Ranged Weapons: Difference between revisions
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Revision as of 19:29, 16 May 2020
Ranged weapons are all weapons that use a base launcher of some sort to hurl ammo at a target. Generally, there are two types of these weapons in GemStone IV: a bow and a crossbow.
Bow have a FIRE roundtime determined by the base roundtime subtracted by one's strength bonus divided by ten. So, in order to get a 3 second RT using a long bow, the archer needs a strength bonus of 40. The strength bonus takes into account spells, enhancives, and Surge of Strength. Sniping (shooting a target from hiding) and aiming (using the aim verb with the option of anything but random) each add one second to the shooter's roundtime. These are cumulative, so a shot with a long bow from hiding that is aiming at the left eye will incur a nine second roundtime when shooting without any strength bonus. The minimum firing roundtime is 3 seconds, including if sniping/aiming.
Crossbows must be COCKed and LOADed before firing. Both cocking and firing incur roundtime. Cocking has a base roundtime of 6 seconds for light crossbows and 9 seconds for heavy crossbows and is reduced by the strength bonus divided by ten; however, in practice there is often some random variation that adds extra roundtime. The base firing time for crossbows is a flat 2 seconds, plus an additional second each for sniping/aiming. Crossbow firing roundtime is not affected by strength.
Max Ranks and Training Point costs
Type | Square | Semi | Pure | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Profession | Rogue | Warrior | Monk | Bard | Paladin | Ranger | Cleric | Empath | Savant | Sorcerer | Wizard |
Max Ranks Per Level | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | - | 1 | 1 |
Training Point Cost | 3/1 | 2/1 | 4/1 | 4/2 | 6/2 | 3/1 | 9/3 | 14/3 | - | 14/3 | 14/3 |
Damage Factors and Attack versus Defense
Weapon | AG | Cloth | Leather | Scale | Chain | Plate | RT | Min RT | Damage Type | STR/DU | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |||||
Short bow | DF | .325 | .225 | .275 | .250 | .100 | 5 | 3 | Puncture/Slash | 35/180 | ||||||||||||
AvD | 20 | 27 | 26 | 25 | 24 | 20 | 18 | 16 | 14 | 31 | 27 | 23 | 19 | 27 | 21 | 15 | 9 | |||||
Composite bow | DF | .350 | .300 | .325 | .275 | .150 | 6 | 3 | Puncture/Slash | 50/225 | ||||||||||||
AvD | 25 | 35 | 34 | 33 | 32 | 30 | 28 | 26 | 24 | 42 | 38 | 34 | 30 | 36 | 30 | 24 | 18 | |||||
Long bow | DF | .400 | .325 | .350 | .300 | .175 | 7 | 3 | Puncture/Slash | 60/315 | ||||||||||||
AvD | 25 | 33 | 32 | 31 | 30 | 29 | 27 | 25 | 23 | 42 | 38 | 34 | 30 | 38 | 32 | 26 | 20 | |||||
Hand crossbow | DF | .275 | .225 | .250 | .190 | .135 | 4 | 4 | Puncture/Slash | 50/285 | ||||||||||||
AvD | 20 | 26 | 25 | 24 | 23 | 20 | 18 | 16 | 14 | 34 | 30 | 26 | 22 | 27 | 21 | 15 | 9 | |||||
Light crossbow | DF | .350 | .300 | .325 | .275 | .150 | 6 | 4 | Puncture/Slash | 50/285 | ||||||||||||
AvD | 25 | 31 | 30 | 29 | 28 | 25 | 23 | 21 | 19 | 39 | 35 | 31 | 27 | 32 | 26 | 20 | 14 | |||||
Heavy crossbow | DF | .425 | .325 | .375 | .285 | .175 | 7 | 5 | Puncture/Slash | 60/315 | ||||||||||||
AvD | 30 | 36 | 35 | 34 | 33 | 31 | 29 | 27 | 25 | 46 | 42 | 38 | 34 | 40 | 34 | 28 | 22 |
Arrow/Bolt Tips
As per the recent archery updates, you may now add different arrow/bolt tip types to your bundles to adjust how they perform under different circumstances. What follows is a table outlining the four arrow/bolt tip types and how they adjust your arrow or bolt:
Tip | DF Bonus/Penalty | AvD Bonus/Penalty | Damage Type |
---|---|---|---|
Broadhead (Default) | .000 | 0 | Puncture/Slash |
Blunt | -.050 | +10 | Unbalance |
Bodkin Point | See below | +5 vs Chain/Plate | Puncture/Slash |
Crescent | .000 | 0 | Slash/Puncture |
In the case of the bodkin point, the exact DF changes are as follows: Cloth -0.050, leather -0.025, Scale -0.010 Chain +0.025, Plate +0.015
As you can see, this makes the bodkpin point superior to a normal arrow tip against chain and plate, but worse against scale and lower.
Attack Strength
Ranged attack strength formula:
AS | = | Dexterity bonus + Ranged Weapons skill + Truncate[(Perception ranks - 40)/4] + Truncate[(Ambushing ranks - 40)/4] + (Bow enchant + Arrow enchant) + crossbow kneeling bonus |
Perception + Ambushing ranks - Perception only gives additional AS up to 2x ranks per level, even if a character can train more ranks or uses skill enhancive items. For example, at level 50, up to 102 ranks in Perception will count towards ranged AS. The bonus from Ambush can exceed 2x with enhancives.
Note that the -40 to ranks in the formula never results in a negative number. The bonus does not start till you have 40 ranks in either.
Bow enchant + Arrow enchant - These values combine up to +50, or a 10x enchantment.
Kneeling bonus - While firing a crossbow, kneeling or lying down adds +30 AS.
Critical Weighting
Critical weighting is applied to ranged attacks using the formula: trunc((INT + WIS) / 6).[1] The following table shows the aforementioned relationship.
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Aiming
The chance to hit the left or right eye of a target is capped at 75%.[2] Characters can achieve this through skill alone at or near level cap.[3]
Resources
- The Art of the Bow: Guide
- List of woods
- Puncture critical table
- Sighting
- Starchitin's rogue sniper guide
- Saved posts
- Missile Weapons, on Play.net
- Officials folder
- The Archery Haven guide, on Archeryhaven.com
- QRS Script, on GSGuide.net
References
- ↑ GM Naijin, "Conversation About Statistics-Related CER", GemStone IV Discord#Mechanics, 2020-03-26T05:35:00Z
- ↑ GM Naijin, "Conversation About Aiming Ranged Weapons", GemStone IV Discord#Mechanics, 2020-04-05T20:29:00Z
- ↑ Citation needed