R
Revenant2
Guest
About 2 months ago I got some stuff together on test center (2 accounts 2 computers etc) and tested archery hit chance while max HCI and DCI (no parry) were utilized. The tests used a reasonable sized sample of shots, some hundreds of arrows.
I found that with the shooter having 120 archery and 45 hci, and the target having 120 weapon skill with correct weapon equipped and 45 dci, archery hit chance matched what the formulas said it should be (which is in this case, 50% hit chance).
I also saw what makes the observation of this whole thing deceptive in the field. The testing demonstrated strings of consecutive misses - - it can shamelessly do, like, 8 misses in a row, or maybe more. Archery tends to swing slow, and 8 misses in a row is a REALLY long time for anyone to go without being able to hit something. At times the archery hit chance looked really terrible, and it was only the total sum of all the shots that showed that the actual numbers worked out to 50/50.
After seeing the long strings of misses that would occur during testing (plus seeing it in the field), I feel like a different hit chance utilization that took into account that tons of consecutive misses in a row isn't 'right' would be better. It would still need to maintain a controlled hit chance ratio based upon defense chance and hit chance, etc, but the thing should turn out more like hit - miss - hit - miss - hit - miss instead of miss miss miss hit hit hit.
I'm guessing they aren't up for playing with the hit chance mechanism atm. In any case, I wanted to post what I'd seen and my sense on all the consecutive misses that can happen.
And btw... it seems clear that Archers are simply not intended by UO dev people to be able to kill parry dexers. The behavior of DCI plus added in parry on ONE side only (archers cannot parry) is indicative of this. It's as though there's a bit of paper-rock-scissors going on, and archers are the rock and parry dexers are paper.
(Those parry dexers out there who seem to think they are so leet cause they can kill archers can quit patting themselves on the back for their own ingenuity now - - it's apparently part of the game design).
I found that with the shooter having 120 archery and 45 hci, and the target having 120 weapon skill with correct weapon equipped and 45 dci, archery hit chance matched what the formulas said it should be (which is in this case, 50% hit chance).
I also saw what makes the observation of this whole thing deceptive in the field. The testing demonstrated strings of consecutive misses - - it can shamelessly do, like, 8 misses in a row, or maybe more. Archery tends to swing slow, and 8 misses in a row is a REALLY long time for anyone to go without being able to hit something. At times the archery hit chance looked really terrible, and it was only the total sum of all the shots that showed that the actual numbers worked out to 50/50.
After seeing the long strings of misses that would occur during testing (plus seeing it in the field), I feel like a different hit chance utilization that took into account that tons of consecutive misses in a row isn't 'right' would be better. It would still need to maintain a controlled hit chance ratio based upon defense chance and hit chance, etc, but the thing should turn out more like hit - miss - hit - miss - hit - miss instead of miss miss miss hit hit hit.
I'm guessing they aren't up for playing with the hit chance mechanism atm. In any case, I wanted to post what I'd seen and my sense on all the consecutive misses that can happen.
And btw... it seems clear that Archers are simply not intended by UO dev people to be able to kill parry dexers. The behavior of DCI plus added in parry on ONE side only (archers cannot parry) is indicative of this. It's as though there's a bit of paper-rock-scissors going on, and archers are the rock and parry dexers are paper.
(Those parry dexers out there who seem to think they are so leet cause they can kill archers can quit patting themselves on the back for their own ingenuity now - - it's apparently part of the game design).