Hey All Below is a copy of a great FAQ i found--very informative. I thought you might like quick and easy access to it so its here for you. Original post is from;
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---Myrrth the Huntress----
Topic: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 12/28 1:50pm Subject: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 2:18pm (8 edits total) Edited By: Branin
Hunter FAQ v2.2 (12/28/2001)
The following questions have been changed since the last revision (v2.1):
-#1 (differences between races are explained)
-#2 (higher level effects are explained)
-#3 (more detailed explanation of how WeapSkill works)
-#6 (discussion of the stun styles of the spear vs. sword)
-#7 (realm rank bonuses are mentioned to now show up in the character stats)
-#9 (deadline for Volley/Longshot has passed)
-#10 (deadline passed, additional information on which classes may receive these abilities)
-#12 (more notes about where and how to obtain end level equipment)
-#15 (totally rewritten to show new data)
-#18 (Scout shield spec analysis added)
-#20 (potential level 50 stage 2 is addressed)
The following questions have been added since the last revision (v2.1):
-#4 (CON section has been revised)
-#5 (detailed explanation of the results of QUI testing)
-#22
1. What's the best race for a Hunter?
2. How should I spend my starting points?
3. What do the different stats do? How do they affect weapon damage?
4. What's this WeapSkill and WeapDam on my character sheet?
5. What does QUI do to my damage? Does it make my character fight better?
6. Should I use a spear or a sword?
7. What template should I follow? Is it worth it to max spec? What about Realm Point bonuses?
8. What does stealth do? Is stealth important? What about stealth styles? Do Hunters get any? Why do I keep appearing when I nock an arrow/critical shot?
9. What about Volley and Longshot? Aren't those high level bow styles? And where Critical Shot X go?
10. What about Shapeshifting and Tracking?
11. What do Hunters do in RvR?
12. Where does all this good equipment come from? Why aren't my skills getting all the bonuses from these items?
13. How do I use a bow? How do I use Critical Shot?
14. Why is my critical shot not working? Why can't I critical shot orange/red/purple monsters?
15. Why can't I charm animals? How does charming work?
16. Can my Hunter solo? How can I do it?
17. What are my skill/stat caps?
18. How does my Hunter compare to Scouts/Ranger? what about Thanes/Warriors/Beserkers/etc.?
19. Do I need to become a fletcher?
10. How many bonus skill points do I get past level 40?
21. Will I be able to respec my points? What if I mess up? What if I changed my mind?
22. Do Hunters auto-train in anything?
Addendum: Misc. infobits
1. What's the best race for a Hunter?
Depends on what you want. Size is a not an issue in RvR. The way the graphics engine is, most players have no problems seeing kobolds, much less dwarves or Norsemen trying to "hide" in bushes. If you want to get out of sight, you'll have to obstruct with actual polygon tree, get out of the clipping plane, or just plain stealth.
By levels 40-50, the following differences begin to appear between the various races:
Norsemen: Starting with 70 STR, 70 CON, 50 DEX, and 50 QUI, they are apparently the most balanced of the Hunter races. Their lower DEX/QUI is actually a benefit because by level 50 they will have 95 DEX and 73 QUI. Because there is a gap in the area of 180-230 QUI where there is apparently NO shift in weapon delay (either due to a soft cap, or there are no weapons slow enough to benefit). It is easy with gear or high level beastcraft to approach the 180 mark with a Norseman. The high CON ensures that by level 50, the Norseman has anywhere from 200-300 hitpoints more than a Kobold Hunter (depending on gear and starting character stat points, milage may vary).
Dwarf: Starting with 60 STR, 80 CON, 50 DEX, and 50 QUI, they are much like the Norseman. By emphasizing CON even more, Dwarves make tougher Hunters than any other race. Arguably, they are the best race for Hunter because of their potential for 90 CON, making them the toughest Hunter. The lack of 10 points of STR compared to the Norseman is very small for encumbrance, and negligible for damage purposes. By level 50, those 10 points of CON translate into ~50 extra hit points. In other aspects, they are identical to Norseman.
