Make your own free website on Tripod.com

A General Guide to Dark Age of Camelot gameplay mechanics.

Archery and Bow Mechanics

Home
General Damage Calculation Mechanics
Melee Damage Calculator
Character Stats
Stealth Mechanics
Weaponspeed Calculator
Style Growth Rates By Realm
Weaponskill Calculator
Spell Damage Calculator
Uthgard Testing Results
Sources

http://web.archive.org/web/20040212023034/http://www.rothwellhome.org/guides/archery.htm





In Dark Age of Camelot, archery is treated like neither magical combat, nor melee combat. Instead, it combines some aspects of both, and yet is really its own beast. It is also very different from either combat or magic in that it is a primary skill for some classes, namely Albion's scouts, Midgard's hunters, and Hibernia's rangers, but is a secondary skill for several others.



Classes for whom archery is a primary skill should be able to do significant damage to opponents with their archery skill, but must use melee skills as well to finish off wounded opponents. The general expectation is that these classes can do anywhere from one-third to two-thirds of the damage to a blue-con mob using their special bow abilities, before needing to switch over to melee combat. However, scouts, hunters, and rangers are not supposed to be able to kill or nearly kill their target creatures before they ever reach the archer unless the target decides to stop to cast a spell or shoot an arrow back at the archer. That would make archery far too powerful. The famed Briton longbow, the Hibernian recurve bow, the Norse composite bow are the bows capable of these long range, high-damage archery attacks.



Other classes that can use archery as a secondary skill generally use it as a way to do a little damage from a distance before the opponent can close to melee range. Much of what is said in this guide applies to these "casual archers" as well. In Albion the armsmen and infiltrators can use crossbows while mercenaries can use shortbows. In Hibernia the blademaster, heroes, and wardens can use shortbows. Archery hasn't really caught hold yet in the Nordic lands, and hunters are really the only profession that uses these long distance missiles; the other Norse warriors tend to favor thrown weapons. That would include shadowblades and warriors.



Bow Speed

http://www.camelotherald.com/more/2971.shtml
http://www.camelotherald.com/more/1603.shtml

According to mythic sources, Like with melee speeds, bow speed is also capped at 250 effectiveness with quickness.

Using Your Bow: Interruptions



Archers can be interrupted by taking damage or having a melee weapon waved around in their face (whether it connects or not). Any draw will be interrupted if it is attempted during the delay of the weapon being used against you, or 2 seconds after a shout attack. Also, any attack made against the archer during the draw animation will interrupt the attack. You are then immune to having your shot interrupted until you get the "Ready to Fire" message. At that point your held shot will be interrupted by the next attack. This interruption after being ready to fire can be avoided by using the autorelease described in the "Using Your Bow: Advanced Techniques" section, as your arrow will be release the instant the timer runs out.



On the other side of the coin, once you hit a target and redraw on that same target, they will be interrupted for your quickness-modified draw time after they are hit. This is useful for countering casters trying to blast your party or healers attempting to keep their side alive.









Critical Shot



Raising your bow specialization also grants you higher critical shot styles:

- Critical Shot I is obtained at the third train in bow and has a draw time of 2.0 times your normal draw time.

- Critical Shot II is obtained at the sixth train in bow and has a draw time of 1.9 times your normal draw time.

- Critical Shot III is obtained at the ninth train in bow and has a draw time of 1.8 times your normal draw time.

- Critical Shot IV is obtained at the twelfth train in bow and has a draw time of 1.7 times your normal draw time.

- Critical Shot V is obtained at the fifteenth train in bow and has a draw time of 1.6 times your normal draw time.

- Critical Shot VI is obtained at the eighteenth train in bow and has a draw time of 1.5 times your normal draw time.

- Critical Shot VII is obtained at the twenty-first train in bow and has a draw time of 1.4 times your normal draw time.

- Critical Shot VIII is obtained at the twenty-fourth train in bow and has a draw time of 1.3 times your normal draw time.

- Critical Shot IX is obtained at the twenty-seventh train in bow and has a draw time of 1.2 times your normal draw time.

Despite the persistent rumor that is still making the rounds, Critical Shot X does not exist and has never existed.



The damage multiplier for critical shot is based on your level, and is determined by the difference between your level and the targets level, indicated by the target�s con. The multiplier is a maximum of 2.0 and a minimum of 1.1. As a broad generalization which does not take the continuous curve nature of this into account, critical shots will do 2.0 times normal damage to all targets that con grey, green, blue, or yellow. They will do approximately 1.7 times normal damage to high- orange targets, 1.4 times normal damage to high-red targets, and 1.1 times normal damage to purple targets.



Please note that critical shot will work against targets that are: sitting, standing still (which includes standing in combat mode but not actively swinging at something), walking, moving backwards, strafing, or casting a spell. Critical shot will not work against targets that are: running, in active combat (swinging at something), or mezzed. Stunned targets may be critical shot once any timers from active combat have expired if they are not yet free to act; i.e.: they may not be critical shot until their weapon delay timer has run out after their last attack, they may be critical shot during the period between the weapon delay running out and the stun wearing off, and they may not be critical shot once they have begun swinging again. If the target was in melee with an archer, the critical shot may not be drawn against them until after their weapon delay has run out or it will be interrupted. This means that the scout's shield stun is much less effective against large weapon wielders (who have longer weapon delays) than against fast piercing/thrusting weapon wielders. Also note that if the target has a shield or are being guarded by someone with a shield, and the one holding the shield is facing the archer and is in combat mode (actively swinging or not), their block rate against arrows is DOUBLED. If they are using engage against you, you�ll only get past their defenses about 5% of the time.







