#Archer related changes
1 messages · Page 3 of 1
This.. imagine if someone has average skills for their lvl at low lvl they will be nerfed
Ive got my gear few months ago.. just like many others.
i dont think that wearing higher level gear will be worse than using the 'correct' gear and even if thats true, you have the harddest part done which is afford those upcoming items, just play the game lel
using full agony set on my druid it made my avg dmg increase 100~ on min and max dmg of my sd while being level 303 and the gear requires 400
How about tweaking shielding skill gain formula for archers (make it harder) and let them keep health during the spell?
For me my dmg went up only by 40-50 with high lvl gear on low lvl noob with 111 dist
And that was when we had attris be locked behind lvl and now it's gonna be halves coz if item has dex unlocked as attri or not
Maybe I’ve decided to invest in equipment to be able saving cash in the long run (less dmg eating, higher dmg output etc)
dexterity now shows as precise??
you will still get full protection for gear @carmine comet, the level requirement just takes a bit from the extra dmg coming from items.. look my img above using clean blue set and was about the same strenght as me on live(bit higher actually)
200 level under the proper level of the set and i got way more dmg than using my proper level gear.. it is worth if you have better stuff.
attribute cost should be taken into consideration with vendor prices with selling items on things that are considered low level, investing 500k into an item that costs 30k on NPC is never worth it.
Im considering „good eq“ now vs after update. I need to check it when I’ve got time to. But in general it shouldn’t bring a punishment using way more expensive equipment.
well ppl on ts are saying that they are feeling like me, they are always feeling a bit stronger, with same gear, lower gear and high end gera
with the upcoming change of formula to require 10 bolts to kill a bat, you should feel waaay stronger.
800 mana for 20power bolts / 480 for 20 heavy bolts-arrow will stay?
Same value as burst, atlho paladins take much longer to regen that same amount of mana
🤷♂️
its more about the 800mana for the power bolts. spell will be ever more useless or not?

Also it’s locked behind HR faction, while druids/mages can buy spell from npcs and start to bake explosive eggs
they added new ammo to aremis for 50gp each as well
I’ve seen, but it’s kinda overpriced isn’t it?
highest single target dps in the game should come at a cost dont you think? besides, your regular ammo does much more dmg now, so rangers overall get more dmg/gold on ammo
Holy rose needed? gosh because so much difficulty being that it is reduced by using the skill, I could leave it as it was with eye of the flame Quest
knights need holy rose to use inatio, druids need holy rose to use purification, why paladins dont?
Paladins need holy rose to use camouflage, what’s your point
To still allow training with normal gear equipped, dexterity will from now only work with weapons with attack 15 or higher, just like previously min. damage worked.
I dont get why u nerfed the sheol sets now they are barely better to sets that are much easier to get and require way less effort to get.
angelic is missing the attribute but it will get added before update on real servers
so what, its still an upgrade from 36 to 48 which is +30% lol
no they added 10% to all items so angelic will have 40
Oh, I tagged wrong message.
Meant this one.
dont forget they will add umbral legs soon
then i will skip those
kekw
i dont care, im sad this archer spell is teamhunt only and i feel forced to teamhunt now to be efficient
it should return with speed and hp debuff, without speed debuff in teamhunts and archer would be great again
now its MWEHHHHHHHHHHHH
Imagine reading
its only hp reduction but only works in team
I dont care about your work stop acting like an entitled idiot. Just because you work
Hey guy Niclas works so can you be so kind and sum up everything for him? Please
well if we have that many msgs you should at very least expect some changes going on before giving your feedback of something you knew days ago
Nah man its better to complain first instead of reading or checking test server
127 lvl 110 dist
16:39 Distance damage (dexterity: 32): 25->323 (old) => 110-338 (new)
with full ancient
16:39 Distance damage (dexterity: 30): 25->298 (old) => 104-313 (new)
this with full crystalized bow that is capped at 120 lvl
15 dmg more only xD
@hallow minnow something seems very off on test server at the moment.
Yesterday I had 191 dex and max hit 671, today with 217 dex i have max hit 499
17:44 Distance damage (dexterity: 217): 96->220 (old) => 328-499 (new)
did u change stance?
xD
now tell me how is it fair that i get only 15 dmg improvement in max hit ? XD
with bow that is underlvled now
120 lvl required im 127
cause dex 30 is not much and gear will allow u improve your dmg alot more in later lvls
17:52 Distance damage (dexterity: 135): 85->369 (old) => 265-520 (new)
well as of now mid and higher rp's got buffed and low lvls are kinda the same as they were
well low lvls game is easy AF so doesnt matter ull be high in no time, there are plenty amazing events that boost your exp
im comparing myself with high dist for my lvl which is 110 soon 111 xd
i dont want to even think what 80 dist has to feel xD
are u saying another 50% boost? 😮
17:54 Distance damage (dexterity: 34): 85->369 (old) => 184-399 (new)
bow only gives me just 30 dmg buff compared ot before
and what lvl is the bow for? 😮
idk, 300? test is fked cant look at items
Try now, I have added quest requirement to this weapon.
Quest or level, but if you have quest done, you don't need to have level.
Oh, you don't have the quest done. I changed your quest progress.
17:01 Distance damage (dexterity: 43): 25->323 (old) => 119-351 (new)
too small gap between hunting arrow and piercing arrow, can we make piercing arrow cheaper or increase armor penetration to 40%?
dmg between regular arrows, hunting and piercing seems rly small on test tbh maybe dex should give some % increase instead of just fixed values would be an improvement
yeah it is better now
hunting arrow 4gp, piercing 12gp. with 214 dex thats 17 damage difference
and 18% armor reducton sounds not much at all
while we are on the topic of arrows, dont forget conjure piercing arrow GOD BLESSSS
17:59 Distance damage (dexterity: 231): 121->409 (old) => 409-730 (new) regular arrows
17:58 Distance damage (dexterity: 231): 121->510 (old) => 430-838 (new) piercing arrows
17:58 Distance damage (dexterity: 231): 121->487 (old) => 426-814 (new) hunting arrows
@hallow minnow I want oto make sure I got the min damage formula right because it seems off:
min_damage=(lvl/5 + (max_damage*0.2)) + 0.8*dex)
Is this correct? becasue according to my calc I should be hitting 400 min damage (482lvl, 207 dex, 122 dist, 42 attack value) but server log shows:
18:03 Distance damage (dexterity: 207): 96->421 (old) => 361-692 (new)
Can you have a look?
Try calculating min and max first, then add dexterity bonus.
min_damage=(lvl/5 + (max_damage_no_dex*0.2)) + 0.8*dex) gives 348 (too little compared to server log) I tried multiplying by 1.05 (although its included in max dmg already) and got 366 which is too much. Something is still off
- calculate min-max
- add dexterity bonus
- multiply by 1.05
OK now it works like on test server. thanks
are full items on live gonna stay full? or u gotta attribute them again for that 1 missing attribute?
or 2 or 3, some items share str/dex/int
what do u mean 2 or 3?
angelic legs for example
Shadowfall Xbow : 13:27 Distance damage (dexterity: 134): 77->517 (old) => 293-704 (new) Sacred Arbalest : 13:28 Distance damage (dexterity: 132): 77->517 (old) => 291-702 (new) Is the same dmg lol
with this archers are forced to att every single item with dex while leveling up to have higher damage.. what about changing the way we att items I mean a way to use Large Painite Crystal just to get dex cuz I wont care about others att
else ppl will still go for best set cuz is gonna be insane waste of cash on att all those items
Eldrin please consider putting str/dex/int under 1 attribute
Are all items more likely to gain strength, dexterity, and intelligence?
nice
it will be changed for all items? i mean % chance to upgrade?
what about prices stones to upgrade items? 😮
On a serious note, have u reconsidered price of piercings smmu seeing as u won't add conjure spell u can lower the price in store by 2gp?
I just tested att a demon armor in the test server and precise was the last att that show up xd
13:01 Distance damage (dexterity: 102): 44->184 (old) => 161-297 (new) ///
What happened???
ur like the 10th guy complaining about damage here with full def on
kkkkkkkkkkkkkk sry!!!!!!!!!
dunno how their stance changed xD
so just boots of torment have precise att?
hydra scale legs is gonna be better than angelic legs on dex
cuz angelic legs dont have precise att
they will have it, its being added
rip sheol set
All modified items should now have some respective attribute, that increases bonus item. Sheol items bonus was slightly increased. Chances to obtain attributes on low level items should be now much higher (cost was lowered).
is there chance to have items compared one by 1 full and empty to see what their stats are without having to attribute them urself?
please define "low level items"
Items with item level below 300.
thanks
Eldrin can u make piercing arrow and bolt 2gp cheaper on aremis? Current prices it is just not used on legacy
Also adding conjure spell like I mentioned 500 times will help with that
Or buff the PIERCING ability of PIERCING arrows and bolts
add new ranger spell as a generic spell + conjure ^ spell after hole rose faction
Now with this new bolt spell whats the worth of power bolt? conjuring cost 800 mana for way less attack then the new bolt?
Yes we need to adjust power bolt aswell!
Fix our ammunition eldrin please good sir
allready asked today about power bolt spell and the 800 mana :d
Please add piercing arrows and bolts to spells. It would really make sense since small explosive runes are in shop now its no longer needed for archer to conjure bursts
is there a way to get maris meal (+dist skill) on test server?
is there any plan to do something with the low level items we loot with att?
Well guys... RP is kinda weak.... I have a suggestion, can you increase the attack of this ammo a bit?
xDDDDDDDDDDDDDDDDD
My proposition is "assassin stars" like rl tibia - 100 atk, 0 def but while RP will using assasin stars they could put on shield = some more def ^^
ofc 4200 dmg in "1 shot" is to low, Rp want 5000+ i guess
(double bolt + sd ofc) ^^
Hello eldrin as u all can see we just want this final adjustment in regards to piercing arrows
lets go
That's right 👍
maybe revisit mana for power bolts too? 😄
do we know the attack of hneavy bolt/arrow when they arent being used in stance?
