Ranged Skill (in General)


AdminQBGentlemanLoser [{END}] September 14 2005 10:30 AM EDT

=D

Yes another skill idea from me. Feel free to criticise with impudency.

Call/Retrive/Recover Missile/Ammo.

Each level of effect of this skill gives a percentage chance of a spent millise (either arrow, bolt or sot/pebble) being recovered after battle. This is easy to train, and can go above (100). (100) gives a 100% change to recover one spent missile, amounts over give a chance to recover more. (Could be changed to a flat chance per missile, so there will never be 100% chance of recovering at least 1...)

Of course, more missiles cannot be recovered than spent fighting.

They are recovered at the end of the battle, instead of being a chance not to lose a missile when attacking, to stop someone being able to fight 25 rounds on 1 [x255] +(255) missile.

:)

AdminShade September 14 2005 11:01 AM EDT

would it be better than archery which allowed you to fire in more rounds?

and if you have lets say 25 arrows [8x25] (+0) (which cost a lot) and keep on firing them over and over because they simply don't run out, would be a serious imbalance imo...

Think again why Jonathan wanted the Inexhaustible Arrows gone... :)


p.s. nice idea but not good for CB.

Quark September 14 2005 11:02 AM EDT

Is this something any minion could train (like a wall) to retrieve ammo while the archer / tank spends EXP on archery / bloodlust? I don't know if I'd be willing to waste the AMF EXP to save on ammo costs. Besides - what level does it need to be trained at if it's one retriever minion with 3 archers behind it vs. 1 archer behind it?

AdminQBGentlemanLoser [{END}] September 14 2005 11:48 AM EDT

No, it wouldn't improve the number of rounds attacked in, or damage. Just give the ability to (in essence) not lose as many arrows per fight.

It would have to be trained on the minion attacking, so no Archery for them. :)

It wouldn't be as bad as IA's, getting to (800) would be massive, and (1600) damn near impossible! ;) (Which would be less powerful than giving a percentage to each missile spent mind you.)

[T]Vestax September 14 2005 12:03 PM EDT

Well I understand what you mean. each 100, or rather each 1.00, would give you a 1 guaranteed retrieval of ammo. So when a person goes and fires 2 double shots they would get back only 1/4 of their ammo. If they fire more and more ammo then they still lose more and more ammo per battle.

That's a nice idea and all but I would surely train this skill to either 1.00 and just make the most powerful bolt I can and use it to give me a powerful knockdown blow the first round every time just for killing stupid walls. Then because of my skill I would never lose that arrow. I would basically give up my other ranged round shots for that one killer blow.

Maybe instead it should be more like the protection curve instead and it should apply to all the ammo you fire. Assuming of course that protection (24) is 24% reduction.

[T]Vestax September 14 2005 12:06 PM EDT

My grammar makes me want to hang myself.

AdminQBGentlemanLoser [{END}] September 14 2005 1:07 PM EDT

I gave up looking for my grammar years ago. It eloped with my spelling...

;)

I agree, that's why I gave the two options. Would be helpful for people who still use their ranged weapon in melee and use up a lot more ammo.

I feel the second (a fixed percent for each missile used) would be the better option. :)

QBsutekh137 September 14 2005 1:10 PM EDT

Very high skill in this and a big ole pack of Slayers is almost like bringing full-on archery damage back, isn't it? If it weren't for rare ammo, I would say it is a nifty idea...with rare ammo, I'm not so sure.

AdminQBGentlemanLoser [{END}] September 14 2005 2:45 PM EDT

;) Reduce the percentage when used with rare ammo.

Barron [CB2BANK Investors Club] September 14 2005 3:43 PM EDT

If this skill is available I would recommend not allowing ammo to be upgradeable. Use what's available and that's it.

Grim Reaper September 14 2005 6:01 PM EDT

arrows already cost money and cost rewards compared to melee or mages where they don't need anymore money spent, healing is a cost by any minion if it dies so that doesn't count on the reward nerf.

maybe arrows should be infinite but not upgradable?

AdminQBGentlemanLoser [{END}] September 14 2005 7:44 PM EDT

Don't forget, you're trading either 50% (Probable, or more. depending on hits...) ranged damage increase or 100% melee damage. For the chance to spend less money on arrow replacements.
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