ranged Damage
Post by: Gristle on January 27, 2012, 09:29:42 pm
I don't know the other weapons well enough, but I'll agree with you on the crossbows.

I have said a lot on this subject. For now I will simply restate something I said a few days ago, as I think it really showed how severe the nerf was.

I was approaching an archer the other day. I would slightly bob and weave just to make hitting my head difficult. He hit me around 7 times in the body, and needed at least 4 more body shots to kill me. He was killed by other melee before he could get those shots off. I was wearing 68 body armor (a lot) at the time, with 50 hit points (not a lot). He told me later that he had PD 6 and was using Bodkins (think he had a Tatar bow, but I forget).

Wearing the same armor while fighting in melee, I mostly get killed in 4 to 6 hits (sometimes less). This, to me, seems unbalanced.

People keep saying they like this change because only good archers should be able to get kills. Why can't the same be said for melee? I'm not the best fighter, but I get more melee kills than crossbow kills, even before this nerf. Getting melee kills is easier. For every Balbaroth there are 10 players that can barely block.
Title: Re: Let's Agree On Ranged Damage
Post by: POOPHAMMER on January 27, 2012, 09:32:52 pm
Removed ranged

problem solved
Title: Re: Let's Agree On Ranged Damage
Post by: Dreadnought on January 27, 2012, 09:35:36 pm
Being infranty i vote for nermy old friende
Title: Re: Let's Agree On Ranged Damage
Post by: Penitent on January 27, 2012, 09:35:55 pm
These sounds pretty spot-on to me.

Of course there will be variation with builds, armor, shields, misses, etc...but this sounds perfect.

-Inf/Cav player
Title: Re: Let's Agree On Ranged Damage
Post by: MrShine on January 27, 2012, 09:36:10 pm
Throwing is way off if you consider the ammo count.
Even if you pack 4 stacks of throwing axes you can kill only 4 people in a round if you pick your ammo back up and hit.
I agree, I was considering that throwers have a fast 'draw' speed with their attacks and are generally in close range, so picking up extras off the ground/hitting with a higher % of their attacks would in part compensate for their lower-ish damage.  But really I know very little about throwing and clustered a whole bunch of throwing in one line so yeah internal balance there would be needed.

Quote
Also the whole example is kinda lacking considering builds.
You would totally need to add a PD/PT value, crossbows seem fine.
Yeah the numbers are loose, I was hoping people would consider "the average thrower/archer".  Basically, if you saw an archer in the distance, you would expect to die in X hits. 

For the sake of argument let's assume 5-7 PD/PT
Title: Re: Let's Agree On Ranged Damage
Post by: Tydeus on January 27, 2012, 09:39:04 pm
Meh... Loosely speaking, I'd agree on the crossbow part.
Title: Re: Let's Agree On Ranged Damage
Post by: _Tak_ on January 27, 2012, 11:49:39 pm
Nope throwing needs far more than 2/3 hit to kill a light infantry. i wear padded leather and a guy throw 6 axes to my body and i am still standing. with 27 str of course. The range nerf seems fine, works extremely great on strategus, if u go on strategus battle, archers usually get top score. but the throwing really needs a buff, no joke.

some main point:

archers needs like 3 jarid to kill them from body shot  (PT 5)

needs 2 throwing lance to kill an archer (PT 7 +)

throwing cannot 1 hit anymore to a naked peasant.

throwing has very very small ammo (thats why people forced to become archer/ melee)

any throwing weapons that damage is below throwing axe is a joke... (needs 15 throwing daggers to kill a normal infantry)

throwing is the hardest class in crpg (especially in stra battle)

throwing stones to peasant is not so funny anymore (deal less than 2 damage?)


Title: Re: Let's Agree On Ranged Damage
Post by: LastKaze on January 27, 2012, 11:56:00 pm
The range nerf seems fine, works extremely great on strategus, if u go on strategus battle, archers usually get top score. but the throwing really needs a buff, no joke.
Thats false, ranged doesn't get top score, i've actually fought in a castle battle, and a 1h was topping the list with over 100 kills
Title: Re: Let's Agree On Ranged Damage
Post by: rustyspoon on January 28, 2012, 02:40:41 am
I don't like the bow damage, as it puts it on par with melee weapons. Being able to 2 or 3 shot someone in medium armor from across the map just seems kinda ridiculous to me. It will turn the game back into the shooting gallery that it was before the change.
Title: Re: Let's Agree On Ranged Damage
Post by: Aljo on January 28, 2012, 03:13:05 am
For every Balbaroth there are 10 players that can barely block.