Eldrin, it's impossible to enchant demonbone armor that was previously full
honestly I kinda wish RP had some elemental arrows/bolts that were the same atk as hunting bolt/arrow vs what we are getting but I understand that might pose some problems with the way weapons with elemental atts work
you mean like sacred arbalest, shadowfall crossbow, triangle star bow, meteorite crossbow and bow of the primordial fire?
dont worry it will be a rare so u can sell it to @oblique glacier
@hallow minnow when u will fix DOT dmg from bows/xbows using heavy ammo? cause currently its not working
i actually think there are couple ppl alread thinking on buying items and leaving them with old atts just to pm me thinking i will buy
Will be fixed after server restart.
@hallow minnow I believe that the Albine Scale Armor should still be better than the Watcher Armor because it is a very rare drop. What do you think?"
I think you missed updating the chance to attribute precise on spider chain legs they still have the old 9.37% value while the armor/helmet both have the updated 31.77%
Rare but easy to farm.
If that was the case then rogue set would be amazing lol
spider chain set needs some love tho, kinda bad that they dont give poison res as property. None of the pieces, and they are very rare as well
Is it intended that xbows are gonna be better than annihilator after update? @hallow minnow
Why does annihilate have no dmg "tick" and no active aswell? Its definitely missing something!!
Shadowfall crossbow can tick for additional 130 damage its huge
Even arbalest ticks 100 now
And primordial bow has active
Annihilator only has nerfed armor penetration
Ek weapon doesn't have anything too
write that in knights feedback 👍
Both archer and knight got permanent passive bonus by finishing sheol
Irrelevant
5% shielding for eks is dogshit but it’s not eks thread
Archer passive is fine
Take my 30hp phis dmg blocking ability and give hellfire or mage mana regen
Mage mana regen is worth both eks and archer passives combined and then some
You dont have doubled mana and hp regen?
Take hellfire away and give 5% passive rune dmg increase
Archers only have distance damage increased but ok
????? You have mana regen of promoted high mage
Double mana and hp regen is nothing for archer or ek
i just want to say RIP hunting with shield + sd
I think there should be encouragement for different styles of hunting ie shield and sd where mixing stats benefits everyone and creates new play styles
i think so too, but with the new system there is no way to do it, u gonna lose too much dmg, its never gonna be worth it
yea
But we got highest single target damge in game now
XD
You can’t expect to have that and also be viable as a blocker with sd damage
lolz u lose so much in solo hunts just so WHILE we are in team hunt we get highest dps single target
thats carp sandwich
Last time I checked I was slightly buffed in solo hunting single target
But I have good gear and decent skills
also while u highest dps u have hp almost like a mage and no good mana shield?
yea but what i meant is u lose alot of viable options in solo hunts
like gfb hunting, explo hunting, pure sd hunting
That is true but I personally like this change. I don’t play archer to hunt with gfbs.
Did you miss the event results on your own website? 2 archers dominated everybody else for over 50kk XP
These people have severe autism they would be top 2 on any vocation
this is a case of player diff not vocation diff
yes alot of ppl that are no lifers take rp as char cuz no one else can play the amount of hours they play so they need to autistic like that, thats just this voc draws in all this sick ppl
xD
I love you @glad condor but please stop with the bias. You've single handidly scrapped 17 different archer spells at this point. Might aswell create a separate vocation for you.
i would play his voc XD
I’m defending archer in its current test server state though
Literally against buffing sd damage when you use shield
there should be shield for paladins that boost thier magic dmg to compensate for some of the lose in dist dmg
And it’s not because I wouldn’t like that, that would be sweet to also go on shield+sd hunts like I used to on lower lvls. I just know nothing comes free and that change would most likely force single target dps decrease
Neither do I but it WAS damn good
We have bigger issues now that xbows hit harder than annihilator
Archer needs spell back with hp snd speed nerf, better pricing for piercing ammunition and this vocation is FIXED
Buy annihilator full 2kk
show these differences
Just test it
unfortunetely i cant cause i dont have passed demonic faction 🙂
Aha
SHADOWFALL XBOW: 13:19 Distance damage (dexterity: 165): 77->393 (old) => 285-574 (new) + 120~ death
I cant now in 1h I’ll test but itron checked it already
i tried it both shadowfall and arbalest are better than annihilator now
as i remember itron showed us how he deal 1,5k dmg from annihilator with spell and heavy ammo 🙂
Maybe it's because dummy has low armor?
And we are talking about hunting ammo now
why does that matter
im talking about with piercing ammo
Annihilator has 15 armor reduction now no longer 100%
Cuz annihilator reduces 15% so may be more effective on regular mobs
it doesnt do extra dmg that ignores armor though
It’s almost irrelevant this 15
do u remember when i post here to change shadowfalls dmg type from death -> curse/chaos ? i asked for it casue there is no monsters to use this death dmg type..
someone said to stop propaganda cause when new content will come then it will be good...
and now u say its op? 
i have shadowfall xbow and arbalest and i almost not using shadowfall cause all is immune to death..
On dummy yes on rl mob probably not
also on dummy wheni checking dmg its looks "wow nice dmg" when i went hunt ashlords and test it "wow it was just dummy target with 0 armor"..
but someone else went there with annihilator and his armor pen and this dmg was sick
this when you do not activate fast hands in addition to the SD.
besides being atack from a distance... while EK is still the same shit but spending 25% more uh. still nerf ice sword haha
Are you sure 15% armor reduction makes such a difference? Show stats
How much armor does ashlord even have?
40?
are u sure your 20% fast hand and 8% sharpshooter in annihilator is 4fun? and try to say that xbows are better than annihilator now? wtf xD stop looking at server log only
So it’s reduced to 34
it could be shooting bolts instead of arrows
wow 5% fast hand vs 20% just check how huge gap is in this..
nope
That fact that this even is a discussion is a problem
Annihilator should be undeniably superior
ok if u want check it like u did now...
go take shadowfall xbow and ancient xbow and u will see almost no dmg diff in server log.. but the attributes and properties will do gap here
same is with annihilator and xbows
u cant even try annihilator so what do u know 
annihilator have 15% arm pen and 20% fast hand and 8% sharpshooter in one attribute not splited to atr + propery which is more effective...
wdym more effective
u talking like blind guy who know only numbers on server log without calc attributes and properties which u have already. same arguments u can say to other weapons if u think this way. specially that annihilator doing dmg to everything but death at this required lvl? almost all creatures are immuned.. and currently not even worth to buy shadowfall cause of it just arbalest cause type of dmg gap is huge death vs holy...
Does armor get reduced below 0 if dummy has 0 does the % puts ur dmg or armor below it? That's my main question
Time to put 100% armor penetration back and add active to end this discussion
for sure nope. arm pen works like arm = arm - arm*arm_pen in this case u will reduce 0 arm cause dummy has 0 arm
"A blind guy who see..."
bruh 
"blind guy who know..." now is clear for u? 
piercing bolts reduces more armor than piercing arrows though
ye bolts cost 20gp when arrows 12gp
same can be said when u compare primo bow to xbow with similar lvl item
just another compensation
you're all on crack
currently annihilator was obviously OP weapon with gap which cant be even compare to any other weapon of even any vocation(mage/ek sheol weap?) and ye ppl who want still have that huge gap cause they already have this weapon or are very close will cry for it except balance it how it should be done in this thread atleast...
20% fasthand on annihilator = 20% extra dmg. 10% avg extra dmg on hit on shadowfall = 10% extra dmg and it doesnt even work on all targets. its first graders math, annihilator is better or what am i missing?
I'm inclined to agree with you on this one 😵💫
thanks for being fair to the game even if u dont like me cause of these messages haha
Anyone who owns Annihilator on live servers know it's broken but won't admit it. 600-700 dmg arrows with fast hand and full armor pen for 12gp xd
@jolly scroll I'm always trying to be fair so if I see someone make sense I will always upvote it. I want to see medivia balanced but you can't make everyone happy and some people clearly push for crazy, unjust numbers for their vocations.
600-700 damage on live servers? cool story bro. Maybe on orsha rates with 170 skills
And thats max hit
That’s why it’s impossible to reason with you people you always give these ridiculous numbers to justify your ideas
On lvl 530 144 skills I’m hitting 550 max hits 100 min hit which is like what 350 average?
Live server
Right. Let's pretend an archer from Destiny doesn't stream everyday. I also don't hunt with Drukarz. I made all this shit up 5 mins ago.
thats true! and currently max dmg is adjusted on test server as u can see... also after sheol u receive not only annihilator but also more dmg from sds... which makes u op af
i have realistic numbers for you: shadowfall: 5% fasthand + passive = 5% less dmg than 20% fasthand on annihilator, up to 15% more if target immune to death. annihilator also has higher % on all other attributes, armor pierce % and gives more DEX. it is clearly better, by atleast avg dmg of 10%
2 archers didn't dominate the event and Archers didn't get almost 8kk/h hunting single target on Volcano
I literally made it up
mages did 9.5-10kk on black widows
Exactly, a squishier dps vocation made slightly more XP. Isn't that a perfect balance?
That's another problem. I agree widows and skelly warlords EK was broken
Everything is broken except mages it’s obvious by now
the event is broken by design, it is supposed to make people buy mc so they can feel good about big numbers and spend more cash. have to balance spawns around regular conditions and there widows break at <3kk. any debate about numbers while event is pointless
Once again. I'm not here to argue at all. I'm here to remind people who clearly lost their minds over these past 3-4 days that we're supposed to buff archer's TH presence, EKs melee consistency and let druid cast ANY spell to close the mlvl gap between them and mages.
It clearly got out of control.
No we are here for complete balance rework
They are changing completely how you get power it’s not about TH presence or other bs
dont disagree, math still proves that annihilator is better than shadowfall and needs no buffs that would make it completly op
I am currently checking it in game.
give us feedback about all of it (attributes, properties, type of DOT dmg, arm_pen etc) and say what do u think and how u see it
No dummies
yes check it on normal monsters
I mean no dummies on test
why is there some random knight commenting here
@hallow minnow can you reset dummy DPT meter for me?
I’m comparing annihilator to arbalest
please check the damage difference between sacred arbalest and shadowfall, in my opinion sacred is still better, as it is easier to acquire.
any reason why great quiver/pouch is not in mc shop same as golden quiver/pouch?
I had done the same. Do you know the damage formulas for rune damage?
Golden quiver 1500 gold bars, great is 800 wolframite and 400 heliodors.
should be 2x or 3x mc price in shop.
