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Melee vs. Ranged- what's the point?

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10/13/2021 21:45:10   
Mr. Roguish

without DEX- melee becomes inaccurate
without STR- ranged becomes weak

With maxed STR & DEX, the math seems come out that they are the same. Both still relatively balance out if one is missing as the small amount of consistent damage from ranged would theoretically just close the gap of the less consistent but higher damage of melee. Except unless the monster is intentionally dodgy (undead knat, sneak, etc.) even with low DEX, you'll still consistently hit.

Outside of 100% proc weapons:
Seems like there's no point to ranged weapons in relation to the stat requirements. Even if it they do balance, why choose ranged over melee anyway? What's the point?

< Message edited by Mr. Roguish -- 10/13/2021 21:49:31 >
Post #: 1
10/13/2021 22:37:46   

Trivially, they target different categories of MRM. Melee targets melee defense, and Ranged targets ranged defense. A lot of monsters actually have widely differing MRM stats which encourages players to target those defense types. For example, Sneaks guard very highly against Melee and Magic, but fare poorly against Ranged attacks. Meanwhile, Death Knights defend well against Ranged, but poorly against Melee. Also, typically ranged weapons have higher accuracy than melee ones. Melee type categories tend to have leans categories (Axe, Sword, Club) that decrease BTH while Ranged tends to have lean categories that raise BTH (dagger, spear). But it's understandable why you wouldn't really see the difference at high levels and/or as a premium player because there's so many mechanics that makes MRM less cumbersome, but if you play the early game, or don't use auto-hits or +BTH spells, you definitely know when you use Melee vs Ranged, and when those defense types are radically different, you'll definitely see results from choosing one attack type over the other attack type.

< Message edited by PD -- 10/13/2021 22:41:59 >
AQ MQ  Post #: 2
10/14/2021 12:00:58   

The MRM differences are generally not enough to warrant choosing one over the other. Since these are the same with 250 str/dex, the only real difference that would make you choose a ranged weapon over a melee one might be the specific effect. And since most good effects tend to be on melee weapons, then "what's the point" is further enhanced.

So do you change the entire system to re-imagine ranged, or can you create something else to make using ranged desireable? Since wholesale changes are highly unlikely due to time constraints, staff team size, etc, I think the best solution would be the creation of a set of armors with a new lean that makes using ranged much much much more preferred to melee. Call it whatever you want, "Ranger" lean, whatever... but to me that's the solution.

I have mentioned it before. But I think mounted and rider armors in general should be enhancing ranged weaponry by default. This lean should have:

~HIGH blocking
~Damage buff to ranged
~BTH enhancement for ranged
~Be neutral lean
~Possibly other things to help, maybe these specific to each individual armor.

The end result would be less than FO, but offensive. And maybe elemental defense is a touch worse, but blocking focused by a lot and accuracy focused by a lot.

Some of the individual things on random armors could be skills that
1. Toggle for poison infliction, or bleed infliction
2. Maybe an SP regen toggle
3. SP cost-damage buff toggle

Staff could also create some "ranger" specific ranged weapons that take on a different stat system like how they did with hybrid weapons, although admittingly I have no idea what that would look like

This wouldnt require an overhaul to anything. Just implementing new idea like how they did for hybrid attacks kind of.

< Message edited by SapphireCatalyst2021 -- 10/14/2021 12:51:58 >
Post #: 3
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