Balb cant block for shit, lol.
Break his MP shield and u'll see he dies to anyone at least bit decent.

Nope throwing needs far more than 2/3 hit to kill a light infantry. i wear padded leather and a guy throw 6 axes to my body and i am still standing. bla bla bla bla

Dude, do you ever read the OP? Ever?
Its about how ranged should be not about how it is.
Title: Re: Let's Agree On Ranged Damage
Post by: Bobthehero on January 28, 2012, 03:21:45 am
2-3 shot to kill heavy infantry with a bow?

Oh oh oh I think not, unless its 100% headshots.
Title: Re: Let's Agree On Ranged Damage
Post by: Malaclypse on January 28, 2012, 04:51:18 am
I don't like the bow damage, as it puts it on par with melee weapons. Being able to 2 or 3 shot someone in medium armor from across the map just seems kinda ridiculous to me. It will turn the game back into the shooting gallery that it was before the change.

Agreed. If I'm lucky I can survive 4-5 body/leg hits from archers in a 36 body, 32 leg armor get-up, and that damage can come from vast distances away. It used to be I'd die in two shots most times. If you're considering that you aren't risking much of anything by shooting from a distance, 4-5 body hits isn't bad.

Basically I'd expect as medium infantry to die in 1-4 melee hits depending on PS and the weapon and assuming no head hits, 3-5 archery hits, 1-2 arbalest hits depending on heirlooms, 2-4 other xbow hits, and 1-4 throwing hits, in general.
Title: Re: Let's Agree On Ranged Damage
Post by: Thomek on January 28, 2012, 07:38:11 am
IDK..

I don't mind being 3 hitted as that is how many hits it takes to down the average medium armored foe like myself. (52 body armor with gloves)

2 hitting medium armor players is too brutal I think, as that would mean archers do more damage than most infantry do up close. It usually takes me at least 3 hits to down Khorin, who has similar build/armor as myself. (body armor hits)

I think the headshots idea from last patch was a good one. It just needs a bit of tweaking. Increase damage a little bit OR increase accuracy. Either arrow travel speed or bow accuracy.

Basically I think archers should have the dilemma between being a "Headshot Archer" an all round archer or a pure body armor hitting hard as hell (min 3 hits to down medium armor though) Archer.

Then builds and bows and arrows etc needs to be balanced around that.. :)

Title: Re: Let's Agree On Ranged Damage
Post by: Rextard on January 28, 2012, 09:12:09 am
If you're considering that you aren't risking much of anything by shooting from a distance, 4-5 body hits isn't bad.

No more ladders, scant secure roofs. Little support from teammates barring special circumstance. Ranged love to shoot you, melee love to sneak up on you and spam before you can defend yourself. Not to mention that shooting at a long distance (2/5ths of map or more) it's really hard to pull off more than 3 shots on the same target. And you have to focus for distance shots, making you a lot easier to sneak up on. Good luck focusing on far away if you know you're about to get pwnt in the very near.

Oh and if you bring a full loadout of arrows because you're trying to go pure archer, don't get caught the last one alive without a melee weapon, because if you run to find one you might get kicked.

Also, shooting is one thing. Throwers sure as shit can't throw from safe distances with any reliability, or much at dangerous distances lately from what I understand.

This community is rife with shaping negative opinions on ranged which by and large come from those who have little to no vested interest in actually playing ranged characters.

It's lame.
Title: Re: Let's Agree On Ranged Damage
Post by: Haze_The_Hobo on January 28, 2012, 09:47:25 am
If you wear chainmail, arrows should only give max 5dmg per hit. Ranged should be optimized with different armor types. Also lower headshot damage or accuracy, that is way off balance atm. You die to 1 headshot (45head) and it happens alot, since people don't miss anymore.

And Thomek if u think archer needs tweaking, u haven't played that much after the patch.  :P
Title: Re: Let's Agree On Ranged Damage
Post by: Malaclypse on January 28, 2012, 11:19:40 am
Also, shooting is one thing. Throwers sure as shit can't throw from safe distances with any reliability, or much at dangerous distances lately from what I understand.

