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Old May 7th, 2004, 10:43 AM

WBL WBL is offline
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Default Hitting things far away

Does anyone know the formula for accuracy over distance?
It seems to me that things become harder to hit the further away they are (makes sense); that even if something is "within range", if it is on the far end of that range it will be harder to hit -- but how much harder? Anyone know?
And speaking of which: Spells which have range listed as say "25+" -- how much does that "+" add on per path level higher than required?
(And if 2 paths are required, and you just meet the reqs of one but have 3 more in the other, how does that work?)
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Old May 7th, 2004, 03:06 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Hitting things far away

Quote:
Originally posted by WBL:
(And if 2 paths are required, and you just meet the reqs of one but have 3 more in the other, how does that work?)
The path that is listed first determines the power and fatigue that will be used, unless one of the paths is blood, in which case blood magic skill is the determining factor.
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Old May 10th, 2004, 03:02 PM

Chris Byler Chris Byler is offline
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Default Re: Hitting things far away

Quote:
Originally posted by Graeme Dice:
quote:
Originally posted by WBL:
(And if 2 paths are required, and you just meet the reqs of one but have 3 more in the other, how does that work?)
The path that is listed first determines the power and fatigue that will be used, unless one of the paths is blood, in which case blood magic skill is the determining factor.
Fortunately, blood is always listed first in dual-path blood spells.

Basically, a dual path spell is a spell of the first path, that also requires you to have some level in the second path. Everything that depends on power level only counts power in the primary path.

Extra levels in the second path don't count for anything; gems of the second path can't be used to increase power or reduce fatigue; spells with Fire as their second path don't cost extra fatigue in the rain; etc.
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Old May 11th, 2004, 10:23 PM

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Default Re: Hitting things far away

Quote:
Originally posted by Graeme Dice:
The path that is listed first determines the power and fatigue that will be used, unless one of the paths is blood, in which case blood magic skill is the determining factor.
Is this actually hardcoded, or does this only occur because all the dual-path blood spells list blood first?
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Old May 12th, 2004, 11:15 AM
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Default Re: Hitting things far away

Anyone happen to know how distances affect precision and/or chances to hit with ranged spells/bows?
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Old May 13th, 2004, 01:24 AM
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Default Re: Hitting things far away

Quote:
Originally posted by WBL:
Does anyone know the formula for accuracy over distance?
This has been discussed on a French board, and Nagot Gick Fel has a theory that the probability of NOT hitting your target square grows roughly like the SQUARE of the distance (that is, you have four times as much chance of not hitting if you double the distance), at least until a distance of roughly 25 squares.

Basically, the formula hasn't been publically disclosed, and from some of the devs' comments on similar subjects, it's quite possible that they don't know it exactly.

That's one of the reasons why it might be nice to be able to set up fully controled battles: so it's easier to test such things. I can't imagine how much work it can be to come up with such theories...

Quote:

And speaking of which: Spells which have range listed as say "25+" -- how much does that "+" add on per path level higher than required?
Not sure anybody knows; for the summons spells, the value of the bonus depends on the spells, if one believes Zen's SCQR.
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Old May 13th, 2004, 04:52 PM
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Default Re: Hitting things far away

How could we possibly know . There is a lot of code.

JK remade the targeting in 2.11. Nowdays the targeting has some kind of circular bell shaped deviation instead of the previous rectangular one. I do not know how it works. It is dependent on range and prec.

Norfleet: not hardcoded, simply blood first.
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Old May 14th, 2004, 01:13 AM
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Default Re: Hitting things far away

Hm, thanks.

Well I still dont get it and I cant figure out anything from trying to test it -- hard to actually see who hits what when.

Out of curiousity: How can the devs NOT know? I mean, didnt they design and program the darn thing?
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