Kobolds: Starting with 50 STR, 50 CON, 70 DEX, and 70 QUI, they are intially the best Hunters at the lower levels, when the hit point differences are minimal. By the later levels, Kobolds will begin to lag behind Norseman/Dwarves by several hundred hit points. Because of their 50 starting CON, a Kobold must raise himself to 60 CON before he/she can begin to get bonus hit points. In addition, it is trivially easy for a Kobold to hit the cap for how much WeapSkill (see question #3) he can gain from DEX alone. For this reason, Kobolds by the high levels should focus not on DEX/QUI, but on getting HP/CON gear. Beastcraft gained at higher levels is only useful for the higher level pets and other spells, not the DEX/QUI buff which is partially wasted.
2. How should I spend my starting points?
The first +10 points to a stat cost only 1 character point each. The next +5 afterwards will cost 2 points each, and the last +3 will cost 3 points each. At most, you can raise 1 stat by 18 points by spending 29 character points.
Because of the stat caps at higher levels, I do not reccomend spending your points by putting them all into one stat. You will get the most benefit (even if it is not a lot) by spreading it out.
Hunters will gain 1 pt. of DEX every level, they will gain 1 pt. of QUI every 2 levels, and 1 pt. of STR every three levels. When you hit level 6, you will gain 1 point in all three stats. At level 7 you will only gain a point into DEX. At level 8 you gain 1 DEX and 1 QUI. And finally, at level 9 again, you will gain 1 point in all three.
No matter what race is chosen, the Hunter benefits from CON. CON is the one attribute where there is no soft cap of dimishing returns. The benefits from DEX are easily capped out with even moderate levels of Beastcraft, and the benefits from QUI are likewise capped by the fact there are no slower weapons to use. The benefits to your WeapSkill from STR can even be capped by a full specced Healer STR buff.
Because by level 50, a Hunter with high Beastcraft can not only have a powerful array of pets and other powers, but also cap out the benefits he will gain from stats, it is reccomend that Hunters spend points not on DEX/QUI, but rather on CON, and potentially STR based upon your race. However, the choices are somewhat insignificant, regardless of what is chosen, there is enough equipment and spec points to still hit that area of dimishing returns.
For details, see question #3 below.
3. What's this WeapSkill and WeapDam on my character sheet?
Before I explain stats, I need to explain how damage is calculated. You are aware that simply being higher level than your opponent grants you increased damage, and vice versa. You will hit incredibly hard against greys/greens and hit for very little against reds/purples. The reason for this are two stats known as WeapDam and WeapSkill. The game will use whichever of these is LOWEST. As a Hunter, your WeapDam will always be higher than your WeapSkill if you have weapons that are even remotely your level. The game appears to calculate max damage based upon a simple formula (this assumes WeapSkill is the lowest value, it may be WeapDam if you are using an inferior weapon):
Note: Bows do not follow this formula because speccing raises max damage.
(WeapSkill / enemy AF) * DPS * quality * condition * delay
The damage variance is not something that appears on your character sheet, it is an intangible benefit to speccing in weapons. The variance also is not linear, so the benefits are more than just a raised damage cap.
The following factors will affect your WeapSkill (and hence the amount of damage you do):
1. Character levels will raise the cap and the actual WeapSkill value by 10 to 50 points, depending on the type of weapon and the character level. The higher the character level, the higher the cap will go. Also, the bow appears to have a greater gain in cap per level than the spear. The gains are quite random, despite the constant DEX gain, suggesting that it follows something akin to the HP function.
2. Weapon Specialization gives you +6-8 to both your WeapSkill value and your WeapSkill cap per spec level. This also raises the max amount of weapSkill you can gain from stats. Althought the spec levels themselves will not raise your max damage, if you have excess stat points, it will effectively raise your max damage by increasing your damage multplier slightly (see above).
3. Stats for weapons will raise your WeapSkill (but not the cap) based upon the type of weapon. The amount you gain depends upon your level. In the 30's, Hunters gain around 1.5 pts of WeapSkill per pt. of DEX for bow, and around 0.75 WeapSkill per pt. of DEX or STR for spear. By level 44, these values change to around 3+ pts. of WeapSkill per pt. of DEX for bow, and 1 pt. of WeapSkill per Pt. of DEX/STR for spear.
The cap on WeapSkill is a function of level, class, and weapon specialization. A comparison with other classes is available in question #16.
Your WeapDam multiplier, once converted from a percentage to an actual number, cannot exceed your character level / 3, rounded down. If your WeapDam goes up, it was because your weapon was too powerful. As an example, a level 30-32 character can have a WeapDam of up to 1000, ignoring some small effects. This will change beyond level 36, as your maximum WeapDam will not go up to 1300 until you reach level 40. There, the pattern resumes, reaching 1400 at level 43.
