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Thread: @DEVS - Archer Damage - Really?

  1. #11
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    Quote Originally Posted by CitronxD View Post
    Archery got buff in KR 5.5 update. XL games know.

    @ayaaa In US server ? XD lmao
    xl buffed 30% movement speed when u crit a target... last time i checked... battlerage duel wielding with battlefocus has 90% parry or more? let me kno when we'll be able to actually hit someone with high parry/block to get that crit chance for that buff. xD oh.... u mean the 3500 def pen on deadeye? the skill where we have to stand still with no cc combo to set it up... gotcha LOL

    btw what does the first skill even mean for steady aiming? it only lasts 3 seconds or after 3 seconds u can move normally until u cancel it.

    Wild
    Aim shoot
    - The effect of 'Walking only' during the ranged shooting skill effect has been changed to the effect of 'Walking for 3 seconds in the wild ranged attack' effect.
    hmm..

  2. #12
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    Quote Originally Posted by CitronxD View Post
    Archery got buff in KR 5.5 update. XL games know.

    @ayaaa In US server ? XD lmao
    in EU. and a lot of Top ranks are Ebonsong.

  3. #13
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    to be honest that looks like more of a nerf than a buff. steady shooting is worse, deadeye probably better but nobody wanted to use it anyway, hunter guile still garbage, and the passive changed to prefer 30m range which you dont get on most of your skills anyway.

    well anyway archer is just there for pve damage, thats why i always discourage people from playing it when they ♥♥♥♥ up and make it suitable for pvp, they always change it back. also koreans are stupid and the way the play sucks.
    Aria - Pirate

  4. #14
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    3. Adjustment of battle balance

    Recently, we have received upward suggestions about wild ability and ranged physical offensive occupation through various routes. In this update, we will focus on improving this part, but I think that the balance between occupation series is apt to be caused by various combat factors such as armor material effect, PvP exclusive effect, I will.

    If you remember about last May, at that time, the distance-based occupation group was much different from the present one. There was a sequential effect in the September update, a slight reduction in damage from continuous shooting, but there were no major direct adjustments to the wild skills skills. However, I think that the big and small combat patches are accumulating and the performance of the remote series is continuing due to the increase of the combat ability of the heir.

    The major direction of this balance adjustment is to proceed indirectly, rather than directly raise the ability of the wild, to proceed in a direction that the efficiency change between jobs is not extreme but diluted . There are many other adjustments, so you can find more information below.

    (1) Adjustment of ability skills Balance

    ability has the most free attack and continuous damage. Instead, it has a limited ability to deal with strong damage in a short period of time, but it is vulnerable to a stronger opponent. On the other hand, an opponent with weak defense has an asymmetric aspect that is not easy to approach. And I think that it is also important that the wildness ability assists the attack performance, and the dependence of mission ability which is easy to survive and keep distance is very high compared to other abilities.

    With this update, we will improve our own movement ability to wildness ability and improve the damage enhancement effect according to the constraint.
    Survival Instinct: Removes threat related effects / Increases movement speed by 30% for ranged critical attacks (5 sec.
    Fixed Firing: Changed the effect of increasing the ranged attack power to ignore armor (3500 based on 55 level), changing the activation time from 1 second to 0.8 seconds
    Aiming Shot: Changed to switch to Walking state only when ranged attack.
    Precision shooting: Optimum distance is 25m → 30m, damage increase is changed from 20% up to 30%.
    Changes to other abilities besides Wilde are shown below.
    Fighting changed the reuse time of almoram hammer from 42 seconds to 29 seconds
    Fighting, Tornado Blade's 2 hit, slightly increased damage from 3 hit
    Reduces the reuse time by 50% when using the dice of Hate and Fate, and changes it to 1 ~ 6 times continuously when using
    Renaissance, Mirror's Exorcism: Changed the cooldown of all sparks from 1 second to 0.5 seconds, and the duration from 5 seconds to 2 seconds
    Source : https://archeage.xlgames.com/mboards/amigo/20655?page=1

    Also :
    (3)

    Downsizing of Flexibility Among the battle balance adjustments that were held last September, there was a patch that raised the efficiency of flexibility. Flexibility is made up of complex formulas, so the deadly reduction is very different depending on the situation. However, we adjusted the coefficient by estimating the general situation at that time, but it was somewhat higher than expected in certain numerical ranges. In addition, it seems that adjustment of the efficiency of the patch is more efficient than the intention of increasing the efficiency of the patch, which is caused by synergy with the flexibility and damage reduction synthesis effect of the ancient equipment.

