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Welcome   by codezombie on 05-07-2010 01:55:58
 Subject :Changes to Archery.. 25-02-2012 04:43:06 
codezombie
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Joined: 14-06-2010 21:54:27
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Quite a few people have stated how overpowered archery characters are.  I am thinking about making a change to how archery works in order to make some creatures more resilient to archery attacks.

There will be a chance for creatures to dodge arrows based on their speed.  Slow creatures, will be very susceptible to ranged attacks.  They will basically be hit with the same amount of damage as they are now.  On the other hand, fast creatures will have a higher chance of avoiding damage from attacks.

Creatures will likely end up having 0%-70% chance of dodging arrows.  Very few creatures are fast enough to have 70% chance of dodging.  The average will likely be 20-40% chance of dodging.

Now, as far as multishot goes, each arrow will be handled separately.  A player will not lose all damage from a multishot.  Instead, perhaps 1 or 2 arrows do not hit their target.

Let me know what you think.

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 Subject :Re:Changes to Archery.. 25-02-2012 16:16:11 
Jester5093
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I have to rerun my archery character with the new creatures, but if there was some way to code this to check by distance, that would probably be better.  My point is this.  Archery is really all about not being hit.  if you are hit, you melt.  if (to take the upper limit which would not be the norm) you have a failry strong and very fast monster, and you have a 70% miss chance at 5 squares away, w/e, you are still fine.  if you have a 70% miss chance when they are on your face, you are much much less fine.

It also appears that archers have 150% damage to both targets in a tile.  Just saying that this is more than Mages, and melee has NO option to AOE.  So maybe that is why things are easier for them as well.  They really do more damage than every other char.  With no mana to worry about, and since they aren't near the monster, no hp to worry about.

We just saw that mages get 133%/66%.  Maybe the answer is just to bring them in line with mages?  that may make the difference.

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 Subject :Re:Changes to Archery.. 25-02-2012 22:11:27 
codezombie
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Well, bows have lower damage than melee weapons. The armor piercing is better than the melee upgrades though since it allows extra damage regardless of the creature's armor. I believe the melee characters just need more damage bonuses with their weapon skills.
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 Subject :Re:Changes to Archery.. 25-02-2012 22:16:12 
codezombie
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Also, don't forget that mages have the staff and cloth armor abilities to increase magic damage further. They also have charge. Their damage potential is higher. Though, they would likely be squishier.
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 Subject :Re:Changes to Archery.. 27-02-2012 09:36:33 
Leot
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There isn't a need to change archers. For them to really be effective, especially in the maze levels, they need to divide up their stats into agility even more so than a normal warrior would to gain the needed distance. A 24-48 bow shows up at around the same time I found my 48-96 long sword, which I bought two of. At strength 70 my two handed bow did inferior damage and had inferior enchantments upon it than a dual wielded, and did far less damage than a two hander. Mage do have charge bringing their damage through the roof which is something archery does not have, and when that is combined with the range of a spell, and enchantments of a single item they play more as a poor man's mage who purposely needed himself. A boost to close co.bat characters would help balance things than arrow miss chance. Also to talk about man's consideration:s by level fourteen i found it impossible to drain my man's with fire arrows and after sixty growths in a row I finally needed to rest.
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 Subject :Re:Changes to Archery.. 27-02-2012 09:38:31 
Leot
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As a further counter point, with the initial 40 endurance I reccommend I don't find a mage's lack of armor to mean he is squishy at all. They are quite durable.
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 Subject :Re:Changes to Archery.. 28-02-2012 07:06:40 
Jester5093
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After playing a mage to level 20 in the dungeon, I have to say...he really does roast my archer character, and when he isn't killed immediately in 1 shot, he lasts a very long time as well. There is also NO room to put the needed distance for an archer to kill in any of those areas. Archery is really inferior to magic in every way. I've truly come to believe that mages are actually the only way to get past level 12-14.

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Last Edited On: 28-02-2012 07:07:08 By Jester5093 for the Reason spelling
 Subject :Re:Changes to Archery.. 28-02-2012 21:22:19 
codezombie
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Ok, so increase melee power, leave archers alone, and add magic resistances to some creatures?
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 Subject :Re:Changes to Archery.. 01-03-2012 19:40:46 
Leot
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Sounds Like the way to go really. It burns that Mages get neat abilities and the fighters are forced to focus on innates. (Get it? Burns... mages... because they use fire to--- oh nevermind)
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