Totally agree with this. Crossbows and throwing were hit too hard, and throwing didn't need to be messed with at all in my opinion. You're almost always very close to danger, typically don't have room for much athletics; the rewards for throwing should be higher than for archery or crossbow. I have a character for each ranged class, and the trouble of killing people is definitely most noticeable with my thrower (9 pt) and xbowman (about the same amount of body shots as an archer, but with a much longer reload time).

Though if I really wanted to play ranged consistently, I'd probably just do it on the Native module. I personally don't want cRPG to turn into the critical mass of range that most rounds on Native turn into, but that's a player choice issue not an internal balance one. I still don't feel like 4 body shots from range to kill a medium target is unreasonable for archers. My prejudice against ranged classes stems from a long and painful history in Native, where the solution to ranged was becoming ranged yourself.

Also, the tilde key works in first person, and archers should be using it often. Considering how long it takes to knock back an arrow, it leaves plenty of time to periodically check behind you, at least from my experience. Also, I would like to see less random village maps on NA 1, and more maps with at least some relatively safe natural vantage points for archers, maps that play to a diversity of strengths. Especially considering the removal of ladders, more natural perches would be nice to see.
Title: Re: Let's Agree On Ranged Damage
Post by: MadJackMcMad on January 28, 2012, 03:46:37 pm
Crossbow damage was fine last patch.  With arbalests, Heavier helms were capable of protecting against one hit kill headshots, and anything above mail virtually guaranteed a 2 shot kill.  Light armour coupled with ironflesh could also protect the player from one shot kills at all but point blank ranges.

Now, with a masterwork arbalest, it can take 4 or more chest hits to kill someone with 50+ body armour.  It's just plain daft.  The damage is not a valid return on, the cost, the slot size, nor the reload time of the weapon.

If damage was truly an issue, revert the damage model and remove the damage bonus from heirlooming bolts, give quantity instead.
Title: Re: Let's Agree On Ranged Damage
Post by: MrShine on January 28, 2012, 05:28:23 pm
If you wear chainmail, arrows should only give max 5dmg per hit. Ranged should be optimized with different armor types. Also lower headshot damage or accuracy, that is way off balance atm. You die to 1 headshot (45head) and it happens alot, since people don't miss anymore.

And Thomek if u think archer needs tweaking, u haven't played that much after the patch.  :P

5 damage a hit?  So you think the game should allow for an average archer to require 10-12 hits to kill someone in mail with 50-60 hp??  Personally I thing that's completely absurd, because where do you go from there to balance other weapons? 

IDK..

I don't mind being 3 hitted as that is how many hits it takes to down the average medium armored foe like myself. (52 body armor with gloves)

2 hitting medium armor players is too brutal I think, as that would mean archers do more damage than most infantry do up close. It usually takes me at least 3 hits to down Khorin, who has similar build/armor as myself. (body armor hits)


I'm glad you bring this up, because I think this all brings us around to what should realistically be the numbers to shoot for.  You're saying getting 2 hit is a bit too much damage, but are you thinking about archers, or ranged in general?  Personally I'd be furious if my arbalest required 3 hits to kill someone in medium armor (which I think is kinda how things have been working right now). 

I think your feelings of being 3 hit falls in line with how I have bows in the OP.. 1 slot bows typically taking 3-4 hits for medium infantry, the slower 2 slot bows generally going between 2-3.   But then I think there would need to be acceptance that some slower stronger ranged weapons would need to be able to kill in fewer  :wink:
Title: Re: Let's Agree On Ranged Damage
Post by: rustyspoon on January 28, 2012, 05:47:32 pm
I think your feelings of being 3 hit falls in line with how I have bows in the OP.. 1 slot bows typically taking 3-4 hits for medium infantry, the slower 2 slot bows generally going between 2-3.   But then I think there would need to be acceptance that some slower stronger ranged weapons would need to be able to kill in fewer  :wink:

Thought I'd jump in here again on why I think current bow damage is fine. Just XBOWS and throwing need adjustment.

My main is a 1-hander with 6PS. With the system we use, 6PS would fall into the average range stat-wise. (Yes, I know most people have 7)

It is EXTREMELY rare for me to be able to 2-shot someone in medium armor. Honestly it takes me about 3-5 hits on average depending on how many stabs and head hits I get in. I also have to get right next to the guy to do that all the while worrying about people circling behind me. So, I find 2-3 hits with ANY bow when it's not a headshot to be ridiculous. You're not shooting flamberges out of those bows after all.

