@Blue: Volley 35% - 50% suggestions

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Rose
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Postby Rose » Mar 14, 2010 01:30

VolleyEffect.cs
Change:
Code: Select all
if (Util.Chance(35)) temp.Add(player);

..to:
Code: Select all
if (Util.Chance(player.GetModifiedSpecLevel(Specs.RecurveBow))) temp.Add(player);

..with RecurveBow respectively to correspond with related bow specs, e.g. CompositeBow and LongBow.

This will let a players with higher bow spec to perform Volley with more % chance than players with lower bow spec, thus rewarding higher bow spec player for having less melee spec.
In other words, player with 35 in bow spec would do Volley with 35% chance, while player with 48 bow spec would do 48% chance. This would do a hard cap of 50% chance for a pure bow spec archer with 50 in bow spec, thus rewarding the player for having little to none melee skills.
I hope you see where I'm going here.
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Blue
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Postby Blue » Mar 14, 2010 01:38

The idea behind 35% is to divide the target area into 3 segments. The volley shot will land in on of these and hit a player in there. It has nothing to do with precision which could be bound to spec. I think Volley was mostly misused on Uthgard. If chances raise then the damage should sink.
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Postby Glacius » Mar 14, 2010 01:47

Rose wrote:VolleyEffect.cs
Change:
Code: Select all
if (Util.Chance(35)) temp.Add(player);

..to:
Code: Select all
if (Util.Chance(player.GetModifiedSpecLevel(Specs.RecurveBow))) temp.Add(player);

..with RecurveBow respectively to correspond with related bow specs, e.g. CompositeBow and LongBow.

This will let a players with higher bow spec to perform Volley with more % chance than players with lower bow spec, thus rewarding higher bow spec player for having less melee spec.
In other words, player with 35 in bow spec would do Volley with 35% chance, while player with 48 bow spec would do 48% chance. This would do a hard cap of 50% chance for a pure bow spec archer with 50 in bow spec, thus rewarding the player for having little to none melee skills.
I hope you see where I'm going here.


Whoa.. u should have went to Goa with your ideas :P ..spec has nothing to do with its hit chances.
It woorks good as it is now, many of you forgot how to use Crit shot ...since volley

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Eclipsed
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Postby Eclipsed » Mar 14, 2010 01:54

I think we are better off with lives version of the current volley, where you ready volley, then hit fire and all arrows are shot off. At least that we can go on live and test miss rates, how many times a single target can be hit and so on. And it will not be as good as the 100% hit rate, but not as bad as this 35% miss rate, because its like 3.5 drawtime and fire, while are volley is like 3.5 draw time, then 1s for each release, which the highest volley can take as long as 3.5 + 5 sec. Also the newer volley has a few more arrows giving it better ablity vs grps, since 6 arrows vs a grp doesnt deal enough for specing 50 bow. Here is what the new volley stats are.

5 bow spec = volley 1 = 3 arrows
11 bow spec = volley 2 = 4 arrows
17 bow spec = volley 3 = 5 arrows
23 bow spec = volley 4 = 6 arrows
29 bow spec = volley 5 = 7 arrows
35 bow spec = volley 6 = 8 arrows
41 bow spec = volley 7 = 9 arrows
47 bow spec = volley 8 = 10 arrows

That is how volley was changed on live, mythics way of making it useful again, espicaly vs grps by adding 4 extra arrows and making the release all at once, instent of one shot at a time. Now we do not have to make it spec like that, we can still keep it 35, 40, 45, 50 and make it.

35 bow spec = volley 1 = 4 arrows
40 bow spec = volley 2 = 6 arrows
45 bow spec = volley 3 = 8 arrows
50 bow spec = volley 4 = 10 arrows

And since we can easly test this on live, to check chances to hit and all that, i see this being a better choice then guessing how old volley was, based on old post from players opinons, since none of them actualy displayed test results, or only showed a screenshot of using volley once. And this the newer volley is all one shot, makes it more useful because its just draw time, fire and contenue your normal attacks, while the old is 3.5, then like 5 sec for each additional shot, and at such a high miss rate there is no dps at all and very little use vs single, small grps or large groups.
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Rose
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Postby Rose » Mar 14, 2010 01:55

Blue wrote:The idea behind 35% is to divide the target area into 3 segments. The volley shot will land in on of these and hit a player in there. It has nothing to do with precision which could be bound to spec. I think Volley was mostly misused on Uthgard. If chances raise then the damage should sink.

Yep, that what I thought you were after with these changes. Though I think pure bow spec archers should benefit with slightly higher chance of performing volley successfully, capping at 50%. Pure archers would still not always hit the target with volley, yet will perform by few % better than split spec archers that have more melee skills. This can not be abused as before when 35 spec bow archers could land a 100% volley. With these changes a 35 spec bow archers can only hit for 35%, while 42 spec bow archers would hit with 42% as they have spent more skill points to gain that advantage and are lacking melee skills.
This is like melee hit-or-miss % rate. If you train higher in your melee skill, you have more % chance to land a hit, and if you spec lower then you have lower % chance to hit a target.
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Nayru
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Postby Nayru » Mar 14, 2010 04:08

Let me quickly sum up what we've got here.. a wish for an extreme custom setting and a wish for a 1.9x archery setting.

What did you think when submitting your posts, honestly?

