1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

What does the balance stat in archery do, if anything?

Discussion in 'MS:Continued Discussions' started by Kanta, Dec 3, 2017.

  1. Kanta

    Kanta Adventurer

    104
    15
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    See title.
     
  2. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

    14,729
    17
    Apr 8, 2005
    psycho-oligist
    lost
    It's suppose to narrow the min-max miss rate for charged-uncharged shots, but a lot of bows have both their min and max set the same, so... Not much, sadly.
     
  3. Kanta

    Kanta Adventurer

    104
    15
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Miss rate, like spread?
     
  4. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

    14,729
    17
    Apr 8, 2005
    psycho-oligist
    lost
    Yes, I did not describe that well... MSC headaches here. ;)

    Basically, when you charge a bow, say it has a cone of fire accuracy ranging from 1-10. Charge it halfway and the radius of the cone of fire is narrowed by half. If your balance is higher, it'll cut it by more, though never below the minimum of 1. A lot of bows, however, have COF min/max ranging from 1-1 or 2-2 and the like, so for those, the way it's coded up, it makes no difference.

    I might be able to tweak it up so it also affects range - but it'd be a little tricky for me to figure out how to make sure that didn't mess with spells as well.
     
  5. Kanta

    Kanta Adventurer

    104
    15
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Increased range on bows with leveling up would be really cool. I take it some spells share traits with bows though?
     
  6. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

    14,729
    17
    Apr 8, 2005
    psycho-oligist
    lost
    Yeah, some of the spells work on the same "charged-throw-attack" system, a few of which might actually go wonky in a bad way if I started doing things like that, so I'd have to work out how to check for a particular active skill on the client end... And I don't think the data of which skill is in use actually gets passed to the client at that sage, so - tricky.
     

Share This Page