Arrows



Firstly, to avoid some confusion, bows use arrows and crossbows use bolts. Arrows are long, thin shafts with a variety of heads and fletching. Bolts are much shorter and thicker, and again come with a variety of heads and fletching. You cannot use a bolt with a bow, and you cannot use an arrow with a crossbow.



Arrows and bolts are purchased from vendors in bundles of a score, and you can stack five bundles together in your packs. Your guild trainer will provide you with Rough Clout Blunt arrows for free, so you cannot buy them from merchants. You can learn to fletch your own arrows too, and the materials are roughly two-thirds the price of store-bought arrows.



The specific combination of head, fletching, and shaft affect the performance of the arrow or bolt. Arrows and bolts are named with each. For instance, the freebie arrows that primary archers can get from their trainers are Rough Clout Blunt arrows, signifying low accuracy, reduced range, and low thrusting damage.

Fletching
Accuracy
Rough
-15%
Blunt / Bodkin / Broadhead Arrow
Normal
Footed
+25%
Shaft
Range
Clout
-15%
Blunt / Bodkin / Broadhead Arrow
Normal
Flight
+25%
Head
Damage
Blunt
-15%(Thrust)
Blunt / Bodkin / Broadhead Arrow
Normal (Thrust)
Broadhead
+25% (Slash)
Footed Flight Broadhead Arrows
Add your content here
Barbed
Thrust
Blunt
Crush
Keen
Slash

http://camelot.allakhazam.com/dyn/items/All/Arrows.html
http://www.daocweapons.com/hib-arrows.html

Arrow Type Accuracy Range Damage Damage Type
Barbed Footed Flight Broadhead Arrows 25% 25% 25% Thrust
Blunt Arrows Normal Normal -15% Thrust
Blunt Footed Flight Broadhead Arrows 25% 25% 25% Crush
Bodkin Arrows Normal Normal Normal Thrust
Broadhead Arrows Normal Normal 25% Slash
Clout Blunt Arrows Normal -15% -15% Thrust
Clout Bodkin Arrows Normal -15% Normal Thrust
Clout Broadhead Arrows Normal -15% +25% Slash
Flight Blunt Arrows Normal 25% -15% Thrust
Flight Bodkin Arrows Normal 25% Normal Thrust
Flight Broadhead Arrows Normal 25% 25% Slash
Footed Blunt Arrows 25% Normal -15% Thrust
Footed Bodkin Arrows 25% Normal Normal Thrust
Footed Broadhead Arrows 25% Normal 25% Slash
Footed Clout Blunt Arrows 25% -15% -15% Thrust
Footed Clout Bodkin Arrows 25% -15% Normal Thrust
Footed Clout Broadhead Arrows 25% -15% 25% Slash
Footed Flight Blunt Arrows 25% 25% -15% Thrust
Footed Flight Bodkin Arrows 25% 25% Normal Thrust
Keen Footed Flight Broadhead Arrows 25% 25% 25% Slash
Rough Blunt Arrows -15% Normal -15% Thrust
Rough Bodkin Arrows -15% Normal Normal Thrust
Rough Broadhead Arrows -15% Normal 25% Slash
Rough Clout Blunt Arrows Normal -15% -15% Thrust
Rough Clout Bodkin Arrows Normal -15% Normal Thrust
Rough Clout Broadhead Arrows Normal -15% 25% Slash
Rough Flight Blunt Arrows -15% 25% -15% Thrust
Rough Flight Bodkin Arrows -15% 25% Normal Thrust
Rough Flight Broadhead Arrows -15% 25% 25% Slash




Please note that although blunt and bodkin arrows do thrust type damage and that broadheads do slash type damage, these designations only apply to the attack-type vs armor-type modifiers to damage. They have nothing to do with thrust or slash melee specializations that your class may be able to train in. Also note that all bows indicate that they do thrust damage when you right click them. Arrow damage types supercede bow damage types where they don't match.





Footed Flight Broadhead arrows actually come in three varieties, each of a different damage type. Barbed Footed Flight Broadhead arrows do thrust damage, Blunt Footed Flight Broadhead arrows do crush damage, and Keen Footed Flight Broadhead arrows do slash damage. All three are +25% accuracy, +25% range, and +25% damage, so you want to chose the type of FFB based on your target. Cloth armor is neutral to all three damage types. Norse Leather, Norse Studded, and Scale armors are vulnerable to slash damage. Leather, Hibernian Leather, Reinforced, and Plate armors are vulnerable to crush damage. Studded, Chain, and Norse Chain armors are vulnerable to thrust damage





Bows







The ranges listed in this section already include the range modifiers based on the type of shaft, so that you don't need to go reaching for your calculator. Also, these numbers all pertains to archery shots where the target is the same elevation as the archer; if you are higher than your target then the range is extended, while if you are below your target then the range is reduced. For comparison's sake, nearsight spells (range reducers) have a range of 2300 units, most bolts are 1875 units, and most DD spells about 1500 units; and elevation does not affect spell range. As another unit of measurement, the length of a human ridable horse (not the ponies Lurikeen and Kobolds ride, nor the clydsdales Firbolgs and Trolls ride) is about 125 units. The units used are the same as the coordinates given by the /loc command.