Imagine the money income from that quiver if it's added
I know the multipliers for rune damage in the old model
I don't know if those are still the same
i dont see why they shouldnt add it
After server restart it should be now better.
- sacred arbalest: holy damage 13% -> 8%
- shadowfall crossbow: death damage: 19% -> 17%
- annihilator: fast hands 10% -> 12% (I also increased this property of Sheol melee weapons)
If sacred arbalest is 100% dmg, then shadowfall crossbow should be around 103% (105% item level) and annihilator 111% (125% item level)
Eldrin, is rune damage calculation still the same?
Any updates to shadowfalls element dmg?
Multiplier did not change in last few days.

i would gladly give mcs back to the game rather then the ppl having 20 noob chars logged on mining nods
yeah lets put great axe in shop for 800 mc as well 
thats different tho
If we are at axe where are shoes 😂
either add all quivers or remove the ones that are there now
I agree it’s odd to not have great quiver in mc shop
less items in shop = less p2w... wtf guys
yeah people are losing it idk
i agree it should be in shop
how is quiver p2w its qol
Quivers now provide dexterity stat, that increases distance and rune damage.
I don't think this argument holds on whether it's p2w or not. Somebody can always sell MC for gold, use gold to buy anything in game from players.
Remove it from store and reduce crafting cost problem solved
because at the time rangers needed a light source and some qol. rn they need neither?
which is probably harder to get then 400 heliodors and 800 wolframite
If you add rune damage formulas in that same spreadsheet, I'll love you forever
I hope this is still correct
🤞
id buy this great quiver in a heartbeat if it was in shop
Damage = modifier * spellpower?
Yes.
explo isnt I think
True, explo has changed
Explosion is 0.3-0.7
Will build out my char builder / calculator tonight. I spent a couple hours last night recording every items property and attribute values.
Yeah I haven't updated that sheet in a while, thanks for the correction ❤️
From test server
Also I'll rename the Tibia runewords 
@hallow minnow when update will come? will be before the new server?
Yes, so tomorrow or on Friday.
What about small explo runes? I don't see that on @coarse blaze snippet.
Good call 👀
0.15-0.35
so great quivers in shop tomorrow or friday?

run the idea by the big boss see if he likes the idea
✅ for quiver 😂
Updated it
I'll add it to the lil sheet I made earlier too
Awesome, thanks. I'm excited to tinker with my set building workbook tonight, now that I have all gear property/attribute data. Unless eldrin makes more tweaks to the gear 😆
Getting property values were easy enough based on looking. But running around with attribute crystals on every piece of gear was a pain.
Also I'm assuming that total spell power is spell power base + spell power bonus, pretty easy assumption to make 
I've added all the spellpower stuff, you'll have to recopy the document though
Access Google Sheets with a personal Google account or Google Workspace account (for business use).
It's a bit weird I have 3 columns
But it was better than putting it in the little information sections to the left of it

UD and Icon mlvl debuff removed?
yes the debuff is removed from the game
awesome
anyone knows level requirement for sacred arbalest (both item level and level required to equip)?
320 and 400
I don't think there is a level requirement to equip any item. The item level mechanic serves to reduce the str/dex/int received from gear that is over your level. Some items require a quest completion to use (primordial weapons).
So what is the difference between 'Level' stated in the 'Requirements' and 'Item Level' stated in 'Basic Properties'?
Perhaps I have the wrong understanding. I didn't think there was a level requirement for any item. Only a dampener to the str/int/dex based on your character level in relation to the item level.
Ah, now I recall the discussions - if one is below Level Required, then str/dex/int scales down proportionally. If >lvl required then there is no penalty.
item level is for people with 1 digit IQ so they can understand Eldrins intended upgrades route you need 80% of the level required to utilise 100% of the dexterity on the stats of the item
The requirement just tell you when you are gonna start gaining extra damage through STR/DEX/INT, you still can use any weapon/gear and get the attack/def/whatever from it as usual.
Yep, now I got it. I thought the scaling due to being underleveled is for all levels below the Item level and the Level required was to be able to use it at all. All clear now, thanks!
so when is great quiver coming?
are burst gonna be removed from pally?
so we can still use them?
could always use em
i know we could but dmg wasnt as good, thats why i was wandering if they get removed from us and eggs for mages are added to shop anyway 😮
I think death penalty while using the new spell should be reduced from 40 to 30%.
why does albino scale mail and albino scale helmet attribute dragon's breath are linked? if i used it on from the armor i have cool down on the helmet as well
+i cant see how long left for the cooldown
you need to have both items to use it i think 😮
might be wrong thats what lera told me 
nope, works even if i equipe one of them
i think they should have seperate cooldowns, and have the cooldowns displayed on item description
same reason you cant have 10 thunder hammer and proc its energy swing 10 times
but its not the same item
its coded as the same attribute though
yea i guess so, thats why i posted here, hopefully eldrin will see my post and tell us if its the intended behivour or an edge case they didnt consider
i dont see the issue if its not the same item
because if you have dragons breath work like this then other attributes has to work the same
like?
gods wrath?
i understand @floral nest point of view its like 1 spell
u wear item or two it unlocks a spell for u
i told u i dont see the issue if its not the same item, u keep coming back to that example
because you refuse to listen
i listen, i just dont see the problem
i dont have these items on live server, i just dont think its the way it should be
but you dont care to listen
calm down, i listen i just dont agree, also u dont know if its intended or not, u are guessing
you could stack divine flames
u keep giving examples for abusing same item attribute
im talking about diff items same att
Why not make effect 150% or so if having both items equipped
because it is coded like this
omg bro, idk why u are even arguing with me, im asking eldrin if its intended or not XD
you want dragons breath1 and dragons breath2?
cauz u dont understand simple computer language
baiscly i think 2 diff items with the same attribute shouldnt have same cooldown
and im explaining its coded to work like this and you wana tag Eldrin
u keep saying what i understand or not, i understand plenty
and waste his time
So theoretically, I could have a BP of dragon breath gear and inf cycle the useable with that idea lol
you wont even touch this item in live server unless you are domiando
there are not infinte amount of items with this att
there are like 3 or so
he wants 3 clones of dragons breath for each gear
I can loot as many albino armors I want with time, then just keep swapping and clicking with whata being said lol
If your wanting helmet/armor seperate then that's kinda understandable, since it's 2 dif ones but would need to be recoded
@hallow minnow is it intended ?
This is archer related changes. If you wanna whip and cry for shitty subjects, go to the general chat and discuss these special forces ideas
jesus christ
XD this thread
That's an archer related attribute on gear, next lol
Yes.
nope, what the fuck u all want, cant a man ask a fucking question, holy shit
Only 2 items have dragon breath so you could have 2 cds both 5 mins then reuse with each eq
ALSO SELL ALBINO SCAIL MAIL ON PROGNEY XXX
Thanks for sharing the details of the calculations. Building my character calculator and trying to back into the reductions we see when our level is below the level/item level of gear. Could you share the formula for how int/dex/str is reduced?
hey guys, honest newbie question but: we will be able to equip itens without the level requirement or not?
yes
weapons atk, armor def, attributes will still be like now, you will just have lowered dexterity if your level is too low
Oh, Sad... I think that the First step to equip any item should be lvl or Quest done
@hallow minnow i noticed that after changes with properties/attributes items which I had full before then I have without missing new attribute which is replaced with precise/vast grip/intelligence. Is it means that we spent a lot of cash for fully attribute and after update we will have to spent money again for it? Or it will be fixed?
You get an extra attribute and buff to those items but yes u must attribute your angelic legs and patched boots for examlle
Another day another chance to add stuff
Conjure piercing arrow and bolt with lowered prices, let us choose between hunting and piercing current dmg differences in comparison to cost is not good. Conjure spell can help with this. Why? U added heavy arrows and small explosive runes to npc why not add spell for this. On a side note reduce the hp nerf of archer spell from 40% to 30%!!
No more !rework on TS? 😦
It would be nice to have tiny bit better ammo for pallies especially the solo ones.
what is the attack of Heavy Bolt if not under the effect of HR spell?
The are like hunting bolts if i remember 34 att
64 atk bolts, but without spell u have much worse dmg like even worse than with hunting bolts
Many upvotes on my proposal to add conjure piercing arrow/bolt lets do it eldrin. My price suggestion is for aremis to put price 4gp lower
magical is doubled in spell desc
I think that Archer and Knight should have an aura of some specific color when the new spells are active. Similar to the utamo of the mages
please no more shaders on my character, soon everyone will be glowing like a bulb all the time if we dont stop this madness.
spell yes, price i would like to see eldrins maths behind it first, he certainly put thought into that and did not pick a random number
100% if this spell can be used on pvp, there is no reason why mages show utamo and pallys/eks wont show this too
it cant be use on pvp 
you would lose the hp but not give extra dmg agaisnt players?
u will have less hp, the arrow dmg wont work but the rune dmg will work
Yes but not shader as wiggy said. You have this nice subtle outline when casting spell to go past Sheol gate maybe use that with different color?
why do we need it? u got indication on top left that the spell is active
cuz its cool, looks like ur super sayajin
Eldrin, will rework place be enabled in test server today?
Char builder sheet is getting close to completion. Just need to fill my database with archer items (already painfully collected mage & knight), as well as needing the formula for adjusting stat values based on item level / char level relationship.
Welp, I just logged on to test server to find the !rework tp command is no longer active. If any other data junkie painfully collected the item stats like I did for mages & knights, please reach out. Here is a snippet of my database for the values I need (except for archer items).
That's nice thing to have
the requirement to use angelic legs will be finish the white light faction? this decision is final ?
Please @hallow minnow let the shadowfall crossbow death dmg be effective on most lvl 400+ monsters! It is not effective in sheol, aividem, luana dg and many other places...
/\ also do my piercing conjure spell idea thanks eldrin
i was receiving dexterity from them on test server when not having white light faction started, dunno if requirement is legit
its so u can use them below that lvl
Isnt greater blessing of the white lady is the 6th blessing?
15:27 The following blessings have been given by the gods:
Wisdom of Solitude
Warmth of the Volcano
Clarity of Mind
Grace of Light
Swiftness of Lightning
Blessing of the Goddess no
Aha
and for what it seems we need to have dawnlight activated too. Is this correct @hallow minnow ??
