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 ranged combat

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Wilfred Locks
Beta Tester
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Wilfred Locks


Posts : 188
Join date : 2020-02-13

ranged combat Empty
PostSubject: ranged combat   ranged combat EmptyTue Nov 02, 2021 11:11 pm

Like with many things combat is a mixture of both close and long range combat, while movement can get a.close range specialist up close, those of the theurgy, preist, and ranger classes, or trained in archery ( or the subclass gunslinger.) have accessibility to range combat.

while abilities and spells are rather self explanatory, should a weapon possess an range appliance there is an limitation of both ammunition and range in question.

Ammunition

This is your arrows, bolts, or bullet types. They too can be appropriately applied and even customized, As these are considered "Items" by classification. Based on the ammunition they could apply bonus damage added after the respective  weapon calculations. Some can be combined with various herbs like tranquilizers for taming, which can make taming easier, others can be mixed with explosives, poisons, or possess an elemental effect.

these are detailed in their respective app and must be noted as "Ammunitiom".


Range combat basics.

The important thing to realize is with ranged appliances one must have ammunition to effectively use them, as even spells could be apped to create temporary ammunition of basic quality, or elemental quality. Ranges appliances like bows, crossbows, and even guns have a fall off in accuracy past 30 ft. This means that past 30 ft from a target each EVR  range starting from 5 ft gains +5% per foot between the user, and the intended target. keep in mind this is merely to balance out a ranged unit from just consistently hitting from outrageous ranges.

The second thing to realize is that targets awareness range otherwise known as detection range, is a basic 30ft, but increases to 50ft when on alert, or otherwise observing combat. When focused on one target via taunt, or berserk status affliction. this detection range is at 0. This also applies to if a target either avatar, or NPC is stunned, slowed, or even frozen.

when a ranged appliance is used outside of the targets detection range. The EVR rating is normal, While the shot grants the user +15% ACC.  meaning that regardless of amplified though ability stats, or even bonuses. Their EVR bonuses are ignored. Once hit by a range shot if the user/ individual is seen.  The bonuses are applied normally, and an additional 5% EVR is gained for every 1ft away from the target. This is simply due to unless hidden by invisibility, under a status affliction,  or otherwise distracted. The ranged unit is targeted by NPC, and considered noticed by players.


pvp and range.

Depending on appliance from duels to even death/ sneak attacks the detection range depends on the senario.

in duels that are non lethal, the detection range is considered at 50ft, and unless stealthed via a spell or ability the ranged appliance suffers, as a targets EVR vs ranged weapons increases by +5% EVR at all ranges per 1ft away from the user.


in other lethal cases like sneak attacks and even death battles. The detection range is 30ft, and all bonuses to not being detected apply from above.

Note that while this is the case it is not without drawbacks.


1. a range shot must be reloaded, which requires 2 actions. (unless automatic with gunsmithing, or a cross bow these require 1 ACR.)

2. once a shot is made from stealth, stealth abilities in PVP/ boss fights cannot be activated for the shooter for 3 posts, in PVE or vs NPC's this is reduced to 2 posts.

3. detection spells can detect the aimed target and even trajectory of a ranged attack. Which if anything hurts ranged appliances and their users if not careful.


4. movement and shooting at same time increases the EVR rating of a target vs ranged attacks by +25% in all ranges unless in stealth.

deflections



While an detect spell/ability is active, or is the shooter is seen and focused on.  The defender is capable of deflecting Ranged attacks. but since these are vary fine tuned actions. It is cotly to defend over prolonged times. This is strictly able to be used as long as the induvidual does not have a negative status affliction on them.

The induvidual total deflect value is the average of their SPR, and INR+ the avatars ACC. it must be higher then the shooters full attack value + the ACC of the shooter. The deflects final value increases by +5 for every 2ft the target is from the shooter. Deflection costs a total of 2 actions increasing by an accumulating +1 in action cost for each deflect. This means it is better to move instead of sitting there and deflecting. As it is a means of protection,but not a main focus. In the case of multiple shots from different sources within 5ft of each other., only 1 shot can deflected, from each one.

it is additionally impossible to initiate deflect if blinded somehow,or if shots are comming from to diffrent sides of the avatar, aka, in front/ behind at any angle, or to the left and right hip.

(note certain abilities and spells can have a deflection clause, but this is their only effect, and can only be used every 3 posts between different deflect attempts whether manual, or though spells/abilities.)
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