4. What do the different stats do? How do they affect weapon damage?
There are 4 attributes which affect Hunters:
STR: A fairly important one because encumbrance means a lot in the game. I personally do not carry more than 80 arrows into RvR, and I have yet to run out. 50 STR is enough for a full suit of studded and 80 arrows (it depends on which types of studded you wear, some lines weigh more or less than normal). If you are a kobold, it may be a good idea to put +10 into STR just to make your earlier levels easier. STR does help your spear damage just like DEX does.
CON: This adds a lot of hit points on paper, but it does help in some subtle ways. The amount of hit points gained per point of CON is approximately character level / 10. This gets more and more precise as you gain levels, since CON alters the pseudo-random hp generation function. If you have more levels, the average gain is more smooth. By level 50, a healer buff for +40 CON gives ~200 extra hit points, which is enough to absorb 1 or 2 extra hits. CON gear helps a lot in RvR, especially if one has a lot of it. It will add up, significantly adding to the durability of the Hunter in RvR.
DEX: This increases your weapon damage for bow and for spear. Most Hunters stick +10 into this so they can ignore the DEX gear later on and go for skill raising gear with less of a DEX bonus. While this helps, it is not reccomended since caps are fairly easy to hit without spending the character points there. DEX gives a half bonus to spears and gives full bonus to bows, which are DEX only weapons.
QUI: This does reduce your melee/ranged weapon delay by a static amount. Again, most Hunters stick +10 into this so they can ignore QUI gear later on. Putting points into QUI is not that important, the cap for QUI is much lower than that for DEX. If you put 10 points into this, it means you can simply grab a +STR/CON item instead. In the beginning, +10 QUI will help you out slightly.
Every full 6 points of QUI above 60 will reduce a weapon's delay by exactly 0.1 seconds. This continues until 108, where it is every full 8 points of QUI above 108 will give 0.1 seconds off weapon delay. There may be a point where this again shifts to every full 10 points above a limit, but this has not been sought after (testing has shifted to other areas at this point, see following paragraph).
Note that one cannot reduce a melee weapon speed by more than half it's original value. Furthermore, it appears that one cannot reduce a ranged weapon speed by more than 30% of its original value (the exact value is difficult to determine due to rounding errors). High beastcraft is wasted on faster weapons because they cannot have their delays reduce by more than 50%/30%, depending on their type. This makes high levels of Beastcraft more beneficial to slow weapons, and makes slower weapons outdamage faster equal DPS ones.
For more details, see question #5 below.
5. What does QUI do to my damage? Does it make my character fight better?
Hunters and Scouts did some exhaustive tests on the effects of QUI upon weapon speed and damage. Because Hunters have a DEX/QUI buff and access to Swords, the tests were considered fairly definitive. The following conclusions were reached:
1. QUI affects both melee and ranged weapons.
2. QUI gives a static (NOT proportional) reduction to the delay of weapons.
3. There is a cap, based upon the weapon's delay, as to how much benefit QUI can give. At most, QUI can reduce a melee weapon's delay by 50%, and a ranged weapon's delay by 30%.
4. DPS (damage per second) is purely affected by the weapon's BASE delay (this is both ranged and melee), and is not affected in any way by QUI (the Healer's attack buff has an unknown effect and is discounted).
The conclusions reached were that QUI is of immense importance for combat, especially for Hunters. It will not reduce your damage per hit while raising the rate at which you hit. If this were true, Hunters would be able to hit twice as fast, for half as much damage. Test Hunters have QUI scores and spears where this would be possible, but it has NOT happened. Because the WeapSkill caps for Hunters are so low, the only way to practically raise the rate of damage inflicted is via QUI, and not having higher STR/DEX or weapon spec levels. See questions #3 and #17 for more details.
6. Should I use a spear or a sword?
Hunters are unique, they get 3 skills totally unique to their class: Spears, Composite Bows, and Beastcraft. Swords deal out slightly less damage than spears for Hunters (the difference is noticable but small). It has been confirmed through testing that Swords are a pure STR weapon, where as Spears are half STR, and half DEX. However, for RvR, there is one argument to use a Spear over the Sword: the Razor Edge style (see below).
If you want to deal out more damage over time, a 2H weapon is always better than a 1H weapon. Fast weapons hit for very little damage, which makes the "faster is better" argument untrue. Colloquially speaking, you'll hit twice as fast for only one fourth the damage.