No?
In simple words: completed White Light faction. It's also on Chaos weapons and Rashed Holy weapons.
There is Blessing by the White Lady (see divine flame) Greater Blessing by the White Lady (also buffed divine flame), and Blessing of the Goddess (dawnlight blessing - reduced death penalty).
Will it be impossible to wear angelic legs without faction? Or just dex/str/int won't be applied?
why not just writte "completed White Light faction" its confusing like that
And change Blessing by the White Lady to completed X out of Y missions of White Light Faction?
This just sounds bad and this is already what we are using in the game.
players will just get confusing by reading the word blessing like it happen here just saying
This requirement name was used for few months already and I never heard of any confusion.
but angelic legs will need to complete white light to use?
Still may change. Or not. This is a nature of a test server. Don't take anything for granted as everything may still change.
Any plan to enable !rework tp on test server today?
No plans to do that. This option has been already removed.
But then I can't complete all my wiki data gathering! 😦
this means that any item that is drop from quest also will have the quest as requirement right ?
or else dont make sense only this applies to the angelic legs, will also have such limitation to blessed amulet and other itens
Check this message again. Data on test server may be outdated when it come patch goes live.
ok thank you
As far as I understood the items itself + attributes will be 100% useable without completing a faction or reaching the required level. Just str, dex etc are reduced when you don’t reach the requirements
that seems to be the case i'm seeing right now in test server
It may be possible. In case of blessed amulet it's currently not possible to make resistances work only after completing a quest/faction.
can u look at the death dmg of shadowfall crossbow? he dont efective in any sheol, aividem and others palces... can possible change?
There are no plans to change shadowfall crossbow at the moment.
ok 
That’s still the plan @hallow minnow, right?
Yes, but doesn't apply to weapons such as axe of primordial fire. It won't be usable without the faction, just like it used to work before.
Yea ofc, thanks for the info
Yeah, but look at the cool calculators we can build with a database of gear available! 🙂
sweet maris feast it just give +3 dex any chance to increase that to like 6? else still not worth to make this food cuz of the mc price or maybe drop the shop price of the maris roes?
They changed meals to give dex/str instead?
What was the command to enter trainers?
its remove it from TS already
Checked the meals.
Sweet Maris Feast: Consuming this meal will
increase your dexterity by 12 for 120 minutes.
It gives 12, just icon description was outdated.
awesome!
eldrin please make new plans and adjust piercing ammunition cost and conjure spells. but i know this is needed cause this ammunition is DEAD on legacy
and ammuniution
also power bolt mana cast
and power bolts cost is even more asburd yes!
Idk if it was reported already but theres an error with words from Ehrenfried when u go there to learn Arcane Marksmanship:
11:37 Shakecrybas: Arcane Marksmanship
11:37 Ehrenfried: Do you want to learn the spell 'Camouflage'?
11:37 Shakecrybas: yes
11:37 Ehrenfried: Use your knowledge wisely.
I think giving paladins the ability to make piercing ammunition and reducing the cost of it from NPC by some to be a good option if you want it to be used.
Personally don't care about power bolts, but would make sense to change the cost of making them since I haven't heard of, or seen anyone make use of them beyond looting one from a dragonlord and just instantly shooting it ever since I started playing.
14 upvotes, please do something Eldrin 
Conjure piercing arrow and bolt with lowered prices, let us choose between hunting and piercing current dmg differences in comparison to cost is not good. Conjure spell can help with this. Why? U added heavy arrows and small explosive runes to npc why not add spell for this. On a side note reduce the hp nerf of archer spell from 40% to 30%!!
Which vendor on test server sells small explo runes? Magic vendor does not.
The guy in eschen who exchanges bursts
ebarin on eschen castle
do we know how much painite crystals will cost?
150k large
10k medium
3k small
I thought it would be cheaper after the update
why
I thought I saw eldrin saying something about cheaper crystals and higher success chance but I might be wrong
maybe they said it will be cheaper because of the higher success chance
I think this is what was meant. That change was made on test server.
I see
Higher chances to get attributes makes it cheaper. You don't need to doubledip it.
Add conjure piercing arrow and archers are done and ready for tmorrow 🫡
I wonder how often I’ve read about this from you now 🤣
cause making bursts selling them to mages and then buying piercing ammunition from store is such a hassle, there is 0 reason we shouldnt have this spell
thats how it goes now with hunting bolts which are terrible mana gold/arrow ratio
But should mages get burst spell too then?
mages already have create burst spell plus they are added to npc
Oh you‘re right. Didn’t have that in mind sorry.
so mage can manasit, make their own explosive eggs, if not enough buy from store
while for archers its most efficient to make bursts, sell to makes then buy arrows
i hope to read it in patch log tomorrow hehe
what u mean? exchange what
Small explosives for the piercing arrows
for a good ratio sure but that seems like alot of trouble if u can just add spell
Doesn’t make sence at all, no question. But then you wouldn’t need to sell them 😂
current price is wrong aswell, 4gp for 32 atk, or 12gp for 34 atk and some armor penetration
noone uses this on legacy as far as im aware, maybe only top lvls with sheol bows
2 atk on arrow was like 19 damage more for me on test server
Prolly, I don’t know the effect of 2 atk to be honest. Is it comparable to knights weapons if one got 2 atk more?
idk what knights get but its 19 dmg for me
Cause people seem to pay a lot for a 2 atk weapon more
😂
But yea, it seems somehow weird in comparison
Maybe drop it to like 8 gp or sth
that would be great and i would switch 100%
That’d be roughly 2 dmg/gp. No idea if it’s much
imagine now.. mages will have harder time negitiating bursts prices especially that they are added to shop 100k/bp xD
What was a bp at free market before, around 80k?
yeah was around 80k and to make one with fluids was like 100k or something
That’s just +25% compared to free market. I’d like to have UHs shop price +25% to free market price too!
😕
i wouldnt say 25% compared to free market 😛 more like 20% 20% x 5 = 100 so 80k = 80% of NPC price
Or that way 😜
Wow how did we miss this option. It’s obviously the best solution. Mana sit and make bursts, exchange for small explosive runes, exchange for piercing arrows. Ship it tomorrow
if Eldrin wont add this spell for piercing ammo then would be nice if it could be balanced price for example 10 gp bolts and 8 gp arrows
5gp cost hunting bolts which has 34 atk and nothing else when piercing has just 2 atk more but also these arm pen so let it be 2x more than hunting it would be fair i think atleast
but anyway spell for piercing ammo could be really good and make more sense for us than creating bursts which arent even for our usage
Just add the spell for piercing today and rework the mana for powerbolts and all is good @ammo spells for Paladin 😄
#1112323809886875690 message
Please give the angelic levels also a level req. instead of just completing white light. I have a really hard time getting any team to complete white light (im on ritualists - purity) and im 500+. It would be ridiclous to lose attr. of these legs i always use..
and aint the legs (levelreq) OR complete white light?
you don't lose any attributes
The req level for the legs is 400, chill
Tried out some hits with heavy bolts and share exp activated on another player, why are my heavy bolts doing lower damage then piercing bolts?
Intended or somethings fucky?
Like, heavy bolts only works as intended on monsters?
did u have spell activated?
yeah i did
weird
Maybe the spell needs to be toggled on/off if the share exp gets broken and activated again?
probably
they dont work in pvp
also that lol
😂
hey i have question bcs i have base 106 distance and i have full crystallized bow and i dont get any precision + in my skill still have all time 106
did you read the game-changelog/news for today?
TLDR: theres no Precision anymore. its Dexterity
theres nothing (AFAIK) that gives skill anymore (like rings)
its all Str/Dex/Int
no i didnt i wake up and log in into game fastr ahshas
okay ty
I don't know why I have to even say that... But we should be able to see our dexterity total in skill window....
yea thats true
@polar sage ++++
Could we also get a distance fighting calculator so we can see how many depressing hours we have to train for next skill?
someone already asked about that
Pointless the update to rp , instead of improving it made it worse in some senses. I lv 244 managed to kill 1 rotworm with 5 arrows, 4 failed and 1 hit (skill 113 and lv equips)
sweet maris feasts should be use as a rune mechanic to avoid eating more than 1 by mistake... @hallow minnow
i feel like more often I hit and get through
Before this test server i believe paladins max hit was around 400,
Now Ive seem hits of 700+ in paladins how is this worse than before?
Plus your sd damage lol?
Sd nerf for rps also was reverted
I tested piercing bolts after update on dls and the difference between piercing and hunting bolts in exp/h was 20k, so very low.
Maybe on monsters with better armor it will give better results, but for me (hunting dls) it is not worth its price.
Why don't boost piercing ammunition to be step between heavy ammunition and hunting ammunition? Piercing could have like 45 atk. That will make it worth buying.
Or you could boost power bolts to have better atk and being only conjurable for reasonable mana points, but this will discriminate people using bow, because there are no "Power arrows". Now cost of conjuring 20 power bolts is 800 mana and 20 heavy bolts 480 mana.
they apply armor reduction dont they? so sd dmg on target is also increased, thats where they make their moneys worth.
Never understood if just the arrow pierces it or if it is debuffed for xx amount of seconds. So I'm not sure it influences sds
Piercing ammo actually places a debuff on arm for X seconds? If so thats really nice
Timmeh was first 😅
i thought i read that earlier today, or am i mixing up stuff now? 😳
#1124271372483428363 message
it‘s there. applies armor reduction for 6s, so your sds as well as the ones by potential team hunting partners deal more dmg
also auto attacks by a knight in party
So my auto attacks should also be boosted by armor reduction. I didn't see noticable boost. Maybe for those hunting with sds or maybe dragon lord has very low armor, so reduction is not visible.
They are not worth it, they need to be conjureable and have their npc price lowered
Honestly, for this 20k exp/h boost I can pay max 12k for bp of piercing bolts, otherwise i prefer hunting bolts
Or I can pay 40k for bp of piercing bolts, but if they have 45 atk
these new ammos works 100% the damage if you have the skill on, but how much dmg you loose if the skill is off? 50% reduction? Not sure if I missed this info before
Im not feeling the boost in hit chance thats for sure, damage output on bolts/sds clear upgrade also on solo hunts.
