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#71
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One of the *bigger* issues in my eyes, is while double damage and trueshot can be reworked to reflect better bow dps - we still have rooted raid targets. The coding would need to change to have mobs in TOV be 99999% snared, rather than rooted, to allow for double damage shots. Otherwise a large portion of raid content is altered regarding ranger bow shot DPS (a classic and unique ranger feature) due to out of era rooting of raid bosses.
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Xersius The Tactician
Project 1999 Green Server <Kingdom> | |||
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#72
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Rimurok 60 Ogre Shadowknight <Castle> Nilwen 56 Ogre Druid <Castle> Pygnomaniac 4 GnOgre Wizard <Castle> Mirnimhirnsvirf 13 Cancermancer <Castle> __________________ Green: ACTIVE Blue: INACTIVE Red: INACTIVE Quarm is love Quarm is life | |||
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#73
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I appreciate the perspective, but this is a bug thread focused on archery mechanics themselves, not raid npc design or tov encounter behavior. Those are valid concerns, but they’re a separate issue and would be better discussed in their own thread. This thread is intended to cover archery as a system, including its impact outside of raids.
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#74
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Quote:
That does not prevent melees from auto attacking mobs but for some reason Archery suffers a lot from that even for mobs with a huge hit box
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"I am somewhat preoccupied telling the Laws of Physics to shut up and sit down."
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#75
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Quote:
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Green:
Rimurok 60 Ogre Shadowknight <Castle> Nilwen 56 Ogre Druid <Castle> Pygnomaniac 4 GnOgre Wizard <Castle> Mirnimhirnsvirf 13 Cancermancer <Castle> __________________ Green: ACTIVE Blue: INACTIVE Red: INACTIVE Quarm is love Quarm is life | |||
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#76
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Nilbog,
Is there anything else we can do to provide data, testing, etc? This may be disproportionately more of an issue for some than others, but some of us have been waiting years [You must be logged in to view images. Log in or Register.] Thanks again for figuring this out. | ||
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