As an example, consider the Twilight Impaler (15.3 DPS, 5.0 delay) vs. the Dark Frozen Eviscerator (15.0 DPS, 2.7 delay). On paper, they appear to be almost equally damaging over time, except the QUI buff Hunters receive should make the Eviscerator leaps and bounds more lethal. This is not the case in actuality, for 2 reasons:
1. QUI cannot reduce a melee weapon's speed by more than 50% of the original value.
2. 1H weapons do not have the +10-15% bonus damage that 2H weapons do (not reflected in weapon DPS)
If you seriously commit to Beastcraft to reduce your bow speed as well, then you are better off with a spear since it will be able to maximally take advantage of your raised QUI (making it do more damage over time than a sword). If you do not commit to beastcraft, then it is an open question of what you want. If you use spears, your stats will help keep your damage on par with the sword's superior DPS and delay.
2H swords however, have almost identical stats and ratios as their spear counterparts. This continues to be true all the way up to the Twilight Impaler and Soul Searer. So the differences lie in styles, and in stats.
Styles: Spear styles are easier to use for damage in solo or in RvR. The spear level 10 style beats the sword level 10 style. The spear chain off 10 at 25 also beats the sword chain off 10 at 25. The spear chains at 18 and 29 do bleed and can be used at any time, where as the sword chains cannot even be used unless a special event happens. You will do more damage with a spear because your styles are more accesible. Style damage is hugely dependent on the skill level required for that style, so if you can use a higher level style, you will do more damage than a lower level style. You can practically ignore the "high", "medium", etc. damage ratings, they are true, but usually insignificant compared to the bonus from the actual style level. There is a huge difference between the spear level 10 and 25 styles.
Stats: Also mentioned, swords are pure STR, which Hunters only get 1 pt. every 3 levels. Spears are half STR/DEX, and Hunters get 1 pt. every level. Throw in the DEX/QUI buff. By level 40, you'll be looking at least +100 DEX over your base stats through levels and buffs, vs. only +11 STR through levels. Look at how much WeapSkill you get for spec levels, and stats, and you'll see that 100 DEX gives around 76 WeapSkill, which is the equivalent of full ten spec levels in a weapon. That's right, you will count as having a full TEN more levels in spear skill from your stats if you use a spear rather than a sword by level 40, resulting in a MUCH better damage variance.
In order to maximize the amount of damage a Hunter will do over time, a max specc in beastcraft is essential. WeapSkill is capped fairly low for Hunters, which means the only way to deal lots of damage is by hitting faster, game mechanics prevent Hunters from hitting harder. 1H swords cannot benefit from this because their delay is too low. 2H swords do not benefit from the buffs that beastcraft provides. The optimal damage path for Hunters is via spear.
However, damage is not the factor that decides victory in one on one fights. It is the proportional rate of damage both combatants take that decides victory. He who hits zero hit points first loses, the goal is not to be that person. Doing more damage faster, or slowing/reducing the damage you take are the two ways to win. The level 39 stun style for the Spear does not require a chain and accomplishes both, it only requires an attack from behind (which is possible if you lag strafe or attack in a group). The sword requires the target to fumble, which is practically an impossibility in RvR, where most fights are over in 3-7 hits. It is for this reason alone that the Spear is superior to the Sword in RvR: the non-chain requiring stun style at spec level 39.
7. What template should I follow? Is it worth it to max spec? What about Realm Point bonuses?
First of all, a word of caution. At this moment, no one can break more than +10 to any one skill via items. This cap ha been raised from +8 to +9 just by hitting level 40, and it has been confirmed that the cap raises from +9 to +10 at level 45. The formula appears to be character level / 5, rounded down, plus one. The current estimate for level 50 is a cap of +11 skill from items. Note that realm rankings DO count as item bonuses, and are added to your gear. They follow the same caps, etc. Even though realm rank bonuses do NOT appear on your character sheet, they are there. Your WeapSkill caps will raise, etc.
I have seen items in game (I actually have them all) that add up to +10 composite bow skill, making anything after 40 bow skill just wasted points for now (see questions 6 and 7 below). I've seen items in game that add a total of +14 stealth, and I am sure there are more. There's no point in going beyond 40 Stealth (and possibly 39) at the most since Archon has also mentioned that going over your character level does nothing, as well as going over 50 points in a skill. And lastly, I've seen only a few items in game that add a total of +6 (only +4 if you want to use the bow bracers) spear. There IS a reason to go 50 spear if you want the last style.
