Archery Elevation Bonus During 1.69 ?
19 posts
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If you look at patch 1.70
http://www.camelotherald.com/news/news_ ... oryid=1619 You will see this change - The maximum range bonus given to archery attacks from elevation has been set to 500. Now this change says nothing about adding the range bonus feature, just that it was capped after 1.7, during the time of 10% range bonus from ToA plus a 500 extra range from elevation. What im wondering is that was there no cap on elevation bonus, before the release of ToA and this extra 10% range toa bonus. Which would allow an archer to gain like 1000 extra range, if they are 2000 units above there enemy ( 2 unit elevation = 1 unit range ). The way the comment is in the patch, sounds to me that there was no cap and since toa range bonus was implemented a few patches ago, they placed a cap in. But since uthgard will not have toa archer range and going to patch 1.69, then i believe there should be no cap on elevation bonus for archery. The only areas this will be possible to take full advantage of is on hill sides, as that should be an archers advantage over an enemy. And since old ra's have such a longer timer on purge, a archer needs to dish out as much as he can from range, while 75% of the arrows seem to get blocked. Now yes some will not like this, but to be 2000 or more units above your targets, there is only so many places to do this. Avoid the hills and take away this bonus from them. But if an archer catches you from his advantage, then expect to have some distance to run to get to them. Kiting for hybrid/full archers will be much more difficult with old ra's and patch, so this is something that should be considered, id think. And dont forget, there is two sides to this bonus, and that is. Yes a ranger will have a range of 3100 units, if they manage to be above there enemy, by 2000 units. While if there enemy happens to be 2000 units above them, then a rangers bow range goes from 2100 to 1100 units. |
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afaik there is no elevation bonus here ... I haven't noticed a bonus at least not like I would have gotten on live server with current patch.
Some testing may prove me wrong I don't think the server counts z level at all. |
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There is a elevation bonus, i have tested it alrdy and compared it to current live. 2 unit elevation = 1 unit range, and is capped at 500 max bonus/penality.
Works on players only though, not mobs on uthgard. |
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correkt..thats why keepdefender has a bonus over the attackers since every keep is on a hill. |
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yep. But what im trying to fiqure out exactly what the bonus was before 1.70. If there was no cap or if the cap was higher then 500. What im thinking is there was none because if there was a cap that was higher or lower, then the info in 1.70 would of said that the cap was lowered or raised. Not a cap was set.
And if there was no elevation bonus before 1.70, then the patch would of said we have implemented elevation bonus and gave some info on what exactly that is , the bonus and penalty. Like they did when rapid fire was implemented, but what they said in the patch, sounded as there was alrdy such feature, just a cap was added. And i believe the cap was added because of the recent addition of ToA bonus to archery range. I will contenue to look around for more info on this, but its hard as there isnt much info about it. The only thing i had found was some discussion about daoc beta tester way back in 2001, and they where talking about the elevation bonus, and if it would be released with the offical release. Which makes me think that this feature was implemented since the start, most likely without any cap on max bonus/penality |
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Im still curious on what uthgard will set the archery elevation bonus to at the 1.69 revamp. As there is no toa 10% range, and the 500 max range cap is based on toa setting and NF rvr. On old OF and no ToA, there is many opitons to fire from up high for the archer, but if you go past 1000 unit of elevation, you actualy lose range, as most hills are slanted.
The range bonus for archery is very importent with old RAs, since purge will be down more, and hybrid/full bow spec will not be as desirable, as kiting ablitiy will drasticly change. There should be no cap on range bonus, or at least have it increased to something more useful for archers. I hope a staff can get some internal discusson on this topic, for the release of revamp. |
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Id also like to say that, an extra 500 - 1500 units to the elevation bonus, requires 1000 - 3000 units of elevation to achive this, which isnt easy to find out there. And that normal movement speed, of what i tested on uthgard is somewhere between 187 - 192 units / sec with no sprint. And with a draw time of 3.5 ( 5.7 spd bow , 250 qui ), that requires 655 - 672 range per shot, if your enemy isnt running, which isnt common. So even with 2100 + 1500 range at an elevation of 3000 units above your enemy, you gain .. vs a non running/speed enemy 1 stealth shot, before they run after you, then 3 shots from your 2100 range, 1 shot from the old 500 range elevation cap and another 1 to 2 extra shots, if the cap is ether removed or raised from 500 to 1500. So the diffrence would be about 2 extra shots, if they are not sprinting that is.
Lots of math, but an archer doesnt face a standing still enemy and doesnt take long for them to get to you, all the range bonus we can get, especialy after the revamp is importent. |
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Eclipsed, since no previous range bonus is specified, we can assume that the range bonus was unlimited.
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Yep. But since Uth GMs wont fix "obvious bugs" you cant count on them with this change. ^^ |
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There aren't many places you can go that are higher elevation than 1000 units, so it's not that big of a deal.
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There is many places with a higher elevation then 1000 units in OF. Just set your GT where you want to fire from and then place the gt where your enemy would most likely be and compare the elevation, then half the diffrence to fiqure the bonus range. There is a few spots that are like 3000 elevation, and some that are just a little more then 1000.
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I'm not arguing against changing the range bonus. What location has 3000 units elevation? That would mean you're almost at clipping range going straight up.
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Well there is some spots in other zones like hadrians wall, forest sauvage, odins gate, and uppland. They are scattered around, and not all are 3000 elevation. Some spots by the gates also go above 1000 elevation, i cant think of one spot at amg in emain.
Not everyspot is most ideal, because of lack of traffic currently, which may change with revamp. But there is some spots out there, but not too many ideal spots as high as 3000, so its not like archers will be always having such bonuses at 3000 unit elevation ( +1500 range ). And of what i tested, the climp range is about 4000 units, with /groundset 4000. Mobs and players appear at about that. |
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Are you sure about 500 units cap? There are movies from old ras where rangers, hunters and scouts shot to far. Seems more than 500. Or this cap was implemented with new ras?
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Correct.
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