So, I created a puny human archer with the amusing (random) name of Morewyn. Turns out for his +to-hit from Berserker/Running is +10, not +12, so we should have +115 to hit... Shouldn't change things much I think, I'll just shoot from 5 spaces give or take.
Okay. Debug mode on, Wizard mode on. Archery is now 22, combat 11, I'll adjust the distance to 10 paces again. Create, wield, and activate a Ring of Lightning so the dragon won't kill me if it breathes... Summon it, phase door around a little, and here we go...
Okay, 20 shots, 11 hits. Actually most of these were from more like 5 spaces, I wasn't being that careful. Still seems reasonable for a totally unscientific test with small sample size, though... (Especially considering that this character has -5 luck, which I didn't notice earlier.)
Oh wait, I think I see the issue here. Some low-level monsters (like green nagas) have high AC - the naga has 40. I recall that Vanilla recently had lots of AC ratings recalibrated, perhaps because some of them didn't make sense? Anyway between range penalties and lack of to-hit bonuses, I can see why archers have trouble hitting certain monsters.
I'll also note that enchanted bows are a big deal. Bow and ammo bonuses are stacked and then multiplied by the bow multiplier. Critical hits also matter, a "good hit" looks to do about double damage. Problem you can't do any of that stuff at low levels...
Hmm.
I would consider maybe adding p_ptr->to_d to the damage count after the multiplier. This should provide a needed damage boost at low levels without making archers overwhelmingly powerful at high levels... I think. I'll check it out.
Edit: Hmm. I'll note also that right now, nothing in the game affects to_d_ranged... Anyway, adding to_d is a little better, but still strikes me as too powerful at low levels (when you can hit anything anyway, to-hit is still an issue).
(Ideally it would be nice if armor worked more realistically, absorbing damage instead of decreasing hit chance. That might solve a lot of issues, but it would be a fundamental change to gameplay.)
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