Yep good call. It should hit for more % on account the archery modifier that can bring your archery to 125. Archery doesn't get the tactics bonus.
Right, so 50% at 100 vs 100, and a higher chance at +archery modifier. It seems like a really reasonable start to me.
Keep it the way it is and remove the accuracy check regardless of range or movement. Than we can talk and test special moves paired with the bowcraft/fletching skill. Feel like this is a very reasonable way to start improving archery and no way making archery OP.
if there was a special move, i'd like to suggest mortal strike (an AoS special move that prevented healing for a brief time).
I like armor ignore but you would have to cap the damage at like 40 or something like that. Then again I have seen a War Hammer hit for 72 damage (+25 Vanq of course).
Fairly certain that isn't even possible with a valorite runic but I'd have to be Dalavar to know for sure.
Regarding archery chance to hit, I think the formula used here does a world of disservice to archers interested in pvp. And it helps those using archery for pvm. Basically if' you're within a couple of steps and not moving, you have a very high chance to hit. So high that the DPS from an archer at 1-2 tiles from a monster is pretty comparable to that of a macer with a warhammer. But if you're moving, or even still but say 6 tiles away, it's pretty reduced. IIRC, the +25% to Archery from a Supremely Accurate bow would give you a 58.3% chance of hitting a player with GM in their skill. Which isn't that fantastic, considering how rare they are. Although if it also made opponents have a 42.8% chance of hitting you, that would be pretty cool (though nonsensical). As far as war hammer damage, I am seeing a theoretical max of around 70 on a crushing blow against 0 armor, swung by a GM Anatomy, 100 STR player. That assumes the crushing blow increase stacks with Anatomy, STR, Tactics, Vanq, and Exceptional bonuses, so you may want to run a test on TC for a bit. Of course now that we have dice rolls, it's important to note that a max roll on a war hammer is a 1 in 823,543 proposition.
I was unaware that the weapon bonuses go toward skill instead of tactics. I just started two new character due to the freesist training but I don't think I would run resist on a provo-archer anyway. I will build one up and give it a go. Shouldn't cost to much and I have over 10k arrows just laying. I could get on board with no accuracy check on the run. Seems fair. I still disagree with a special move or damage increase being paired with bow craft/fletching. If that were the case fencing, macing, swords should receive a bonus if the player is a GM Smith. Lumberjacking is different because to lumberjack you need to know how to use and axe and be proficient with it.
Valorite Runic War Hammer vs: 0 AR: 30 AR (GM leather): 38 AR (invulnerable leather): Hopefully this also puts to rest the "you can't compete with GM equipment!!!" nonsense. Just roll a mage, put on some leather armor, and laugh in the face of the macer with a valorite runic war hammer. But hey, at least it can 3-hit a naked guy!* *unless naked guy drank a white potion
Ok how about this.. Merely balance damage vs range in a way that actually buffs current mechanics without going overboard. To delve further: Closer to target: more damage less accurate Further from target: less damage more accurate Maybe keep a solid neutral where 4 or 5 steps away is completely neutral with a 5 % damage and accuracy increase to current mechanics 1 step closer is 5 percent less accurate 5 percent more damage yielding same hit ratio as current with a 10 percent blanket damage increase Again 1 step closer rinse repeat Opposite effect for each step away from the neutral spot Why is damage increased when closer? Arrows lose velocity over travel distance Why is accuracy decreased when getting closer? Some may not immediately see this but take scenario of being 3 feet away from a guy with a bow and arrow.. if he hits you most likely he will split your head in two but how easy would it be to dodge it at that distance? Very easy! One simple side step and his arrow completely misses your body.. one jerk of the head and the arrow wizzes by. Being up close in the face of the attacker it would be easy to spot when the strike was coming and thus easier to dodge when you see him releasing the arrow. From a distance this because impossible to do thus reducing possible reaction time This system would allow for someone to use the strengths and weaknesses of damage / range to their benefit using tactics and play styles These numbers may need tweaked but I do like the concept of risk vs reward and yet balance of range vs damage.
I think messing with the damage is a mistake. It seems to do a fair amount of damage compared to other weapon skills and maybe even a bit less. First thing needs changing is the accuracy. Been running ctfs and recording them and lord have the whiffs been abundant.
50%+ all the time with weapon mods and we will be good. REMOVE THE ACCURACY CHECK REGARDLESS OF RANGE OR MOVEMENT!