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  #1  
Old 06-21-2008, 06:11 AM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
Default Ranger Ranged Damage and Distance

I am sure many servers out there have noticed how overpowered Rangers are atm. The main thing is that they land about 95% of all hits, which puts their DPS far above all other melee DPS. I think it could be reduced considerably to bring them in line with melee and other DPS classes. Maybe down to at least 75% or possibly lower.

The other thing is that Ranged attacks are able to land within melee range of most larger sized mobs. I don't recall this ever being the case on live. Even NPCs around size 10 or so can be /autofired on while the mob is meleeing the player. This means that rangers can tank and range attack with this high DPS, which I don't think is intended.

I believe that rangers get lowered damage on moving mobs to reduce their effectiveness when kiting instead of being grouped. With the current issue being that they can autofire in melee range, it means they can be as effective without a group as they are with one (minus the obvious benefits of healing and real tanking).

I wouldn't want to see this class be made completely useless, but as things are, I think they need a little attention to help class balance a little.

I will try to look around the code and see if I can figure out where to adjust these settings, but since I am not a coder, it would be nice if someone else could maybe look into this as well.

Thanks

Maybe they are adjusted in the zone/special_attacks.cpp here:
Code:
	//These two are not subject to the combat ability timer, as they
	//allready do their checking in conjunction with the attack timer
	//throwing weapons
	if(ca_atk->m_atk == 11) {
		if (ca_atk->m_skill == THROWING) {
			ThrowingAttack(target);
			return;
		}
		//ranged attack (archery)
		if (ca_atk->m_skill == ARCHERY) {
			RangedAttack(target);
			return;
		}
		//could we return here? Im not sure is m_atk 11 is used for real specials
	}

And maybe something like this needs to be added in there somewhere:
Code:
if(!CombatRange(who))
return;
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  #2  
Old 06-21-2008, 11:46 AM
ChaosSlayer
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Join Date: May 2007
Posts: 1,032
Default

this may be little bit off topic, but I noticed that some mobs - specialy mob models that were intended to be very small (like new rats introduced in OoW. or new snakes from DoN) when made larger have INSANE size Hit Boxes.

basicly, when you try to make a new model rat human size (6) you actualy have to make it 20, cuase incrase it size for new models per rank is very very small, BUT the size of the hit box grows correctly, which result in a human sized rat having a hit box of a Hill Giant - i don't know HOW distance is calculated (to the center of the mob to the edge of the hit box?) but such mob can attack you in melee and stand like 50 feet away.

now, if archery/range calculates distance to the center of the mob instead to the edge of hit box - the mob very well will be far enough to be valid for range attacks, yet stil in melee range.

so if hit box larger than model could be looked at - it would be great =)
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  #3  
Old 06-21-2008, 11:56 AM
Cripp's Avatar
Cripp
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Join Date: Oct 2003
Location: The Shire
Posts: 474
Default

almost positive that "hit box larger than model" is a client thing...

as for the archery thing.. that sounds right to me, and im sure adding a !CombatRange(); check will.
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