But i counted like 4-5 misses just in the first lap of thoris church so definately does not feel like theres only 1% misschance at first glance (Arbalest/Piercing bolts+126 distance fightning)
Can anyone copy me description of Heavy Arrows and Heavy Bolts pls
21:28 You see 20 heavy bolts (Atk:64).
It weighs 24.0 oz.
Potential of this powerful and extremely heavy arrow can only be achieved by those with very strong upper body.
21:29 You see 20 heavy arrows (Atk:62).
It weighs 24.0 oz.
Potential of this powerful and extremely heavy arrow can only be achieved by those with very strong upper body.
you have max 95% hit chance, so you will miss 5 shoots every 100 bolts fired
How do you calculate that? @sterile knot
"4 tile distance: hitChance = 40 + 0.66 * skill"
#1112323809886875690 message
"then lowered to max 95% (based on ammo hit chance)
hit chance from weapon added"
so 95, and add 4% from sacred arbalest? That would give me 99%
not sure what means "hit chance from weapon added" in Eldrin post
also both has 50% armor reduction
I mean it feels like im missing just as much as before, (if not more) but i might just been paying more attention to it now
i THINK its about you can miss more hits if you stay just next to monster
Yeah but this test was done on priests of light and they stay on a pretty archerfriendly distance, so i never stood next to them at all
😦
hey thanks man 🚀
It's not only getting too close, but there's a sweet spot of 3-4 sqms away from target. Formula was posted somewhere above, but the distance matters, too close or even too far you'll have misses
That table should've been pinned tho
Found it
yeah but try to calculate those values for 129 distance(adding 4% hit chance from weapon)
1sqm 86,57
2sqm 110,76
3sqm 124,95
4sqm 129,14
5sqm 129,14
6sqm 114,95
7sqm 95,76
question is if it drops to 95% AFTER adding weapon bonus
or its 95% + 4% weapon bonus
On the screenshot you see that hit chance from weapon added is below lowered to max 95%. First, chance is reduced to 95%, if it's higher, and then hit chance from weapon is added. Theoeretically, maximum hit chance is 99%.
If it says 2 sqm, is that Player sqm Monster or Player sqm sqm Monster? like 2 sqm between?
This is 1 sqm distance.
cant udnerstand why this piercing ammo is 4x more expensive than hunting ammo. even if i use this for team hunt or solo hunt on monsters with high armor then still much much more effective is using hunting ammo.
@hallow minnow can u adjust price of piercing ammo? its really make no sense to use it especialy on low rate servers
Is there a list for Paladin Equipment which shows how much dex I receive?
@scarlet dust do you ahve
maybe possible to add the dmg what is possible on bolts / arrow like its on burst arrow??
@hallow minnow why conjure heavy arrow costs the same mana as heavy bolts? Conjuring all other arrows costs less than their bolt counterparts.
It used to cost 580 mana idk why they changed. Also this teamhunting spell should reduce hp less, game is too hard playing with it
@hallow minnow Miss chance is an annoying mechanic that really shouldn't be in the game for high distance characters. Would you consider removing this feature for say... 110+ distance characters with mid/high tier weapons and in return lower some of our average damage to not buff Archers further? Thank you.
God this looks disgusting
it is hard to hit smol dwarf, I dont see a problem
Can someone explain what does the new arcane marksmanship ability do in archers please? I didn't play in a long time and im curious 🙂 thanks
you could literally just log into the game and read the spell description lol
Im not even at home now, that's why I was asking. But thanks for yor intelligent comment, it really helped a lot.
Small question cant find it anywhere, if i increase in distance fighting does that apply to my Dex?, so ye ? how much %?
Anyone know how much the new archer spells cost ?
Literally what we were asking from the start but they implemented a retarded spell instead
yes well, we tried our best to stop the spell from going live but now we can only hope that it's not here to stay for long
Retarded spell needs to be added for solo archers aswell. And we are ALL waiting for conjure piercing ammunition and reduction in npc price
You said it, retarded. It's such bad game design. Why should an Archer be able to effectively "become a mage" by lowering health to gain damage? Should mages and druids be able to double their health at a cost of damage aswell? As for ammo, yes, using anything but hunting arrows is still pointless and way too expensive.
its retarded that the spell dont deactivate itself if shared exp gets disabled or party disbanded for whatever reason so u still have less hp without any dmg bonus until u manually disable the spell
Same with eks. Spell should deactivate if the two handed weapons removed and it doesn’t
While we need some extra stuff to make it happen, it is possible to make spell deactivate when two handed weapon is removed. It is possible since the last day of test server, so it wasn't ready for the release.
Either the spell is being deactovated or the spell should just work properly when share exp is back
spell feels rly clunky tbh if some1 goes afk spell is gonna stop working even in teamhunts also its only spell u actually need to be in shared exp party to even use + it kinda forces us to carry 2 different types of ammo and heavy ammo is rly heavy
They could lower the new ammunition for 70 oz, it is too heavy and as Itron said we will have to bring both ammunition
yea, its not so comfortable using tbh
also need to be on mana shield all the time, and even then i feel squishy
@hallow minnow can you please doublecheck if the hitchance is working as intended becuase it seems like it doesnt.
Alot more misses then it should be..
@hallow minnow add dmg info on bolts / arrows (like on burst arrow / small explions) would be nice to see the different between the ammos
RP does too much dmg right now, i know its fun but a 380 RP with spell on does more dmg than a 500 mage
In single target only or aoe too?
ofcourse only single target...but most of the high end monsters you kill 1 by 1 so it doesnt really matter.
Not like im going to block 2 dreadlords or corruptors for fun
wasnt that the purpose of the spell though to make us highest single target dmg?
yes, but highest can also be that 500 RP does more dmg with spell on than 500 mage...the gap is too big right now
Palladin shouldnt be the highest single target damage , druid should . Mage should be , best aoe damage ( beams , waves , ue ) . Druid should be slightly better single damage dealer since palladin can kill solo almost any monster and can be a tank to almost any mosnter too , which druid can't
Typical Mage player
im druid ;]
think i need to go to druid feedback and cry to make puri locked behind party shared as well 
you as palladin wants highest single target , possibility to kill sentinels and icons solo and possibility to tank end game cratures as typhons and flambringers and so on
none wanted that, we wanted slight buff and we got spell.. ask anyone u want lmao
you wanted to become relevant for party hunts, which you are now, now all of the sudden u want more, greed feeds greed. go exp back ur squished exp instead
And what is your distance to target? Hit chance was lowered when you are really close to the target.
there is TOO BIG miss chance at 1 sqm... i have 119 dist shadowfall xbow and hunting bolts and i missing 3-4 turn in a row.. its pathetic rly
with 120 dist and standing right next to target there is ALOT of misses
more then before
true also still after this update paladin have same problem which was before xD
but this time its not problem of paladin just respawns ^.^
if i use my spell on spawn when we go as 4 or even 3 then all respawns are broken and there is totaly no sense to use new bolts maybe just on some bosses nothing else
@hallow minnow why does higher tier paladin items give less dex then lower one? For example i am level 65 paladin, crocodile helmet ( lowest tier) gives 2 dex and ent mask wich is like 180tier item gives only 1 dex. In my opinion it should give at least same amount of dex wich the best equipment for my lvl does.
It does not feel right that i have to use lower tier items, instead of high tier items once i obtain them
I feel like if anything their damage should be lowered if they are standing next to the target, but really, hit chance has to go. There is just no place for it in present day Medivia. That clip of Maas literally looks like a lvl 8.
ye lower dmg to completely stop using explos on hunts which is already nerfed like gfb for us 😄
I don’t think an archers way of hunting should be to lure and tank 3x monster like a knight if I’m being honest here, hence why I advocate for higher single target damage for them
Feedback about the spell from live server so far; the spell is okie, paladins complain about it, other voc thinks its op, which makes me think its probly balanced, like 2 ppl making a deal and negotuating and they both come out unhappy from the deal thats a good sign the deal was fair. The spell does provide huge boost in dmg with the condition of hunting in team and losing alot of hp which makes paladins super squishy since mana shield is very unaffective for paladins, we were hunting corruptors and my mana was down constantly, i didnt use meals so theres that, next time ill be more prepared, anyhow that feels balanced since it is a big boost in dmg and there should be a cost for it, which we do pay by wasting much more then a mage would in terms of mana consumption due to dmg taken on mana shield. MY feedback for the spell is that it is okie how it is now, only that need tweeking is how the spell is used, atm as itron says it feels clunky, make it so we dont need to deactivate and activate again every time we lose share exp and make the ammo bit lighter.
Thanks🙏
You already started the trend by decreasing the weight of mages bursts. I agree ammunition should weigh less. I also think knight equipment can use a decrease in weight considering now we have to carry so much of it and I am pretty sure it was originally implemented as a soft cap for other vocs to use, which is not a thing anymore.
Please upvote my thread about decreasing weigh of paladin ammo by half.
Mage ammo got decreased much more and u didnt make a big deal out of it
who cares of weight on your progeny/eternum with higher rate spawn if on other normal servers is no sense to use this ammo cause all spawns are broken.
Eldrin pls do something with this becasue really nothing changed.. still better go with ms/ed and still no sense to go rp + ek
or say some plans for it atleast with ETA or idk - no motivation play for real especialy after lvl squish when we have to hunt 50% more for lvl

Just delete mage and Druid then, make pally best solo and team vocation
paladins complain about it because nobody created a paladin to play a mage without spells. other vocs thinks its op because it is op. we can talk about balance all you want but it doesn't change the fact that this spell shouldn't exist
hello eldrin, we have asked for weeks now and i hope you have been scratching your mind. The COMMUNITY really wants better pricing for piercing ammunition in combination with conjure spell. Please consider adding this, on behalf of all archers we thank you! I know the spell wasnt planned yet but it seems easy to implement and will make alot of us happy!
I feel this is only necessary at this point. Archers sd damage is so low but have to pay the same price as mages.
Also change Grazlin to give some more ammo per vanadinite please to reward vanadinite miners, and you should add power bolts and power arrows available at Grazlin for bornite.
Has it been answered yet whether the effect on piercing ammo can be applied multiple times? It lasts 6s, so do additional bolts/arrows shred the targets armor even further?
