Post
by The Kriv » Wed Jun 27, 2018 2:42 pm
I've brought up in the past the idea that a full-on dedicated archer build, that isn't a dedicated AA or some cryptic buff-o-matic caster hybrid, ought to be able to break 100 points on a crit with really lucky damage getting above 150.
I played a lvl 30 archer with 15 levels of AA and WS/EWS Longbow, fully buffed in a party-setting and using a +1d6/+4 double-essenced Damask Arrow, breaking 110 was a rare thing and she never broke the 117 mark. Most crits were 50-70.
If AA is the ranged equivalent to the melee Weaponmaster, that's a pretty sad state of archery.
I've seen archer crits above 120 on very specific built cleric combo Black Archer Builds, and some high rogue bonus short-range AOO hits... and even then, those damage ranges were using top end, highest tier, best-in-slot ammunition. I've never seen a ranged damage top 150+. Maybe others have, but playing as an archer, traveling with other archers, I've not seen it.
I also want to acknowledge that other class-types of the arcane/divine/warlock/whatever also has resource management involved in their class build in order to be effective in combat, and without that resource management, or if it is mis-managed, then that class gets gimped too, but the nature of those resources are vastly different and the sort of damage they deal is also very different.
I'm talking about swinging something with your arm, using your strength to land a blow on a target to deal physical damage, vs. holding a ranged weapon i.e. bows, with your arm, using your strength to load enough force to launch a projectile to land a blow on a target to deal physical damage.
What does it take for an Archer to be truly effective to engage in high-end, high level content... whether solo, or in a group setting.
The management and crafting and gold investment to stay top-tier, high end for an archer is significantly greater for a class that WITHOUT this specific crafting/resource/consumable element, even with the most optimal build is well below.. SIGNIFICANTLY below every melee type/role who ONLY must make that investment ONCE.
I think the system in place right now is on the right track to makeing this much much better.
super awesome bows? YEAH! bring it! Give archers something they can crack that 100 point LUCKY-crit damage barrier BEFORE adding those essences etc...
Now.. how do we get to the next level? Suggestion:
1) What does it take to make a Adamantine Shield? Translate that exact recipe into a Amunition template but mix up the components.
2) once created... the Amunition template has the SAME CHANCE of degrading as a Damask Weapon does when that weapon used in battle.. NOT every time you crank out a 99 stack of arrows.
3) Essences applied to the Amunition Template are the exact same as you would apply to a Masterly Damask Weapon.
4) Temp Essences Only able to be applied to individual 99 stacks of arrows.
This then makes Archery on par with Melee Weapon/shield. Make them equal in crafting in every way, except the names of the needed pieces.
Make the bow/amunition template exactly equal to the Melee-weapon/Shield in terms of damage potential when used properly.
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