On top of this, there are the realm point bonuses. As soon as you reach Rank 2, you will gain +1 to all skills. However, be warned, the scale for rankings is exponentially high. Rank 2 is attainable at ~7,500 realm points, while Rank 2 is attainable at ~62,2500 realm points. While it is possible to get up to +10 to all skills, this is estimated to take a VERY long time.
The following are common templates (number in parentheses indicate end level equipment and +1 bonus from realm points):
Bow/Search and Destroy Hunter (optimal bow, max beastcraft, and almost max spear, can stun, most useful in large scale fighting where bow can be used to kill enemy archers/healers and spear can stun opponents group engages)
39 (50) Composite Bow
50 (50) Beastcraft
39 (44) Spear
16 (27) Stealth
Spear Hunter (effectively a melee damage machine, useful in large scale fighting or keep raids for battering down doors. Lower spear to save on spec points and raise stealth or other skills)
28 (39) Composite Bow
50 (50) Beastcraft
50 (50) Spear
6 (17) Stealth
Grief Hunter (well rounded and flexible, the only difference is reduced buffs and the lack of the stun style. Reduce stealth to raise spear if wanted. The buffs may be compensated with equipment if higher stats are required, depending on race and starting points)
39 (50) Composite Bow
43 (50) Beastcraft (Note: you will not get the last DEX/QUI buff)
34 (39) Spear (Note: you will not get the Razor's Edge style)
35 (46) Stealth
The point is, it is damn easy to get 50 skill in two skills, almost 50 in a third, and quite decent skill in the last. Which means there are practically only 2 types of Hunters:
non-stealth (with maxed out Beast and weapons)
stealth (with maxed out stealth, beast, and 1 weapon)
Specializing in a weapon makes a huge difference. Your weapon specialization raises your WeapSkill, which in turn raises your potential multiplier in damage against an opponent. At just 6-8 points of WeapSkill cap per spec level, this adds up. Just a 100 extra WeapSkill guarentees some extra small damage looking at the formula in question #3:
(WeapSkill / enemy AF) * DPS * quality * condition * delay
In general, I prefer non-stealth or a medium balance. There are certain situations where simply making the right decisions means you do not even need stealth (approaching from behind, using stealth to break targetting, etc.). However, in fighting, there is no substitute for the skills and numbers. No matter what decision you make, you can't get that extra damage out of your spear or bow.
See question #6 below.
8. What does stealth do? Is stealth important? What about stealth styles? Do Hunters get any? Why do I keep appearing when I nock an arrow/critical shot?
Stealth is one of the most confusing topics in DAOC. Usually, within a certain distance, player models appear on your screen. Stealth reduces the distance at which you appear on other player's screens. Once a player enters this radius (which we call the bubble of stealth), THEN you can be spotted. This bubble is probably governed by the ratio of your stealth skill to your character level, and the opposing character's stealth score/level.
There are two other warnings about stealth. The first is that pets will always see through stealth. This may not be a bug, but Mythic has only mentioned NPC monsters will have their targetting fixed, pets may not be changed. This is both a Hunter's friend and foe, your pet will allow you to track down enemy archers, minstrels, etc. who attempt to get away via steath. However, enemy Druids, and other Cabalists will be able to do likewise. The second is about guild cloaks, while stealthed, they will not be transparent. Anyone who gets close enough to see your outline, will obviously see you, although this is trivial. By then, they are also able to see your blue name, and a shimmering outline (which by itself is pretty obvious).
The most important aspects of stealth are that it breaks targetting. If you are far enough away that hitting stealth causes the enemy player to be out of your bubble, they cannot target you, and any targetting they had before is gone. This is invaluable when going alone to grief in the frontier. It is also useful when fighting in large groups, and you want to get an archer off you from across the battlefield. You simply stop shooting, wait 10 seconds, and stealth and then move and unstealth.
The other benefits of high stealth include being able to run faster when stealthed, as well as staying stealthed when nocking an arrow. Currently, the ratio of your stealth level to character level is the percentage chance you will stay stealthed when nocking a normal shot. If you have 20 stealth at level 40, you have a 50% chance of staying stealthed when firing. Critical shots are like normal shots, only the chance is reduced by 20%. The same character would only have a 30% chance of staying stealthed if he tried to fire a Critical Shot.