No more ladders, scant secure roofs. Little support from teammates barring special circumstance. Ranged love to shoot you, melee love to sneak up on you and spam before you can defend yourself. Not to mention that shooting at a long distance (2/5ths of map or more) it's really hard to pull off more than 3 shots on the same target. And you have to focus for distance shots, making you a lot easier to sneak up on. Good luck focusing on far away if you know you're about to get pwnt in the very near.

And boo-hoo to this. "I can't hide away from the battle any more waaaah!" Guess what? Ranged also love to shoot me, while their teammates try to circle around and flank me too. As a melee player, I need to be even MORE aware than ranged as I need to go smack dab into the middle of things. I also get little support from teammates unless I'm running with my clan. Just sounds like you're upset that you can't be immune to everything but ranged while shooting laser-guided missiles anymore.

I see PLENTY of archers doing really good after the change. Christ, Duke of Disco was going 23-2 last night as an HA.

Anyway, fix XBOWS and throwing, bows are fine.
Title: Re: Let's Agree On Ranged Damage
Post by: Rextard on January 28, 2012, 09:03:57 pm

And boo-hoo to this. "I can't hide away from the battle any more waaaah!" Guess what? Ranged also love to shoot me, while their teammates try to circle around and flank me too. As a melee player, I need to be even MORE aware than ranged as I need to go smack dab into the middle of things. I also get little support from teammates unless I'm running with my clan. Just sounds like you're upset that you can't be immune to everything but ranged while shooting laser-guided missiles anymore.

I see PLENTY of archers doing really good after the change. Christ, Duke of Disco was going 23-2 last night as an HA.

Anyway, fix XBOWS and throwing, bows are fine.

Don't misuse quote marks to shove words in my mouth. And take your "just sounds like," shove it up your ass, play an actual archer for a gen, and then come back with an opinion on it.

The only thing I'm upset about is melee players like you having more control over ranged changes than ranged players. It's inappropriate.
Title: Re: Let's Agree On Ranged Damage
Post by: Thomek on January 28, 2012, 09:41:54 pm
Well cRPG would turn into pew pew mod as it has many many times in the past, whenever Archers are too powerful.
Title: Re: Let's Agree On Ranged Damage
Post by: owens on January 28, 2012, 11:34:36 pm
I think as a sidearm xbow is now balanced although my experience with heavier(two slot) xbow's is very limited but i know archery needs some love. Not necessarily damage but accuracy. Because of draw speed and low movement speed penalty fast moving throwers using peircing weapons are still deadly the 9 str 30 agi UAM gusy are still ferocious.

 So throwing could do with potentially lower weight items this might sound strange but when carrying a few axes you are far heavier and therefore slower than you should be this gives a wpf nerf and a melee combat nerf this isnt the idea of throwing it should be a sidearm that you can use while you have your shield but atm only dedicated throwers get any level of success until lvl 30 at which point you can have a complete 21/15 build with 5 PT or a complete 18/18 build with the same 5PT (no shield skill), and even then head shots are key.

Back to archery as i was saying accuracy is important it makes the difference between a lucky headshot and a skilled one, atm you must decide between taking a body shot or RISKING the headshot this is frustrating and isnt really fair. Another key point is the risk dedicated throwers pose to archers these guys are accurate and deadly at almost more range than an archer due to low damage of bow.


We must decide whether throwing is anti archer, anti 2H or anti cav

The same goes for archery should archers be countering 2H and polearm guys or cav or both.  On top of this which types of weapons and armours should archers be wearing, is wpf penalty to severe? and why are low tier bows so useless?

I am an AU player and i use meadium armour and low IF i have an archer alt that i have been nursing for a long time. My experience of archery is mostly as the target although i have had plenty of experience shooting people and horses.
Title: Re: Let's Agree On Ranged Damage
Post by: Arkonor on January 29, 2012, 12:30:11 am
I posted this in another thread as well.

One part that makes ranged hard to balance and many do miss is that ranged strength does go up exponentially with numbers.

What this means is if you balance out 1 archer vs 1 melee the archers will always get better in big battles.

The reason for this is because melees do need bigger space to work effectively on then ranged. Also in bigger numbers like 50 archers vs 50 footman the missed arrows would actually start hitting way more just like in real life scenario.

For any RTS game veteran this is easily observed in most RTS games.

