Before 13*PT it substracted from your wpf. Now 11*PT.
All classes get damage bonus from wpf.
Ranged have this PT/PD wpf malus, to actually lower their accuracy and speed, if they decide to go for high PD.
Everything is balanced around it. Weapon has more base damage to make up for this 5% dmg loss. Also, range profit a lot from speed bonus, so it kind of compensates.
Honestly, it seems decent atm, i wouldn't even mind an higher malus for higher PT/PD.
11*PT for every PT under 6
12*PT for every PT 6 to above, or such.
To really make a difference. At this moment, just aim for 6-7 PD/PT, and then level up and Max WM to make up for it.
So it is true, then that Ranged suffer from less damage overall than melee...Depends what you mean. There are several melee weapon (just about all 1h cut swords) that when only counting a single hit, put your damage below that of your average archer(MW Horn Bow with MW Bodkins) with the same amount of PD as you have PS. Were it not for proximity bonus, ranged would consistently be capable of topping scoreboards right along side melee.
Depends what you mean. There are several melee weapon (just about all 1h cut swords) that when only counting a single hit, put your damage below that of your average archer(MW Horn Bow with MW Bodkins) with the same amount of PD as you have PS. Were it not for proximity bonus, ranged would consistently be capable of topping scoreboards right along side melee.
So it is true, then that Ranged suffer from less damage overall than melee...
Probably because they do their damage from a distance.. you know, range. Less risk less reward.
but their raw damage was lower than melee before. Now not so much since they changed the Loomed/unloomed damage, but the Max damage is 41 c and the minimum is 27c versus the roughly 30c base melee damage(average, with 1h being on the low end and poles on the upper). So i can see it NOW, but when it was implemented...the damage was lower and even then it was nerfed.(of course no on likes Archers/ranged so :rolleyes:)
I wish we could/would add something similar for melee to discource stacking either heavy str or heavy agi(by making the optimal range 15/21 to 21/15 and anything on the extreme past that should somehow suffer(of course that would really only hurt >30 and not really 30+)
Also they have pierce, and other things, but I'm going off cut damage atm.
PT gives a 10% damage bonus compared to PS' 8%. Also, from what I know, throwing weapons get an extra penetration factor against armor. Depending on the damage dropoffs that may occur as a projectile (and from the wpf penalty), it should do better damage. I'm not sure if wpf was left untouched before the requirements were added since I was only a thrower for around a week before that change came into effect, but current weapon stats are surely balanced in consideration to that penalty.This. There are a lot of game mechanics you're not factoring in Anders. PD is 14% btw, since San left that out. Again, as san stated, every single ranged weapon in the game has extra armor penetration, saw raw damage isn't the greatest indicator of effective damage, particularly if you're comparing a cut melee weapon to a pierce damage, extra penetration ranged weapon.
Extreme agi builds have equipment restrictions, low maximum hp, very poor power bonuses, and diminishing "absolute" returns on wpf increases (the relative speed increase is better than linear, though). Extreme strength builds are incredibly slow in any armor and are slow with their weapons. Most builds that have at least 15 in the minor stat are still among the best in the game right now.
extra_penetration_factor_soak = 1.2
extra_penetration_factor_reduction = 0.6
I got my huscarl round shield penetrated by a bow shot though recently which was BS and the damage is still very good. If I dedicate a similar amount of SP into shields as archers do for PD I expect it to be pretty awesome against ranged