Stealth is necessary if you want to solo grief (although you do not need a high level). It is not necessary if you want to scout (although it makes life convenient), or fight for keeps. If you are fighting, you are not stealthed and those points largely go unused. It is possible to scout without stealth, I do it all the time. I either hide behind trees and associated graphics, or I stand far off away from zone walls or roads and hit my stealth button. The bubble of stealth at level 1 is still somewhat small, and allows ample room for you to observe a road without being seen. The addition of plus stealth items means you can still have decent stealth without training it.
There are only 3 known stealth styles, and Hunters only get one (which is useless in RvR). Distract only works on NPC's, and is Shadowblade only. Danger Sense tells you if an NPC is a scout (meaning it will run and get other NPCs to help). It does NOT tell you if another player sees through your stealth. This ability is only useful in PvE, so it is useless in RvR even though Hunters DO get it. The last one, Detect Hidden is ShadowBlade only. I won't go into its mechanics because Hunters do not receive it.
Note that character level has almost everything to do with whether you are detected or not. Fully max specced stealth characters cannot escape your detection if you are much higher level than them. At a mere 9 stealth, I was able to find and kill fully max specced (this is speculation, but based upon their posts in message boards...) blue Rangers easily because my character was much higher level.
9. What about Volley and Longshot? Aren't those high level bow styles? And where did Critical Shot X go?
Unfortunately, they do not exist in the game. Critical Shot ends at IX, there is no such thing as Critical Shot X. According to Mark Firor, Volley and Longshot are in the works and will be slated for before Christmas of 2001. However, the deadline has passed, and one can only assume they are still developing/testing these abilities.
See question #18 if you think you don't have enough points to receive these abilities.
10. What about Shapeshifting and Tracking?
Just like the high level bow styles, these too have fallen on the wayside. Shapeshifting is being worked upon, and is slated to be implemented by Christmas of 2001. Again, the deadline has passed, but it is confirmed to be worked on. It may possibly be Beserker only to compensate for class weaknesses discovered in retail (however, this is doubtful, Mythic has emphasized all classes will get what they were advertised, and Hunters were promised shapeshifting). Tracking likewise is due by Christmas 2001. Mythic appears to imply that Scouts are not aware of their value of their shield spec vs. a spell line, and this could mean all archery classes receive tracking.
11. What do Hunters do in RvR?
There are three things you can do to other players: Grief, scout, and fight
If you want to grief, it probably means you'll be alone or with other stealthed parties. Stealth is useful, as well as bow. Typically griefing involves sneaking up on lower level players, and then killing them with impunity from stealth. Particularly killing them while they are fighting monsters to cause the loss of experience. Mythic has explicitly explained that this is intentional because it introduces an element of risk into the frontier, and removes an exploit to avoid experience loss when exp'ing. It is up to the player to decide if they will exercise this tactic which Mythic condones. Because vigilante posses are formed quickly to rid the frontier of said griefer, high stealth is important as well as a high bow skill to pick players off from a distance while hidden.
Scouting is looking for enemy players while a larger group sieges a keep or some such. Usually the Hunter or Shadowblade warns his group/guild/rampaging mob of large groups of enemies (with appropriate level cons) so that they can be prepared for the fight. In this case, high stealth is useful but not necessary. It also means you won't be fighting, which is particularly boring for many people. If you are low level however, max specced stealth is theoritically just as good (if not almost) as a slightly higher level character, so it means you will be useful even if you are not level 30+.
Lastly, Hunters can fight in large scale battles between two huge forces. With max spear, a Hunter spear is effectively a polearm, you will out a lot of damage even if you cannot take much. With a bow, you can either snipe enemy casters or archers who get too close, or you can fire into melee with normal shots. Because the bow's max damage is raised with specialization, you will do significant damage with the bow against other players, greatly helping your melee fighters in whatever engagements they are in. This works best with zero stealth, as you not only can fire into melee for great damage, but will also be closed to max specced with spear, also being able to deal significant damage if anyone rushes you. Most Hunters who do not specialize in stealth do so for this reason: They can fight extremely well in close combat or ranged combat provided they can be healed or do not fight multiple opponents at once.