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Eclipsed
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Postby Eclipsed » Mar 14, 2010 06:29

Its more then what is currently implemented. Since what is implemented is guess work and based on players opinons from live, those who didnt state how many times they tested volley, just that they tested it. That could mean they tested it once , twice, or 1000 times. Nothing is said and no real proof is shown on how it all works. If we had the ablitiy to test old volley, who knows what we could find. Maybe defenses vs volley was lower then normal, maybe the hit chance vs players is higher then vs mobs. We do not know, because there isnt much shown testing or clear evidence. What we have on uthgard is guess work to satifiy the crys. Now its no threat to them and no use to an archer. At least the newer volley or something simular can actualy be tested and implemented in how mythic intended it , as an improvement to how it use to be.

The current volley has little use in real rvr, if you dont think so, jump on your archer and prove it, or else you really have little say so on how good or bad it is.
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Rose
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Postby Rose » Mar 14, 2010 08:06

Nayru wrote:Let me quickly sum up what we've got here.. a wish for an extreme custom setting and a wish for a 1.9x archery setting.

What did you think when submitting your posts, honestly?

Extremely custom setting? Isnt tajendi a bit more extreme custom? Elaborate please. I am suggesting a fair balance, if you read it closely.

Also, what was the post 1.9x setting? I must have missed something. Please provide a reference to those patchnotes.
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Silverleaf
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Postby Silverleaf » Mar 14, 2010 08:19

Blue wrote: If chances raise then the damage should sink.


Get serious, the bow damage on your server is below standard and yet you further suggest it should sink some more.

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Postby Silverleaf » Mar 14, 2010 08:21

Nayru wrote:What did you think when submitting your posts, honestly?



Instant bias and discrimination.

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Eridon
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Postby Eridon » Mar 14, 2010 09:15

Tajendi with all of it's parts is not based on any content of Mythic.
You are talking about custom changes on a Mythic defined abilty and that's not the way Uthgard goes.

We try to go back to classic standard as near as possible and not forward to acutal live server settings.

Volley was implemented for Keep defence and fights with groups not for 1 vs 1. So just accept the change an try another tactic for playing.

And when you say bow damage is under standard so define which one and don't say the acutal one.

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ronalda66
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Postby ronalda66 » Mar 14, 2010 09:26

in my opinion archers are alry on an extreme custom setting

i mean how much dmg we miss from live if we count all bugs together?

-crit shot dmg lower then on live
-arrows dont hit as good as on live
-rapid fire costs2 times more endu
-no bow procs
-volley rupts from 2nd dot ticks
-arrows just disapearing into nowhere, if you move, change weapon, or the target just runs out of range

so how much % do we loose?
if an archer would have 100% on live, we are here at 70-80% dmg, thats an extreme custom setting

and how do you call the bonedancer implementation?
Last edited by ronalda66 on Mar 14, 2010 10:16, edited 3 times in total.

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Rose
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Postby Rose » Mar 14, 2010 09:34

Blue wrote:If chances raise then the damage should sink.

Taking an Earth-spec wizard's Damage (GTAOE) spell as an example. Basically it has the same function as Volley, except it can be cast while the wizard has power, while Volley can be cast while archer has endurance (with a reuse timer downtime). Wizards GTAOE does more dmg the closer the target to the epicenter of the ground target, and less dmg the further the enemy is; this could also be applied to Volley.
So you're right, the dmg should sink, yet not all of it, only the dmg further from the middle of the dmg area should be lowered. The further the target from the middle the less dmg it would get (if it get hit anyway (remember there is miss/block/evade/chance rate)).

I'm trying to work out a solution here; not a nerf or boost, but a fair solution to satisfy both the archer and its target. Lets do some brainstorming here.
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Musikus
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Postby Musikus » Mar 14, 2010 10:26

Eridon wrote:And when you say bow damage is under standard so define which one and don't say the acutal one.


you are realy trying to fool all the archercomunity, dont you?
staff has since more than 18 months a VERY detailed bugreport with all the tests needed made by zippity.
and now you tell us we should define the bug you already know? come one be serious Eridon...because your answer cant be.

ronalda66 wrote: in my opinion archers are alry on an extreme custom setting
-crit shot dmg lower then on live
-arrows dont hit as good as on live
-rapid fire costs2 times more endu
-no bow procs
-volley rupts from 2nd dot ticks
-arrows just disapearing into nowhere, if you move, change weapon, or the target just runs out of range


just to point out all the KNOWN AND DOCUMENTED bugs.

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Eclipsed
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Postby Eclipsed » Mar 14, 2010 10:51

why does it feel to me that its archer classes vs the uthgard staff. Arent they suppose to be neutral about classes. Its not hard to see that when a bug agenst archery comes up, the staff and everyone discuss it and talk, fix fix fix. But when its bug fixes , even to bugs that are proven like procs, arrow weight and so on, we get negitive responses from the staff and just have to fight and fight about all this. Now im not saying all the staff and yes we archers, including I can be quiet hostile about all this, but what do you expect. You get beaten down so much with fixes and issues on your class, it well ticks you off after years. If we got some of those archery fixes and some actual considerations at realistic use of archery and how effective it really is in combat and ways to improve that, im sure if all that was done, im sure every archer wouldnt care at all about volley. But its just another tool that actualy was useful that has been taken away and that is why they are upset. To much taking away, not enough love for the archer.
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