Examples archers in Warcraft 3 or Marines in Starcraft. Both get exponentially better vs melee types of units.
Title: Re: Let's Agree On Ranged Damage
Post by: Memento_Mori on January 29, 2012, 07:03:52 am
I'm using a +2 Yumi (28 cut) and bodkins 6 pd 140 wpp HA3

HA is broken atm IMO

15 BODKINS AT CLOSE RANGE TO KILL AN UNLOOMED CHARGER WARHORSE (both standing still),
Charger
hit points: 130
body armor: 58
difficulty: 5
speed: 37
maneuver: 38
charge: 40

13 bodkins close range to kill 3 IF +3 gothic plate (61 bdy armor or something with +7 gloves both standing still)

so 2 packs of bodkins to bring down one heavy cav, I find this entirely hilarious and figured I HAD to tell someone.

Title: Re: Let's Agree On Ranged Damage
Post by: Malaclypse on January 29, 2012, 09:50:40 am
It takes me a lot of hits to kill horses like that in melee with 6 PS, too, Mori. Armor in general is a pain, for all classes that aren't stacked strengthwise. After seeing Duke BEATS destroying as an HA I can't agree with it being broken, though he may be level 33 or something which could make it more viable, I don't know, but he wrecks, and I fear him.
Title: Re: Let's Agree On Ranged Damage
Post by: Overdriven on January 29, 2012, 12:24:42 pm
HA is still viable. For instance playing at 4am (for some reason I play better at that time) I can get similar scored to that guy. But then the servers down to maybe 40-50 people as well so it's A LOT easier for HA.

On a full EU1, I can just about keep an positive K/D. Largely due to the sheer number of cav on a full server...they are impossible to avoid on some maps.

It takes 9 barbs with an MW horn to kill a guy in heraldic mail. Above that and it'll take a lot more. By the time you reach the Corrazina armour, most of my shots will register 0 damage and the ones that do damage, do a pitiful amount.
Title: Re: Let's Agree On Ranged Damage
Post by: MrShine on January 29, 2012, 03:06:04 pm
It takes me a lot of hits to kill horses like that in melee with 6 PS, too, Mori. Armor in general is a pain, for all classes that aren't stacked strengthwise. After seeing Duke BEATS destroying as an HA I can't agree with it being broken, though he may be level 33 or something which could make it more viable, I don't know, but he wrecks, and I fear him.

It does take a lot of hits to down a charger, but for an archer with a limited stack size going into the round knowing you have just enough arrows to barely kill one unit is kinda... sad.  It is frustrating to whack away at a heavy cav in melee as well, but you aren't losing future battle potential with each swing.

I currently have a STF alt with a tatar bow and 4 PD 9 WM (180 wpf) to test out a "headshot build".  It's had mixed success.  On the one hand headshots usually do good damage, but on the other I glance against ~50 armor body shots at near point blank range.  And getting a headshot against ~50 head armor at short range didn't do much damage either (allegedly against the fellow I hit in the duel server).

Back on topic a bit, I do think that heavy cav/troops should take more shots on average, but once you get above the 6-8 mark (esp with bodkins) it gets pretty ridiculous.  Perhaps we need to think about "max hits" for ranged classes :P

Thought I'd jump in here again on why I think current bow damage is fine. Just XBOWS and throwing need adjustment.

My main is a 1-hander with 6PS. With the system we use, 6PS would fall into the average range stat-wise. (Yes, I know most people have 7)

It is EXTREMELY rare for me to be able to 2-shot someone in medium armor. Honestly it takes me about 3-5 hits on average depending on how many stabs and head hits I get in. I also have to get right next to the guy to do that all the while worrying about people circling behind me. So, I find 2-3 hits with ANY bow when it's not a headshot to be ridiculous. You're not shooting flamberges out of those bows after all.

I feel your sentiments, although a few different things to put in context in the archer's favor:

- You have the ability to supplement your 6 PS with a number of blunt/pierce weapon options.  An archer has 1 expensive option - Bodkins - that comes with no other damage bonus.

- Melee has no constrains on how many units they can kill a round, while archers are directly tied to stack size.  Assuming 2 stacks of bodkins (30 arrows) an archer is tethered.  If it is 1 arrow a kill, that's the potential for 30 kills in a round.  2 arrows/kill, 15.  3 arrows/kill, 10.  5 arrows/kill, 6.  It goes down dramatically, and that isn't even taken into account misses, fighting cavalry which may take extra shots, split damage on multiple targets etc. 