12. Where does all this good equipment come from? Why aren't my skills getting all the bonuses from these items?
First of all, the amount of skill you can gain from an item appears to be character level based only. The formula appears to be character level / 5, rounded down, plus one. Note that realm rankings DO count as item bonuses, and are added to your gear. They follow the same caps, etc. Even though realm rank bonuses do NOT appear on your character sheet, they are there. Your WeapSkill caps will raise, etc.
Currently known and confirmed:
Composite Bow items: (+11 total)
+4 Death Whisper Bow (level 46+ group to obtain in Vanern Swamp off Broken/Outcast/Overlord Jotuns)
+2 Supple Serpent-Hide Gauntlets (level 43+ group to obtain in Vanern Swamp from Hagbui Beserkers/Thanes)
+3 Twilight Doombringer (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 Latticed Shadow Gloves (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+2 Darksteel Bracer (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
Spear items: (+7 total)
+1 Bear hide belt (level 25+ group to obtain in Vendo from Vendo Guards)
+1 Trollish Stone Bracer (level 26+ in Muspelheim fighting ???)
+4 Winter's Spear (level 40 Hunter epic quest, speak with Trainer in Jordheim)
Stealth items: (+18 total)
+4 Ghostly Cloak (level 44+ one drop from Ald the Bruce in Yggdra Forest)
+4 Webbed Shadow Helm (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 Crafted Darksteel Boots (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+3 Faceted Insect Eye (level 30+ group to obtain in Spindelhalla from Stingers or Terra Crabs)
+2 Darksteel Necklace (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+1 Kobold Bone Ring (level 25+ group to obtain in Vendo from Svendos/Vendo Yowlers)
The best suits of studded armor that are dropped come from either Spindelhalla (level 35+ groups for AF 92, 89% quality, 25% bonus), or Vanern Swamp (level 43+ groups for AF 98, 90% quality, 25% bonus). The Supple Serpent-Hide from Vanern Swamp is no longer as rare since the hagbuis now appear at daytime in additon to nighttime. However, it still takes considerable time to assemble a full suit.
Note that so far, no one has been able to get more than +10 from items into a skill. Theoritically, no one will be able to get more than +11.
13. How do I use a bow? How do I use Critical Shot?
In order to easily switch between weapons, you will need to put both into your hot bar. Left click on a weapon, and drop that icon into an empty slot of a hot bar. It will not drop the weapon on the floor or otherwise move it. Now you can click on that button in the hotbar to equip your weapon. Most Hunters put their spear button (and styles) in one set of 8, and put their bow (and crit shot with other stuff) in a second set of 8.
To fire a bow:
1. Target the monster/player.
2. Equip the bow by hitting its hotbar button.
3. Tap the bow button again to nock an arrow. A message indicating how much time till you can fire (as well as if the target is in range) should appear in orange.
4. Tap the bow button again to activate auto-release of arrow when you are ready. This saves valuable fractions of a second by avoiding latency issues.
5. If you want, tap the bow button a third time to activate auto-release and auto-nock another arrow against the same target.
To fire a critical shot, you must drag your critical shot icon from the abilities page into a hotbar slot. Instead of clicking on your bow to nock an arrow, click on critical shot to nock an arrow. If you click on critical shot again, you will switch to a normal shot. To auto-release and auto-reload, click on your bow (not critical shot) icon instead. Aside from nocking, critical shot is just like normally using a bow.
14. Why is my critical shot not working? Why can't I critical shot orange/red/purple monsters?
You cannot critical shot anything whose level is greater than your bow skill (not your character level). Although this will not raise your bow damage by much, having a bow skill above your level does allow you to critical shot orange, red, and in extreme cases, even purple monsters. The only way to achieve this is through items, the easiest to obtain being the Bowman's Gloves (+1 bow) in a level 11 quest, and the Heart Finder Bow (+3 bow) quest at level 30.
You also cannot critical shot an NPC who has aggroed (which obviously includes hand to hand fighting). You must fire the shot before it aggros on someone. If it aggros before the shot lands, this does not affect the damage.
You also cannot critical shot any players who are in combat mode. It is also important to note that any player who has "engaged" you has a good chance (95%) of blocking your arrows. The extreme consequence of this is that critical shot will be used less and less in RvR as players become aware that they immunize themselves to critical shot simply by walking around in combat mode. It costs them nothing, and always works. For this reason, I do not reccomend using critical shot unless you are at Critical Shot IX, where the extra fraction of a second is negligible if wasted, but the payoff is great if it works.