Armsmen and infiltrators can use crossbows, while mercenaries, blademasters, heroes, and wardens can use shortbows. All shortbows and crossbows have the same range: 1020 units with clout arrows, 1200 units with normal arrows, and 1500 units with flight arrows. These figures all do the range bonuses or penalties mentioned in the "Arrows" section for you.





Primary archer bows fall into three categories:



- light bows that no one gets range bonuses for which have about 4.0 second draw times,



- medium bows that only rangers get range bonuses for which have about 4.7 second draw times, and



- heavy bows that only scouts get range bonuses for which have about 5.4 second draw times.



Note that the heavier the bow, the longer its draw time, but the more damage it will do per successful hit.





Base bow range is 1360 units with clout arrows, 1600 units with normal arrows, and 2000 units with flight arrows. Rangers using medium bows have a range of 1428 units with clout arrows, 1680 units with normal arrows, and 2100 units with flight arrows. Scouts using heavy bows have a range of 1496 units with clout arrows, 1760 units with normal arrows, and 2200 units with flight arrows.

http://www.camelotherald.com/more/1761.shtml

Bows have inherent base ranges. Arrows act as a modifier to this base range by adding a bonus or penalty to the base range. Normal arrows (blunt,bodkin and broadhead arrows respectively) add no bonus or penalty and simply use the bow's natural base range.

Example of bow range on delve
http://camelot.allakhazam.com/item.html?citem=23725

Realm
Bow Size

Clout Arrow Range

Normal Arrow Range

Flight Arrow Range

Albion
       
Hunter's Bow
Light

1360

1600

2000

Bow
Medium

1360

1600

2000

Longbow
Heavy

1496

1760

2200

Heavy Longbow
Heavy

1496

1760

2200

Short Bow

 

1020

1200

1500

Crossbow

 

1020

1200

1500

Hibernia
       
Short Recurve Bow
Light

1360

1600

2000

Recurve Bow
Medium

1428

1680

2100

Great Recurve Bow
Heavy

1360

1600

2000

Heavy Recurve Bow
Heavy

1360

1600

2000

Short Bow

 

1020

1200

1500

Midgard
       
Composite Bow
Light

1360

1600

2000

Great Composite Bow
Medium

1360

1600

2000

Heavy Composite Bow

Heavy

1360

1600

2000


Bow Damage


http://critshot.com/forums/archive/index.php?t-10007.html
http://www.critshot.com/forums/archive/index.php?t-9533.html

Bow damage is calculated the same as normal melee damage is however it has one unique feature in that there is an additional multiplier that is factored in from arrow bonuses.


To calculate bow damage the following formulas are used


Base Damage at 100% variance mark =

EDPS * (your WS/target AF) * (1-absorb) * slow weap bonus * SPD * 2h weapon bonus * Arrow Bonus

EDPS = effective dps of the weapon

For base damage this is (clamped factor and weapon condition/quality)

For cap damage this is (clamped factor only)

Condition and quality of the weapon will affect effective damage in the following way :

Effective dam = Clamped Damage * Quality(%) * Condition(%)

The clamped damage is your maximimum allowed damage at your current lvl:

Clamped Damage = 1.2 + LVL * 0.3

2h weapon bonus = 1.1 + (0.005 x spec)

SLow Weapon bonus = 1 + ( (spd - 2) x 0.03)

SPD = listed weapon speed.

Damage Cap = EDPS * SPD * 3 * (1 + (SPD - 2) * .03) * (1.1 + (0.005 x spec) )

2h weapon bonus (note: when the weapon is a two hand weapon, the cap uses the 2h weapon bonus formula also.


Arrow Bonus =

0.85 for (light damage) Blunt Suffixed arrows
1.0 For (medium damage) normal arrows
1.25 for (Extra-Heavy Damage) Broadhead Suffixed arrows

To calculate the effects of relics, base character resists and realm abilitys that add resists you would perform the following calculation:

Effective DPS * (your WS/target AF) * (relic bonus) * (1-absorb) * (1-base resists) * (1-RA resists) * slow weap bonus * 2h weapon bonus * SPD * Arrow Bonus

Example:

Attacker has 2000 weaponskill, 65 composite bow spec, a 5.5 speed bow with 16.0 effective dps, using blunt footed flight broadhead arrows, has no relics, and is attacking a chain using target with 635 af, 20 character resist, 20 RA resist.

16.0 * (2000 / 635 ) * 1.0 * ( 1 - .27 ) * ( ( 1 - .20 ) * (1 - .20) ) * 1.105 * 1.425 * 5.5 * 1.25 = 254.8759937