-Once in range melee can do damage at a much quicker rate.  Even if an archer can 2 shot someone you can probably get 6 swings in during that time (not taking into account blocks and stuff - just raw damage potential).  Just think about how much ground you can cover closing on an archer with them firing 3 shots... change that to 4 and it would require an even greater "safe distance" for archers to shoot someone down from range.

I still agree with some of what you're saying - thus my suggested 3-4 shots to kill for 1 slot bows.  For the heavier slower more expensive 2 slot bows however I think more than 3 hits for medium infantry is asking a lot.





Title: Re: Let's Agree On Ranged Damage
Post by: Dezilagel on January 29, 2012, 03:59:57 pm
Back on topic a bit, I do think that heavy cav/troops should take more shots on average, but once you get above the 6-8 mark (esp with bodkins) it gets pretty ridiculous.  Perhaps we need to think about "max hits" for ranged classes :P

I feel your sentiments, although a few different things to put in context in the archer's favor:

- You have the ability to supplement your 6 PS with a number of blunt/pierce weapon options.  An archer has 1 expensive option - Bodkins - that comes with no other damage bonus.

- Melee has no constrains on how many units they can kill a round, while archers are directly tied to stack size.  Assuming 2 stacks of bodkins (30 arrows) an archer is tethered.  If it is 1 arrow a kill, that's the potential for 30 kills in a round.  2 arrows/kill, 15.  3 arrows/kill, 10.  5 arrows/kill, 6.  It goes down dramatically, and that isn't even taken into account misses, fighting cavalry which may take extra shots, split damage on multiple targets etc. 

-Once in range melee can do damage at a much quicker rate.  Even if an archer can 2 shot someone you can probably get 6 swings in during that time (not taking into account blocks and stuff - just raw damage potential).  Just think about how much ground you can cover closing on an archer with them firing 3 shots... change that to 4 and it would require an even greater "safe distance" for archers to shoot someone down from range.

I still agree with some of what you're saying - thus my suggested 3-4 shots to kill for 1 slot bows.  For the heavier slower more expensive 2 slot bows however I think more than 3 hits for medium infantry is asking a lot.

Ranged has extra_penetration, so your argument about how melee have blunt/pierce options is basically invalid since your cut damage is about as good as our pierce.

Archers can pick up arrows. And most archers carry 30-40 of them. Plus just because you're an archer doesn't mean that you can't switch to a melee weapon.

"...not taking into account blocks and such" Kinda fucking important. Most people on the EU servers can block pretty well nowadays.

"...once in range" also kinda important, for obvious reason.

2-shotting a medium armored/balanced build infantry with any bow is just insane. (Bodyshots)

No, archers are not going to get the same amount of kills, but you rarely seem to take into account the damage you do. If someone hits me with a bow/crossbow I'm going to immediately pop up my shield and scramble for cover. Sure, you didn't kill me, but you took half my health and forced me to retreat, rendering me useless for maybe more than a minute. Same thing in melee. I don't fear the two guys with axes hacking away in front of me, I fear the little sob with a bow 20 m away since he can stun me and get me killed, without any way of defending myself.

Bows are fine. Throwing and crossbows are not.
Title: Re: Let's Agree On Ranged Damage
Post by: Stabby_Dave on January 29, 2012, 04:25:17 pm
Balb cant block for shit, lol.
Break his MP shield and u'll see he dies to anyone at least bit decent.

Dude, do you ever read the OP? Ever?
Its about how ranged should be not about how it is.

You're an angry boy aren't you?

On topic: As much as archers infuriate me I feel that they do too little damage atm really. On the rare occasion that me or my horse gets headshotted, it is usually a 1 shot kill but body shots take a ridiculous amount of arrows to kill me. With a Champ Destrier and Lordly SGA, it can sometimes take 10+ arrows to kill me or my horse, even heavier horses are almost impervious.

I would say increase damage done on body shots and increase archer melee ability (with free wpf maybe) to encourage them not to not run away all the time, as most do right now. In return make archers much slower when drawing bows on the move or something to further discourage this behaviour.
Title: Re: Let's Agree On Ranged Damage
Post by: MrShine on January 29, 2012, 06:43:53 pm
Ranged has extra_penetration, so your argument about how melee have blunt/pierce options is basically invalid since your cut damage is about as good as our pierce.
That's not really true in practice.  Earlier this morning I hit someone with ~55-65 body armor 8 times at medium range - 5 of them glanced doing no damage/stun.  The other three stunned him but they must have done minimal damage because I didn't see any arrows on his corpse.  You can't tell me someone with 4 PD and a pick/blunt damage is going to glance over half the time on someone like that.  I've played plenty of archer and melee, cut damage archery is CERTAINLY not as good as melee blunt/pierce... like at all.

