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
|