So any Chance to get the piercing bolt/ arrow spell in near future? And Info @ ammo dmg would be still a good Update.
so I log on my RP to use arcane marksmanship just to find out that because I have no friends ill never be able to use it. thumbs up to a viable change for solo RP players. kekw
You mean, like on test server? So displayed min and max values? If so, it won't be possible.
There is no need to spam this thread about piercing arrows. Something will be done, but I won't tell you exactly what and when. Currently there are other priorities and adding a spell also requires game client update and new assets - spell icon. So even if we would decide to add the spell, it's not something that can be done in 5 minutes.
@hallow minnow is it possible achieve somthing like this? 🙂
It is not. Burst arrows and runes use a very simple formula and in case of distance weapons values would not be accurate. There is some tick damage, DoT damage, special attributes and effects. Everything would have to be simplified.
does anyone have a list for paladin items and dexterity values? i dont know how to upgrade my equipment now
These should be the total dex values per item (properties+attributes). Some values might have changed at the end of testing but they should mostly be correct.
Someone also previously linked a doc that should have all the values for items based on the test server https://docs.google.com/spreadsheets/d/e/2PACX-1vQk8JIcmf5GSD4FCocyWDzN_1m2rsjPk7TaUgFw13ysdLNkwIqpssS3DBd8xioujOwsz2K33L5k709-/pubhtml#.
thx alot man ❤️
watcher armor is not giving dex?
didn't these values change towards the end? I vaguely remember watcher being a bit higher, even surpassed Albino.
I remembered I recorded these values at start of test, but then towards the end there was a small increase? Like 10%-15% i thought
on the screen i can see watcher armor give 24 dex
I think it gives 25 in total and emberwake 27 if im correct, I will check later in 4h when I get home
Got two of them
Just to clarify here will arcane marksmanship be changed so archers can use it during solo hunts? I rarely party hunt so heavy bolt/arrow and arcane marksmanship are 100% useless as a spell to solo players like myself as I almost never meet the requirements of “in a party with exp share enabled”
Currently there are no plans to change this spell. The sole reason why this spell was even introduced was to boost archer's role during teamhunts and it is only intended to be used during teamhunts.
Archer was finally able to compete witj other vocs using this spell solo. I hope one day u will reconsider adding it like we had on test, this includes the speed nerf aswell
@jolly scroll @foggy python that screenshot is not relevant i think emberwake gives me 27 in total screen says 25, and watcher gives 30(14 base 16 attri)
unbiased knight here, make spider chain set great again, nerf all accessable items 
Haha glad to see my doc is floating about 😄
so quiet in here xD
1 full lap chimeras = 226 bolts used, 18 missed. I tried being as much as i could within the optimal squaremeter-range. Is the hitchance really working as intended on Archers?
126 distance/sacred arbalest/piercing bolts
can we have a softcap? like after distance 120 you wont miss a freaking bolt? this is one thing that we've been asking before the balance.
anyone have kina itens print?
With arcane marksmanship spell on using heavy arrow/bolt fast hands does not work. @hallow minnow
true, the hit chance seems off
Hit chance up close is nerfed for sure but even in optimal distance I'm missing more now then ever before
It works properly, I just tested it.
OK I will test again later thanks for checking
@hallow minnow could u show result of comparing hit chance from before and after update with 1 sqm range? i mean when target is standing 1 sqm from me it means that monster can hit melee
after update there are a lot of missing hits on 1 sqm :/
and is it possible to "fix" it?
#1112323809886875690 message
its tradeoff for 99% hit chance
Its noway near 99% even on optimal range now tho 🫠
@hallow minnow This is not world of warcraft where u can fuckin wing clip disengage or have a pet that tanks monsters for you. In medivia, keeping distance is not always possible or preferrable, we too sometimes utilize explosion runes and gfbs where even lower tier monsters are left with low health. Then you'd expect to finish them off but no you miss 5 arrows in a row and end up reaching for another rune instead. Can you fix the damn hitchance? The game is more frustrating to play than ever. I think that everyone here would take a nerf in average damage to get rid of the misschance. It's a boring and frustrating mechanic that shouldn't be in the game for toplevel/topdistance characters. What is the point of having it exactly? It doesn't add to any kind of "skillcap" if that's what you're after
Probably another level 450+ complaining about he can't profit 2kk per day anymore because he misses too many hits and their sd damage of 1500+ is not nice enough for him
i'm not asking for damage buffs, i'm asking for consistency. if anything I think that hunting arrows hits too hard now, I would prefer if the attack on arrows had a bigger purpose so there would be a point to use piercing arrows (which cost is still too high). but then again you are just here to troll so why do i bother
I agree on that the more distance the less chance to miss until a point where it is zero
kinda the problem when dex and strength gives flat dmg buffs it ends up buffing lower attack weapons/ammo more than high attack stuff
well instead of simply adding flat dex bonus to attacks you could do something like this (for 100 dex):
100x0,03x25=75 dex bonus for shooting arrows
100x0,03x32=96 dex bonus for shooting hunting arrows
100x0,03x34=102 dex bonus for shooting piercing arrows
could also spread the attackvalues of different ammo even further to increase the differences between ammo.
There’s no reason after a certain lvl and dist lvl with bis eq I should be poofing on a rat
Doing some dmg as lvl 8 with rook eq essentially
Idc it’s 1% chance it should be 0% after certain point tbh
if Eldrin really wants to keep this kind of thing can you make like some off hand weapon to go with a bow/xbow that deals some dmg or knockback spell
he seems pretty firm on not giving 100%
It doesn’t need to be complicated
It should scale off skills/lvl and not even eq imo.. people spend lots on training dummy’s to have good skills and should have 100% hit chance after a certain point
well its been 90% for years and people didnt never complained to this extent
now the change happened and its an uproar
people didnt complain this much when old daraman bow was changed
I don't care how it's implemented but 120 dist and best bow ingame and still missing is ridiculous
there is a cap so you could have 400 skill and still would have 99% on that scenario @timber saffron
if you compare current arrow damage with before, they did fuckall. now that you reliably kill low tier stuff as long as you hit your arrows you naturally start to rely upon them. i just don't see the point of hitchance being this unreliable, it only creates frustration. also i'm almost certain that misschance is higher now than it was before, especially in melee range. it has to be
fair point and agree
Missing is okay but its frustrating if you miss rats/spiders etc with 120dist + and this not only 1 time. it happens still very often
I didn't test 10.000 hits but for sure the hitchance is lowered. I bolted some mobs which was 50 bolts ea and every single one had 2 to 5 misses
#1112323809886875690 message
at 150 dist you'll have 90% chance to hit on 1sqm
Eldrin please reconsider 1sqm formula to be less harsh
Could someone clear this doubt?
heavy bolts shows that the atk is 64 but the description says that it can only be used in its entirety with only the arkane magic active, but what is its atk without the arkane magic active?
@hallow minnow
Like a hunting arrow
so between piercing bolt and heavy bolt without party is it better to use pircing?
Archers should never miss and monsters should not be allowed to block an attack. It's just dumb in 2023 that monsters nullify our attacks at all.
Yes only use heavy in party with spell
Anybody noticed the party spell staying on after exp share is disabled / not in a party anymore?
Not sure if it's a problem with the spell or visual bug with the hp
To balance solo hunting raise +5-10 attack on piercing arrows/bolts, dmg feels low compared as before even with good skills/gear. Also a reason to use that ammo as no one hunts with them just +2 attk more and much more (×3) expensive than hunting arrows/bolts.
It feels low or is low? Almost everyone received a buff, so I don't think there is a reason to complain. Is it lower because of archer related changes, or formula changes? If the latter, it's intended.
arrow/bolt dmg is great and better then before, price of piercing ammunition still not worth it. and hit chance IS LOW.
Yep. Overall the changes were good and @hallow minnow did a good job imo. The hitchance is a very annoying issue tho and hope its being investigated
Price of piercing ammo is off as timmeh mentioned several times
Archers SD damage has been nerfed solo and it shouldnt cost 400% gp more per hit for 2 atk
I mean, bolt is 3gp and hunting bolt is 5gp
Its not even 100% price increase for 4 atk
Piercing bolt should be maybe 8-10gp each
I think hit chance needs to go. Min damage formula would be better IMO
I think there is some wasted ammo's currently like power bolt for example
it would be nice to have piercing bolt/arrow as a spell and be crafted
We should made power bolts be usefully .. my suggestion is Add 25% of armor reduction on power bolts - add power arrows with 38 dmg and 20% of armor reduction - reduct the spell mana by half or make them sellable by aramis for same price as heavy munitions
@hallow minnow Dear Eldrin please look at hitchance, what is going on? u can see my full stats, if i had 99% hitchance there is 0.07% chance this would happen, three misses in a row https://gyazo.com/17d6b894466e1c87288223017e287840?token=b68e53583fcb72bc10348eea5fe882a4
i know u already said nothing is wrong but wtf 3 arrow misses in a row?
remove hitchance from bow and make it skill dependant, 100-110-120-130 distance for 100% hitrate i dont care what the value is but please give us NO misses
i miss 5x in the same shadow drake, and my skills are 140 lol
Need to close one eye before shooting
maybe hit ratio 100% and have a damage modifier based on skills and the sqm distance? ofc while also switching the hit ratio % in the weapons with +1,2,3,4% atk instead?
There is already RNG in min-max dmg. Hits should always be delivered to the target for EKs and RPs.
Hitchance looks silly while comparing to magical explos/burst from some scrotum that never miss. Just get rid of that please.
U got this for knights?
0,07% chance is way higher than it seems Timmeh, and I learnt it the hard way 🫡
its 1 in 1 million
Not to mention that piercing bolts with chance to miss cost 40% of burst arrows and deal only damage to one Target and not maximum 3x3
The google docs also contains the values for knight and mage equipment
luckily only usable in party so money distrubution is spread out on your teammates aswell 
too close bro 😦
miss more than normal
Piercing bolts only work with the new spell?
I thought it’s heavy bolts only ?
@urban crag read here
Can you elaborate on the "based on ammo hit chance" part?