Quote
Archers can pick up arrows. And most archers carry 30-40 of them. Plus just because you're an archer doesn't mean that you can't switch to a melee weapon.
True, but if you've gone through 30 arrows in battle there aren't going to be too many people left, and scrounging for arrows while you become a prime target/have infantry closing in isn't really practical... most times it's more worthwhile to find a melee weapon on the ground at that point.  And yes an archer CAN switch to melee... but dedicated archers are going to be lacking in HP, armor, wpf, ps... essentially a fast peasant.  Possible, but not worth considering to the equation.

Quote
"...not taking into account blocks and such" Kinda fucking important. Most people on the EU servers can block pretty well nowadays.
I dunno, I get the majority of my melee kills by gang bangs and backstabs, those are usually pretty easy kills.  Sure getting into a "duel" with skilled blockers slows things down, but if you're in the right position you can just mow through people as melee. 

I know this is sidetracking a little bit, but it's important to realize what an archer realistically brings to the table, especially as things are now.  I'll try making some video to show "the day in the life of an archer and maybe that will help.
Title: Re: Let's Agree On Ranged Damage
Post by: MeevarTheMighty on January 30, 2012, 09:59:16 am
I agree that this is over simplistic, but as a severely overgeneralised ratio it seems fine. I'd tone down the throwing lances 1 notch, considering throwing is much more open to hybridisation than other ranged classes, maybe a couple of other small tweaks.
Title: Re: Let's Agree On Ranged Damage
Post by: Tennenoth on January 30, 2012, 11:39:27 am
To be honest with you, as an experienced archer, using a longbow and 160 wpf it is more than viable to aim for the head reasonably accurate at a close distance (the one that was in the vids). There is a degree of randomness in it at longer ranges of course but as long as you smoothly lead you'll have a decent chance of getting off at least one arrow towards the targets head.

I was still able to pull off accurate shots yesterday with the set up while wearing Black Armour & Greaves (Straw hat & Mail Gauntlets) so accuracy isn't a problem too much with light armour with any bow however I created an alt, who had 5 power draw and as much archery as possible and I have to say, it was very accurate and still had a decent chance of 1 shotting the person to the head. I think when most people talk about a "quick pew pew archer" they are talking about people with horn bows, they're a lot faster than the warbow and particularly the longbow with more accuracy.

Pulling across someone with Masterwork Bodkin arrows & a Masterwork Horn Bow with 5 Power Draw and 160 wpf, they're going to be quite accurate across medium distances, more than likely shooting at targets that don't know they're there so that they can get clean hits.
The pierce damage against the heavier helmets will help significantly in this case, someone with a Barbutte for example holding onto 50 head armour will be quite squishy with the current loadout.


Bodged and broken calculations I was going to use as evidence however I need to actually know the statistics behind what I am saying. The numbers are all guesses from previous knowledge and have probably moved on quite a lot. For example, I thought PD increased damage by 8% per level, the wiki says it increase it by 14%. But all the same, i've done the calculations if you want to look, it's roughly correct for the most part, at some point in time, whether or not i've created it from thin air!  :rolleyes:

Also, afaik, these are best case scenarios. To be brutally honest with you though, I think what I have written in this spoiler is a load of bollocks.


(click to show/hide)
Title: Re: Let's Agree On Ranged Damage
Post by: Penitent on January 30, 2012, 07:17:50 pm
Looking at the poll, it looks like your estimates are pretty close to what the player base thinks is fair.  That largest vote goes to "its close, just needs minor tweaks."  Close behind it are "needs less hits" and "needs more hits" in about equal proportions.  This tells me you're about spot on. :)
Title: Re: Let's Agree On Ranged Damage
Post by: _Sebastian_ on January 30, 2012, 07:48:36 pm
(click to show/hide)

(26 + 2) * (160 * 0.01 * 0.15 + 0.85) * 5 * 0.14 + 1) + 15 / 5
=54.88p basedamage on 0 armor and 0m range



headshot damage = 210%(prepatch) * 125% = 262.5%
54.88 * 262.5%
=144.06p (115.25p prepatch)

bodyshot damage = 100%(prepatch) * 67% = 67%
54.88 * 67%
=36.77p (54.88p prepatch)

legshot damage = 80%(prepatch) * 67% = 53.6%
54.88 * 53.6%
=29.42p (43.90p prepatch)

