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;