The Players Corner Archive

Some general information

Some very quick and simple info to read over is as follows:
---------------------------------------------

AS = ranged weapon bonus + DE bonus + bow enchantment + arrow enchantment

An additional +50 is added to the users AS when using a crossbow and kneeling. Since you are kneeling this +50 AS comes at the cost of -50 DS.

Spells that increase overall AS will also increase your ranged AS. This includes spirit strike, elemental targetting, camo, heroism, bravery, society powers etc... what it doesn't include however are AS specific spells such as elemental focus, pheon's strength, or wizard strength.
---------------------------------------------

Targetting a specific body part can be done using the aim verb.

Open Aiming: When aiming from the open (not hidden) your perception skill RANKS are primarly used. The secondary skill used are ranged weapon ranks. Ranged weapon ranks are only given half the consideration perception is given when aiming from the open, so it's assummed all your perception ranks go into aiming ontop of only half your ranged weapon ranks. Finally the average between your DI and RE bonus is added to the above.

Hidden Aiming: When aiming from hidding the above factors are considered with the exception of focusing primarily on perception, hidden aiming also focuses primarily on ambush skill. Whether or not the average of the two are taken or if they both are just weighted equally in the equation I do not know for sure, however they are both equally important when aiming from hiding.

Additional aiming factors: Environmental factors such as being in a large forest with rapidly moving critters or in a smaller more contained area are looked into. Spells such as disarm enchancement, and self control are also beneficial to ones aiming. Spells such as Sounds, forget, and holding song are deterimental to ones aiming since they cause distraction and make the user lose focus. Profession bonuses are not known, and specific racial bonuses are also not known. Perhaps none even exist.
---------------------------------------------

It is possible to aim from hiding and remain hidden, any information on this would be appreciated since I'm not certain what factors go into "sniping".

---------------------------------------------

Unlike weapon ambushing, aiming from hiding does not increase or decrease the crit rank. It simply allows you to aim your shot, however this shouldn't let you down since it's not terrible hard to crit a target's eye, neck, or head using the various bows and crossbows. More information on what exact endrolls are needed will be posted at a later time.

---------------------------------------------

An bonus to DS is given to archers who hold a bow or crossbow in their left hand.

From 0 to 40 ranks that bonus is +15 DS
From 41 to 100 ranks the bonus is +20 DS
Beyond 100 ranks the bonus is +25 DS

Very small and possibly negligable DS bonus, however the +15 DS can be pretty useful at the younger ages when you virtually have no DS period.

---------------------------------------------

That's all I have for now... more tidbits of info will come in as I learn it or research it.

- Lord Kranar, human Archerwizard??? reg

From Banthis on aiming, which may repeat a few of the things Kranar already mentioned above, but wouldn't hurt to repeat for posterity.

----------

Posted: May 14, 1998 10:55:02

Ok as I said over in the "Archer's Arena" topic, I've completed most of the coding for the Aimed Missile Combat utility. There are several issues still left to handle, and I thought I'd call for input at this time to get your opinions on the implementation.

The system includes the following: AIM Verb: Usage AIM

Where is any valid location for a target. Note when you set your aiming preference to "left arm" for instance, the system will try to map that to the closest approximation based on your target. "Left arm" may map to "left forelimb" on some creatures. To clear your aiming preference, you may AIM RANDOM or AIM CLEAR at any time. Setting your aiming preference can be done at any time, and does not incur a round time to set. This simply allows you to FIRE at the specific spot at which you want to aim.

Modifications to FIRE verb: The FIRE verb will recognize whether or not you are trying to aim at a specific location. When it detects that you're aiming it does several things...

1. Determine if the area you're aiming for is a valid location for this target.

2. Determine if that location is still available [i.e. is the left leg severed already?

If either of the situations above indicates failure, your aiming preference will be cleared for that attack, and the shot will map to a random location as if you'd not aimed at a specific spot. I thought this would be preferable to a situation where you kept getting messaged, "But it doesn't HAVE a left leg anymore!" You will be messaged that the body part is either nonexistent or already severed, so you can determine if you want to aim somewhere else, but at least the shot you just fired will go somewhere.

3. Perform a skill check to determine if your aimed shot will reach the target.

In the case of a fumble or failed skill check, your missile will fly wide of the target and be lost. In the case of success, your missile will strike the target in the location you've specified by the aim verb. Note: NO crit rank is increased here. Aiming at a specific target area does not increase the lethality of the missile in any fashion.

Skill Evaluation: Here's where your input may be most useful. I'm still evaluating the skill check, however I do have some specific criteria in mind.
- There will be a minimum failure, much like the Ambush verb.
- The evaluation of skills will use ranks instead of skill values.
- The least costly training path will allow for reduction of failure to the minimum at around 50th level [barring any penalties].
- A combination of skills, spells, stat bonuses, and environment variables will be used.

Possible Problems:
- Since ranks will be used within the formula and not skill values, the chance of success will increase at a linear rate.
This means that at low levels, the chance of success in aiming will be quite difficult, since the archer will rely most heavily on the die roll. This may cause early frustration but will allow for a more lengthy process to reach mastery.
- Some classes cannot double in all the skills used in the evaluation. The goal is not to create a situation where one single class or race becomes the clear leader in the function. To offset the possible imbalance, specific spell benefits can be used.

Skills Used: The current evaluation formula uses Ambush and Perception in an equal amount if the shooter is hidden, or Perception only if the shooter is in the open. This simulates the ambusher's ability to find a "better spot" to shoot from by using his ambush skill to approach the target with stealth. Added to the two [or one] skills is the user's ranks in Ranged Weapons, but to a lesser degree [probably half the consideration as the other skills]. This simulates the natural progression of becoming a better aimer through practice with the weapon alone.

Stats Used: The shooters self discipline bonus and reflex bonus are averaged and added to the above subtotal.

Spell / Environment Considerations: Spells that increase focus, control, or otherwise allow for limitation of distractions will aid the shooter in his/her ability to aim. Some examples might be Self Control, and/or Disarm [read the spell messaging again when it is cast upon someone]. Spells that might hinder a shooter who is attempting to aim would include Sounds, Bladeturn, Holding Song, and Forget.

The environment also will play a factor. A moving target may be harder to hold in your sights if you are in forested or hilly terrain. Wide open spaces will likely aid the shooter. Also [this doesn't come under environment] an immobile target and, to some lesser degree, a stunned target will be easier to aim at.

Final Thoughts: I'm purposefully not including the full formula here, mainly because it's still changing. You should be able to at least get some determination as to which aspects will be important by reading the above, however. I'm still up in the air on Round time considerations. The "variable RT." we discussed before still sounds like a good idea, allowing you to increase your skill by taking longer to aim. If I don't use that, I am considering a flat RT. adder. I am also looking into adjusting RT's based on bow type, which has nothing to do with Aiming, but will at least be some help in the future. Awaiting your input. reg