@hallow minnow since we are very squish when using the marksman spell, and its intended for team hunts, and we have to use mana shield without any att to mitigate mana damage, what about Camouflage not sharing exhaust and beeing insta cast doesnt matter if u healed or attacked on the turn?
It is not possible without major rework of exhaust system (spells, runes, items...), which is not planned.
can we have a debuff icon or aura on monsters that we reduced armor with heavy/piercing?
@glad condor
Can we have aura when we have arcane marksmanship active? 👍🏼
and would be better if we have blue aura or any other color than red when we have sharpshooter or any buff. red is something like debuff (paralyze etc)
purple shader would be nice so its unique
Being unique is the key tho, primordial staff already gives a protection shader red, which makes sense lore wise. Could keep that color for that purpose only
arcane is usually purple/pink
getting sharpshooter proc on twin skull should be fun
does any ring give dex?
There is an amulet giving dex
So we are missing:
-Conjure piercing arrow/bolt and lower price on Aremis
-Add arcane marksmanship to solo, but give us speed debuff
-Remove miss chance and change damage accordingly
-Shader for arcane marksmanship
Other then that i think archer is pretty ok. am i missing something boys?
Yeah, golden boots are tank boots and should not increase your dexterity. No tank gear should increase an archers damage (dexterity).
-Conjure piercing arrow/bolt and lower price on Aremis
Yes, make them buyable and conjurable for 8 gp and 75 mana/15 for arrows. 10 gp and 90 mana/15 for bolts. Adjust mana cost of hunting ammo accordingly aswell because as of right now it's never worth to conjure anything but bursts/heavy ammo. Logically that would be 40 mana/15 for hunting arrows and 50 mana/15 for hunting bolts.
An alternative to adjusting the price of piercing ammo would be to increase the damage difference between ammo. You could do this by either changing attack values (which would affect people with no gear a lot) or by giving arrows different dexterity multipliers.
For instance:
Arrows 25x0,50(dex)
Hunting Arrows 32x0,75(dex)
Piercing Arrows 34x1(dex)
Heavy Arrows 62x1(dex)
Yes, this is techinically a straight up nerf to hunting arrows but I would like if it was actually worth it to use better ammunition.
-Add arcane marksmanship to solo, but give us speed debuff
The spell is very strong and gives Archers a place in teamhunts, but I'm still not a fan having the ability to "become a mage" and entirely drop the identity as an offtank. It's a boring new meta in pretty much every teamhunting spot now as far as I can tell. To have the spell only work in shared exp is clunky indeed but having it work in solos aswell is IMO ridiculous, even with a speed debuff. I'm sure that mages and druids would like to have the opportunity to become an Archer aswell. Also, do you understand what you're suggesting here? You'd get speed debuff everytime shared drops during teamhunts, clunky and annoying af.
-Remove miss chance and change damage accordingly
Yes, please get rid of the frustration of constantly missing on low tier monsters.
-Shader for arcane marksmanship
Shader or similar indicator. We already have way too many shaders and it's all just confusing IMO. Mana shield and arcane marksmanship indicators is all we need, we don't need no indicator for sharpshooter procs.
Also, please lower cap of heavy ammo from 120 to 80 oz. Archers run out of supplies because of cap issues faster than any other class. I can't see a reason why ammo has to weigh so much.
I don’t understand why mages bursts were immensely lowered in cap but archers ammunition was not. Saying they have more cap is not a valid argument either. If you reduce 1 you should reduce the other. Knights and archers defenses were sacrificed to increase their damage. If mages bursts were lowered the same should be done to archers.
I proposed this already
It Just Doesnt make sense to me either
Decrease cap for burst by 80-90% and leave Paladin ammo same? 🤣
I propose to atleast decrease ALL Paladin ammo by 50%
Arrows 35oz/100
Bolts 40oz/100 and so on ..
Yes heavy ammunition is too heavy
it is just SO frustrating to miss 5 shots in a row when on 1sqm distance, damn
Yes the misses is the worst of all.
Personally I like the fact the spell doesn't work outside Party, because now I have a choice of off tanking or damage dealing in a team hunt. If I off tank, well I sacrifice my damage.
Outside maybe the cost/weight of ammo(slightly) and a cut off point to shots missing distance skill wise, I think you're asking for too much. The vocation is fine as it is
The spell incentivises me heavily to team hunt and I love it while still having the same gameplay I had solo. So honestly I think the criteria of the brief was achieved
Every arrow / bolt should be craftable by archers, also put some focus on Power bolt (800mana) for 20 bolts, my opinion way to much this should be brought back to the focus of heavy bolt/arrow around 480~
Could camouflage work the way when used, for 8 seconds no monster can retarget from blocker to archer? For now it works only for 1 monster which was attacking archer before retargeting. You know what i mean? Omg my english
Camouflage still bugged, i use it alot and it happend to me many times that monster targeted me again and again right after using it and losing target, this is 100% bugged since i didnt body block it and my blocker didnt use inatio/inatio res and it does lose agro from me for 1 sec then its back to me
I agree, i was hunting with pally yesterday and monsters were retargeting again and again, bugged 100%
Please fix hinting chance, missed 4 times in a fucking horse. A HORSE.
its easier just to wield the arrow as a melee weapon and just stab it to death in close distance 
i forgot to mention, besides conjure piercing arrow, we need Shakir arrows awell, and shakir arrows should be on npc aswell, why are ammunition loot only? I saved for 2 years now i can do 2 hunts at frostmaidens with shakir arrows, its pretty amazing kappa
yeah they should do something about unused ammo that exists in game.. they could even add it to some npc after doing osaris faction.
@hallow minnow how doable would it be having heavy ammo's only use while in arcane stance? I noticed today as I was freely jumping in and out of arcane marksmanship that the switching of ammos in and manually out of quiver was super tedious. I was hoping it would be similar to if you have arrows and bolts in same quiver, it simply would use the one which was relevant.
Very cool idea Mr Parcel
- One point of dexterity increases maximum distance weapon damage by 1.20,```
```- maximum damage: 20 + (attackSkill ^ 2) / 1600 * attackValue / attackFactor
- minimum damage: playerLevel / 5 + (max * 0.20)``` @hallow minnow can you confirm that the dexterity is added to maximum damage BEFORE or AFTER it has been used to calculate minimum damage? It's possible minimum damage could double dip from dexterity if it's done BEFORE.
Whether that's a good thing or not is up to you, as long as you're aware of it.
its after obviously because else min dmg from lvls would be useless
Ok cool, you have once again made a statement you're sure of without proof of either side being true. I've tagged Eldrin for a reason since he's the only one who knows.
yes im sure of it after seeing my min dmg on test server since it was showing while attacking stuff
The only thing you can do for me is test incredibly thoroughly and record all data in a non-biased way
Otherwise, please let Eldrin respond
It's calculated after as far as I know Diviton, as i made a calculator while test was up, the only way i could get the figures to match what the test server log was spitting out was to have the dexterity come in after.
#1112323809886875690 message seems like it has been answered already.
Not really possible for me to add it at the moment. Maybe in the future, but I doubt it.
After.
Fair enough, thanks for the response. Little bit of a shame but what can you do I guess.
On an unrelated note, does anyone know how much Arcane Marksmanship increases dexterity by? Is it a flat % or depending on level etc?
Shouldn't albino scale helmet and angelic be switched for dex? That way it follows the same trend as the armor and the difficulty required to get the items. I also believe spider set should go above albino but just switching the helmets would be enough.
Wish we could get a different color, a lot of stuff is red right now
repost!
I see that Arcane marksmanship has a mlvl spellpower multiplier of 2,2.
- Does this spellpower come in addition to the base spellpower formula (meaning 2,2 in addition to the 1,8 multiplier of mlvl)?
- Or does this spellpower replace the function of the mlvl spellpower multiplier of 1,8 (meaning an increase of of 1,8 to 2,2 - which is only 0,4)?
Does arcane marksmanship influence bolt/arrow dmg as well? If so how?
no it only lets u use heavy bolt/arrow
1.8x to 2.2x so increase of 0.4x
any shader planned for arcane marksmanship? purple maybe
Thx Eldrin!
Just trying to understand a bit the mechanics :), many thanks!
With 110 dist skill, the 1 sqm hit chance formula is as follows:
- 40 + 0,33 * 110 = 76,3
If I have a weapon with +3% hit chance, does this become 79,3? (76,3 + 3)
@hallow minnow, when you were doing changes for item attribute prices below item rank 300, did you maybe skip Ancient Crossbow? It is rank 250 and attributing cost is simillar to sacred arbalest and bow of primodial fire. I just spent 2kk trying to attribute it and only got flawless, when i checked the percentage its flawless 4% with big crystal, while executioner sword (ilvl 290) is 15%
Any chance (its probably a technical issue) to limit the Sharpshooter shader to only the archer`s hand, or just a small part of the body (for example only the bottom or upper half)
that way u wouldnt confuse the current shader with other in-game mechanics
Need shader for arcane marksmanship!!!
Please add conjure piercing arrow spell and reduce their cost in shops. Also Please add shader to arcane marksmanship.
I forgot I had spell on and almost died, I would like a visual warning 
no shader all hunt on my char please thanks
@hallow minnow Please fix archers!! remove miss chance... i beg you https://gyazo.com/09a768e771ec459997d8f79d1abd4076 (122 dist + annihilator footage)
Imagine the rage mages would have if they could miss small explosive rune 😂
It would be hilarious to see it completely miss and nail someone in the party xD
4sqm away and still missing 
dude these misses annoy me so much, distance 130+ and being blocked by lowest mobs and takes several hits...this is beyond any logic. I would just take the damn arrows or bolts and use my hands to put them into the corpses!
Small question:
With 110 dist skill, the 1 sqm hit chance formula is as follows:
40 + 0,33 * 110 = 76,3
If I have a weapon with +3% hit chance, does this become 79,3? (76,3 + 3)
Many thanks in advance if you might know ^^
It’s actually crazy to still be having this discussion.
I think a malus at hitchance at close distance is right, archers are not supposed to be facetanking. As for the pof on rat memes, just use hmm for small shit blocking your path if you are in such a hurry.
So a mage with no shielding should be able to facetank, and a paladin with actual shielding should not be able to?