    However, this does not necessarily translate into the pre-September level, and we intend to readjust to 70% of the upward revision level at that time. For example, assuming that the efficiency before September is 1.0, we raised it to 1.3 due to the patch in September, but we will downgrade it to 1.2 as the upward trend is more efficient than expected.
    Flexibility Efficiency change: 1.0 (before September) → 1.3 (September change) → 1.2 (this change)
    Please note that the figures are for illustrative purposes only and are not exact figures.
    Flexibily = Resilience
    wild = Archery

    Also all good KR archer have at least 3k focus, i dont know if it help.

  5. #15
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    Quote Originally Posted by Ayaaaa View Post
    in EU. and a lot of Top ranks are Ebonsong.
    You dont get it. If you have not at least Erenor Leg+ 220%+ crit dmg or a strong def pen build you cant do any dmg at high end content as archer. You are just a debuffing support. And in arena archer cant beat a plate shield mage for exemple, it's just impossible if the guys play.

  6. #16
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    Quote Originally Posted by Nygau View Post
    Its not broken.. archers have a good range from where to shoot arrows..
    And they can move a lot while shooting...

    The range itself makes archer still op.. when build right.
    Hmmm... okay sir.

    DR/Blade dancer get the SAME movement abilities + more as archers do... a good gap closer is almost impossibe to be a max range if your being focused as an archer. Sounds like you have never played the game or your just a biased.

  7. #17
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    Quote Originally Posted by Ayaaaa View Post
    Funny to read comments

    The best Arena player this month in 1vs1 balance arena is an Ebonsong.

    keep complaining

    GL hf with that
    EU? Is this ebonsong queing alts?

    Melee have 3sec trip and stupid dumb CC = you get caught, your dead
    Mages stack resil and also have good CC but go shield with max resil = impossible to fight because of their burst
    Healer = stand there and get holy bolted

    Archer in area vs equal GS is trash because we do no damage

  8. #18
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    Regardless of haters commenting and bias players... It is a KNOWN problem... Gamigo? Please don't blow smoke up my bum either...

  9. #19
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    Quote Originally Posted by luniz View Post
    to be honest that looks like more of a nerf than a buff. steady shooting is worse, deadeye probably better but nobody wanted to use it anyway, hunter guile still garbage, and the passive changed to prefer 30m range which you dont get on most of your skills anyway.

    well anyway archer is just there for pve damage, thats why i always discourage people from playing it when they ♥♥♥♥ up and make it suitable for pvp, they always change it back. also koreans are stupid and the way the play sucks.
    FYI, almost all of archery damage relies on combos which don't work on bosses... so only mob grinding not any actual PVE content. But mob grinding is much better with AOE specs not archery so it's kind of moot.

    It's effectively been deleted.
    Epic Erenor Scepter - 856 Magic Att, 733 gimped DPS.
    Epic Erenor Katana - 815.3 DPS.
    Epic Erenor Bow - 693 DPS... worse than the gimped weapon even though it's a primary weapon.
    "Balance" . . . This doesn't even take in to account the 978.4 epic erenor nodachi, or 978 mAtt staff.

  10. #20
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    This last kr patch is a good fix, but as always our version is very delayed.

    We will receive many new things in future patches:

    - New Charged Bolt effects: sleep on enervated targets, renew of silence, impale with cursed thorns(?);
    - Ancestral Endless (a slow hard hitting and a new weak with trip effect based on shared stack);
    - Deadeye with 3500 def pen (enough to melt midgame cloth users with 2h);
    - Steady Shooting not 100% walk mode;
    - Hunter's Guile converted to a movement buff;
    - Sharpshooting buffing up to 30% ranged dmg (at 30m);
    - Small nerf to resil (nothing that big);

    The real problem:
    - Lib bow have a bleed active skill (bleed is the most strong combo effect for archers), no one use it and dmg is not that good comparing with hiram/erenor/black dragon.
    - Most Archers are just playing hit and run with endless arrows, ignoring some strong buffs and combos;
    - Due to resilience meta, some players who just stacked critical are having problems to deal dmg on pvp. Archers are very bound to critical damage (3 skills are strictly strong with critical damage).
    - Our actual patch is splitted, with parts of many korean patches from Q3/Q4 of 2018.


    Stay calm and wait.. and pay attention, kr patches can change until it arrive to us.
    <Catalyst> Slyterine @ Aria Kyrios - 12k GS Hybrid Paradox.
    ArcheAge Datasheet: http://bit.ly/AADatasheet

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