General Archery Questions/Complaints

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NsmatAlsbah
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Postby NsmatAlsbah » Sep 29, 2008 23:45

I didn't see any threads addressing this topic specifically, but if there is I apologize. A couple of issues, mainly bug fixes. Is there a reason that (in Midgard at least) procs applied to player crafted bows don't work? I have a lvl 44 hunter with a 51 bow and a 43 proc. It never goes off, not after over 600 arrows. Also, the higher lvl crush damage arrows have a bugged weight, a stack of 20 arrows weighs 40 lbs. making it impossible to carry a reasonable supply of them, effectively neutering part of a Hunter's offensive capability. Also, their seem to be a couple of RA's that aren't implemented, like rapidfire, and volley. Are there any plans to implement them in the future? I saw a thread that looked like they are implemented in other realms, is it just Midgard getting shafted here? Any help on this would be greatly appreciated, thanks :D .

nixian
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Postby nixian » Sep 30, 2008 07:50

pretty sure rapid fire is in? same for volley actually?

Camulos
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Postby Camulos » Sep 30, 2008 10:43

- Rapid Fire is already implemented and works. It's an bowline skill, not a RA.

- Volley is already implemented and more or less working. It's an bowline skill, not a RA.

- Procs do not work on bows here. Neither on drop bows, nor on crafted ones.

- About the arrow weight, i will take a look and fix the problem. Would have been nice if you'd told me the name of the bugged arrows, but nevermind, i will find out. [Edit: Arrows should now have the right weight - if you encounter bugged ones, write a report with the exact name.]
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CalvoHP
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Postby CalvoHP » Oct 01, 2008 15:28

Camulos is right, Volley and rapid fire are implemented and working fine, the reason for procs not working on Bows is due this is a classic server before 1,80 patch.



anyway i wanna add some things to the thread:

-There is a known issue about Bow damage, being very low, Zippity has made some testings (need to look for the actual links here)

-There is a bug about targeting: if the archer picks a target "cast" the shoot and the shoot doesnt occur due canceled or interrupted, once the archer picks another target the shoot still tries to go on the first target, if the first target is still in attack range then its gets damaged and next arrow goes on second target, if not in range then the archer gets the msg of not being in range, even if the real target (the 2nd one) is in.

-there is another bug that is easier to show: sometimes when stealthed and shooting, the archer gets unstealthed at the start of the casting time, it is suposed only to happen as the target gets hit.


sorry for my basic english, and welcome back Camulos :)

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Alandrian
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Postby Alandrian » Oct 01, 2008 17:22

CalvoHP wrote:-there is another bug that is easier to show: sometimes when stealthed and shooting, the archer gets unstealthed at the start of the casting time, it is suposed only to happen as the target gets hit.

I hope i understood you right, but this is not a bug. There is always a chance that you pop out of stealth when you draw a shot with your bow. It depends on your stealth spec vs your character level. If you have stealth on level the chance for a normal shot should be 0% iirc.
There is a further penalty for crit shots tho. So even when you have stealth on level, there is a chance that you lose stealth when drawing a crit shot.
Alandrian

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CalvoHP
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Postby CalvoHP » Oct 01, 2008 22:16

i always cap lv and stealth + it has happened against blue green enemies/mobs


mithic never writed about chance to get destealthed, it explicit said the stealth is only lose after the enemy is shot, in adition if the archer's target doesnt have a target set it will automaticaly auto-target the archer.




===================================

Dark Age of Camelot
Test Version 1.88e Release Notes
Archery and Tradeskill Changes
March 13, 2007

===================================


- Archers will no longer unstealth when beginning or while queuing a Archery shot.


take in mind that this is a fix 1,80+ so our will Staff decide the fate of this issue, considering that chances to unstealth was never intended but a bug.

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panachier
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Postby panachier » Oct 01, 2008 22:36

lol it has never been a bug...or a very strange bug that your destealth follow a strict formula.

if your stealth ( with bonus and RR) = your level :

- your chance to stay hidden while preparing a normal shot is 100%
- your chance to stay hidden while prepapring a critical shot is 80%

and i think ( but not sure ) stealth level decrease your chances on this way

(stealth level/char's level) X 100% for normal shot
(stealth level/char's level) X 80% for critical shot

(the formulas are not sure at all but that something close to that)

and in any case the level of your target is in the formula... you can destealth without any target
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NsmatAlsbah
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Postby NsmatAlsbah » Oct 02, 2008 02:26

You're right, rapid fire does work, it just doesn't show me in the combat window that the cast time is lower :). But how do i get volley to work? i tried it while targeting an enemy, and it gave me a message about the target being too far away, when i was right next to it, and i tried to set a ground target, but that didn't work either...

jrhadden
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Postby jrhadden » Oct 02, 2008 09:35

Just set a groundtarget. And press volley :)

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Musikus
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Postby Musikus » Oct 02, 2008 13:59

create yourself some macros to place groundtarget buttons for the quickbar..

i have following GT-macros: 250, 500, 1000, 1500, 2000, 2200

how to do?

type: /macro 250 /groundset 250
hit enter
a macro is created on your screen...drag it into the quickbar
Done and ready to use GT-macro

if you now want to place a groundtarget in 250 units distance click this macro in the quickbar once and the GT is placed in 250 units in viewdirection.

if you now wana use volley hit the matching GT-macro and than hit the icon of volley (that you have in your quickbar too). after 5 seconds waiting the arrows go off.

hope i could help
thats the way i use volley

Tom
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