Notice the damage is on 0 armor and at a range of 0 meters.
Title: Re: Let's Agree On Ranged Damage
Post by: MrShine on January 31, 2012, 06:05:50 am
Thanks for the replies so far.  I'm fairly happy with my bow/xbow numbers, but I don't know much about throwers - would it be best to break it into 3 classes - light, medium, heavy?  Should I just ignore throwing lances as a gimmick weapon and focus numbers on the other weapons? 

Halp.
Title: Re: Let's Agree On Ranged Damage
Post by: Tennenoth on January 31, 2012, 12:14:22 pm
(26 + 2) * (160 * 0.01 * 0.15 + 0.85) * 5 * 0.14 + 1) + 15 / 5
=54.88p basedamage on 0 armor and 0m range



headshot damage = 210%(prepatch) * 125% = 262.5%
54.88 * 262.5%
=144.06p (115.25p prepatch)

bodyshot damage = 100%(prepatch) * 67% = 67%
54.88 * 67%
=36.77p (54.88p prepatch)

legshot damage = 80%(prepatch) * 67% = 53.6%
54.88 * 53.6%
=29.42p (43.90p prepatch)

Notice the damage is on 0 armor and at a range of 0 meters.

Cheers, I knew someone would have the real figures and be able to work it out! :P Just needed to coax people with my inaccurate babble! ;)
Title: Re: Let's Agree On Ranged Damage
Post by: gbu_lue on February 04, 2012, 07:35:09 am
Quite honestly, I haven't noticed that much of a change in my K:D or killing other people in general with any of the patches.  Just pony up and play.  As an archer, just KS srsly.
Title: Re: Let's Agree On Ranged Damage
Post by: Malaclypse on February 04, 2012, 08:34:43 am
Man I really wish the changes didn't affect throwing. GG on giving Stones, one of the most accurate, fastest shooting projectiles in the game, insane headshot damage lol. Goddamn FrugFrug.
Title: Re: Let's Agree On Ranged Damage
Post by: Wraist on February 04, 2012, 08:33:22 pm
I think the 210% prepatch is on the raw damage, and the 125% is on the final damage, and likewise further down.
Title: Re: Let's Agree On Ranged Damage
Post by: Rusty_Shacklefjord on February 06, 2012, 10:10:45 am
There are some good points ITT.

I think some of the most important factors that were mentioned are that archers can hit from far away (and can often just run away if attacked) without giving melee players any chance to retaliate, and that even if an archer runs out of ammo, they still have the ability to pick up more, or to just use their melee weapon instead. It's comparable to a cavalry player getting de-horsed. They're less effective as infantry, but that doesn't mean that they can't do it.

Personally, I think that ranged is better when it's weaker. 3-5 arrows to take down a medium-armored enemy (~40-45 armor) is more than reasonable. It takes as many hits with many melee weapons, and you're able to attack with a disposable weapon from a safe distance. Even if you can't always kill an enemy with full health (and they won't always BE at full health) from across the map, one or two hits will weaken him significantly while, again, leaving you safe and unharmed.

cRPG is at the point now where I can't even enter a battle without being pelted by arrows. I have to slink around on the edges of the map, or spend the entire round hiding behind a building, for fear of being OHKO'd by a far-off enemy that I didn't even see. If I'm attacked by a group of enemies and there's an archer with them, I'm forced to run - not from the infantry, whose attacks I'm perfectly capable of blocking - but from the archer, who's free to sit 10m away and spam arrows at me while I'm trying to fight.

I spent a month playing Native recently, and I found that archers dominate on those servers. So much so that I absolutely HAD to have a shield if I wanted to survive for more than 30 seconds. That sort of shooting gallery gameplay is extremely frustrating, and even when I did well it was unsatisfying and unfun.

I'm not saying that archery should be weak and useless - but it should NOT have the same killing power as a melee weapon. Make it weakER. Make it survivable for those of us without a suit of +3 heavy plate and a huscarl shield. Ranged weapons should be support primarily.

As far as crossbows are concerned, I think that most of what I said above still applies. Just take reload speeds into account and adjust damage proportionately. I won't opine on throwing, since I don't have much experience there.