I mean lore wise, if the message is that a paladin "fumbles / having a hard time" hitting something when a monster is in your face, shouldn't it then be the same for mages? It isn't though, spells for mages work perfectly fine at 1 sqm while beasts are in your face
Also, have you ever shot a bow in real life at close distance? I have plenty of times, it is VERY HARD to miss at close distance with a bow, try it
The one that makes most sense is at 7 sqm, it actually becomes harder at a distance yes, but closeby for a trained shooter? No way.
Chance of miss a hit is a mechanic that should be removed from Medivia once for all imo but no because MaGeS NOt MiSs AnY HiT aNd ThEY ArE sO Op
no... i think it must be removed because is a very old mechanic that doesn't match with Medivia's current play style.
But for some reason DEVs want to keep it, the question is why? 
The only thing I can think of is that devs dont want to see paladins tanking and exploing as they are supposed to be voc that keeps distance from mobs. I personally think that a fact that paladins have 0 defense and lower hp than knight is enough of a disadvantage already. However if they want to keep on going with their ideology, perhaps a better solution would be slight damage nerf when fighting in melee range instead of hitchance mechanic?
honestly i'm agree, and i'm pretty sure all RPs in this room would be agree with any dmg is better than miss a hit, specially when the mob is on 1hp and u go to loot because you think you are going to kill him in the next shot but surprise 3 misses in a row, i mean that need to stop in my humble opinion
another reason may be that low lvls would deal too much damage if they never missed so perhaps hitchance should cap at 100% hitrate after 100 skill or something like that
there is... another option. Chance of miss a shot based on skill and not on distance between player and mob until at one point u have 100% chance of hit sounds actually good, set a base damage and completely eradicate the chance to miss a shot could be another one and surely other players can contribute with more similar ideas, i mean this mechanic can be removed from the game and i'm pretty sure about that but with ideas, not with tears 
Wands don't have a hit chance...
I mean maybe keep distance and dont walk into melee in purpose 
Fix please!
Missing a shot should happen in some point of the hunt. Imagine Run shooting and dont miss a single shot? o.O
try you at your garden, get a stilingue run and shot, let see how many beans you gonna miss.
go to your garden and show me how you never miss shooting explosive rune using your wand
But its different, you have some magic behind it. The magic behind the rune makes the explosive shot follow your target 
Id like to see this documented and uploaded to youtube aswell
expert archers do not miss shots, i agree that there should be 100% hitchance when certain skill is reached.
and im not even rp
please dont spread footage of me, i did not give permission
i finally found a more accurated footage of current archers i hope u don't get mad xD
@hallow minnow any feedback on that?
The aura would be always on the monster and it would flicker every time a new one is applied, since it's reapplied after each shot.
I don't think it would provide any meaningful information and would just look bad.
what about a shader on player if arcane marksmanship is active?
no 😡
There will be a faint purple aura.
Nothing about hit chances? i'm still gonna miss 4 times in a dog with 120 distance?
boys! when i rank up in distance fighting does it effect my damage with arrow/bolt?
It does
Having extremely good skills doesnt mean you will always be perfect in what you are doing. For example, sometimes your character is not in a good mood, or just didnt sleep well, maybe a bit tired of long walks, maybe broke with some friend or gf, characters have feelings, so even with good skills if your character mind is not in peace or its a bit stressed, anxiety, etc can impact on the final result, making your character miss some shots while hunting.
Wtf did I just read
I don't mind Archers having slightly worse damage in melee range. Instead of altering hit rating based on distance from target, can we alter damage instead? Missing shots is extremely frustrating, even more so than trying to handle the trolls in this thread. Idk how many times we have to ask, can we get some reasoning why Archers specifically are punished by this insane rng?
Say my avg dmg is 400 and melee hit chance is 50%, change our avg dmg to 200 when in melee and eliminate misschance. Done, thank you, rip rat, rip frustration.
I'll agree to anything at this point as long as we get rid of the misschance, it's driving me fucking insane. Get full trapped by dwarves trying to pick up a copper with 10 tries on 80 mining just to miss 4 arrows in a row, tilt the fuck out and burn 2 BP gfb and 0 arrows the rest of the route
Following your trolling logic: instead of fixing miss chance at high skilled rangers devs will introduce some thrilling miss chance of explos eggs when mage in melee range too? Mages in close combat use wands as sticks to block the attackers 😉
I completely agree. This makes literally no sense.
No paladin hunts anything at point-blank range. I would assume 95 % of situations like this happen when we run through narrow corridors or tunnels and have to get past trash mobs. It is EXTREMELY frustrating to miss a snake 4 times in a row at 200+ lvl.
If some strange reason archers have to retain reduced potency in melee range, I'd also go with reduced damage rather than reduced hit chance.
What if the devs made it so thrown weapons have far less miss chance when up close.
Or a melee stance for spears where spears can do melee damage based on distance fighting
I want whatever you are on bud'
disagree i hunt a lot at point blank range as ranger
kinda my main hunting style
incrase max hitchance to 99% at 130~ distance
or min hitchanceXD
Ok, but there is already a penalty. You don't wear a shield, so at point-blank range you take like 3x more damage.
And we are also penalised with idk, like 50 % hit chance.
just increaxe hit chance to 99% with +4% bow and its fine
i mean or just get rid of this old scholl bs...
Have you tried playing a knight? 
Another update and i'm still missing 4 times in a row, what a joke.
lol not my fault game lacks ranger hunting spots where you can run monsters
Hire a blocker
check new shadow drake spot, you can hunt with explos and perhaps you will be able to make one meet other
id rather make my 2kk on event solo facetanking
my general feedback about archer after 1 month is that its ridiculous how much damage they deal using bolts that cost almost nothing. I think its great that paladins are best single target damage dealers however making them most efficient while doing so is too much. therefore I would tone down damage of paladins by changing formula and add new types of bolts with higher attack to compensate for that. Intention is to make paladin pay a little bit more for the insane damage they deal. Make heavy ammo more expensive too to tone down efficiency.
I can give mine too.. before patch hitting nearly 300 with hunting bolt, after patch 50-60 more with higher skills than before + big gold sink hole to get items with precise.
Can't tell more than I do myself from 100 LVL to 148
It's not that big increase for hunting bolts especially if U compare my skills to LVL I got
Any update on the ridiculous miss chance?
nop, but hey, you can buy new outfit on store 🙂
you guys are pounding on it quite relentlessly 😄 maybe let's hear from @hallow minnow what's the rationale behind not having a 100% hit chance above certain skill level. I'm quite curious myself, since it only makes sense to get better at a given activity with increased skill...
Outside of the whole hit chance thing; albino scale helmet needs to be moved below spider chain helmet and the rest bumped up a slot. Any level 80 can obtain the 2nd best pally helmet compared to the rest of the sets
And how exactly you want to obtain albino scale helmet from very rare raid which is always occupied by high levels 😄
Don't worry I can sell it to you 
You can loot from albino dragon now
Hit chance arguably worse after rework. How can hit chance be lower from closer distance? Makes no sense even in real life.
Also add conjure piercing ammo spells please.
Well if you apply physics it makes complete sense than at a short distance arrow won’t reach its whatever is called thing. You know what I mean. But its a game friend, and rangers are suffering which deeply saddens my day.
I will hit my target from 1 meter 100% of the times. I will not hit my target 100% of the time standing 10 meters away from it.
It’s easier to hit when you are close.
Power of closer distance shot might be lower but accuracy is better.
Who confirmed this? Seen no clips nor screens nor admin notes
as far as I know crossbow deals more damage in melee range if we are talking about real life. 
Azu naphil looted 2 on progney
I saw em with my own eyes
This is a fact. @glad condor and yes my friend you might hit it, but will the arrow penetrate the target or damage it more than to a distanced target. Anyway I read somebody proposed the max/avg damage be lowered within 1-2 sqms and eliminate miss chance? That seems to fit the game nicely. Just tag eldrin
No I said close distance shots will have less power irl but more accuracy
I didn’t want to mention this to not give devs ideas
Thanks for info man 😉 time to camp then 😄
Don’t come progney am here 24-7
Hahahaha
OoOo hOw YoU gOiNg To GeT iT.
See the problem? 2nd best helmet, incredibly easy to farm compared to other high end gear.
Not sure why they made that change
(I know this has been discussed alot but heres some actual testing numbers)
I did some further testing while hunting on Dark Grims and Adepts, as i were getting annoyed by the missed hits. (as usual 😦 )
Distance skill: 127
Weapon and ammo used; Sacred Arbalest (+4% hit) And piercing bolts
Out of 100 bolts i missed 9. All of the counted hits were fired when mobs were 4 or 5 SQM away from me.
Eldrin's pinned message shows that this is the current hit chance:
Hit chance:
1sqm: chance = 40 + 0.33 * skill
2sqm: chance = 50 + 0.44 * skill
3sqm: chance = 50 + 0.55 * skill
4sqm: chance = 40 + 0.66 * skill
5sqm: chance = 40 + 0.66 * skill
6sqm: chance = 40 + 0.55 * skill
7sqm: chance = 35 + 0.44 * skill
then lowered to max 95% (based on ammo hit chance)
hit chance from weapon added
0.66*127 = 83,82
83,82+40 =123,82 %hitchance
(Then lowered down to 95%, +4% from Sacred arbalest = 99%)
@eldrin.medivia Am i just calculating this all wrong or is the hitchance just not working as intended? If reading your post right i should have 99% hitchance, tho in reality i only get 91%?
Note; Since update this has been going on every hunt. I have been using piercing bolts only, so not sure if the problem is with the piercing bolts or the hitchance overall.

100 is a way too small sample. kill 10000 and you will have somewhat reliable data
Well.. i get your point but even on this small test shows that the hitchance that shouldve been implemented does not work as intended
But for the sake of research i will do a new test on 1000 bolts tonight
Legend, they said “100” not enough demon snake says fuck yourselfs
Hmm 100 showed over 90 1000 showed lower then 90. Save to say it's around 90%. Now we have to figure out what is the actual formula that leads to this and/or where is mistake in current formula
Because when i tested 100 bolts i were hunting dark grims (standing on optimal range) when testing 1000 bolts i were hunting chimeras running, hence some of the bolts were shot on more range and upclose.
I did try to not go faceon or 7sqm but some of the misses certainly are from those hits even tho they are not that many.