Typically, Critical Shot is only guarenteed against other archers shooting, casters casting a spell, and bards/minstrels with instruments.
15. Why can't I charm animals? How does charming work?
The formula to charm animals has been shown to no longer follow the previous model of thought. Instead, the Hunter's character level appears to set a base value, and the spec level in Beastcraft modifies this by an amount. It is unknown if the upgrades to the charm spells have additional effects beyond the higher Beastcraft level. It is known that raising Beastcraft above spec level 35 does raise the level of what a Hunter can charm.
The current theory is that Hunters can charm a pet equal to a base 80% of their character level, and spec levels of Beastcraft relative to the character level shift this up or down. Currently, there are two data points which can be reliably confirmed through test Hunters:
Level 44, Beastcraft 35, level 36 pet
Level 48, Beastcraft 43, level 40 pet
Note that these spells work in rather odd ways. I have found that the Call of Gleipnir will work on anything using a bear, wolf, cat, frog, badger, or rat model, but will not work on humanoids or snakes. I have also found the Compel Insect spell to work on ants, crabs, spiders, and even arachites.
16. Can my Hunter solo? How can I do it?
The answer is yes (and quite well once a Hunter hits level 40+), there are several spots (I have been shown more than I can mention) in the game where monsters are either:
1. Casters
2. Weak to slashing weapons
3. Vulnerable to pathing bugs
Otherwise, if not available, you will have to solo "normally". In general, do this only as a last resort, it is usually safer and faster to group. Power regenerates much faster than hit points when you are high level. Hunters are not the best class to solo with because of their poor armor factor and lowered absorbtion.
Shooting yellow or blue monsters with arrows and then meleeing them to death is viable, but as you gain levels, you will spend more and more time healing because even a near dead yellow can kill a hunter at levels 30 to 40.
The key is probably having orange or red equipment, and picking your targets. Slow moving monsters, archers, casters, or anything weak to slash/thrust damage are the best targets, letting you get the most arrows into it before it closes in for melee. You should avoid anything that is fast, roots, casts a DD, is resistant to lash/thrust or calls for help. Typically, this means avoiding Arachites, drakes, etc., etc. Unfortunately, there is no one target that has all the best attributes, as bears are slow and vulnerable to slash, but have a lot of hit points. Cats are vulnerable to slash and don't call for help, but are fast.
The best thing to do is find a spot where you can take advantage of the pathing of the monster. There are several places to do this in the higher level dungeons, but finding the right one for your level is difficult. They are rare, and at any given level, you may not have such a spot. These places are incredibly fast experience (better than a group), and incredibly safe (assuming you are fully specced in bow, and almost fully specced in spear and beastcraft). If not, you may die due to a randomly high level spawn. Otherwise, you may have to hunt like most other players.
Usually a solo'ing hunter will find the max range of his bow (using the longest range arrows and heaviest damaging arrows he can afford easily) and pelt the target with arrows. Inbetween shots, he can click on the "attack" button for his pet to try to get the pet to input some extra damage. Once the monster closes, the hunter/pet team tries to melee the monster to death as quickly as possible with styles to conserve hit points.
Choose a target carefully and stealth yourself when resting to avoid being ambushed. solo'ing appears to be all about being careful.
17. What are my skill/stat/AF caps?
All statistics on your character have level based limits to them, known as caps. Your stat caps are easy to calculate, you need to find out what your "base" stats are counting in the points you gain from leveling. The easiest way to do this is via math, but you can also find out by stripping your character naked. In order to find out how many points you have gained from leveling, do the following:
1. Take your character level and subract 5 (to account for the newbie levels that did not give stat points).
2. Divide this number by 1, 2, or 3, depending on whether this stat is raised every 1, 2, or 3 levels. Make sure you keep track of fractions, they are important.
3. Round this up no matter what the fraction is. Even if it is 1/3rd, round it up.
4. Add this number to whatever your stats were at level 1, after character creation.
In order to find your stat cap for the level, simply add your character level to the result of step 4 (which is your "naked base" for that level). Thus, Kobolds will always have a higher DEX/QUI cap than a Norseman or Dwarf, but this does not mean they are better Hunters. The WeapSkill and WeapDam caps are what affect damage, and they appear to be evenly capped according to level, with no consideration towards race. All races of Hunter appear to be equal once they hit their WeapSkill and weapDam caps.
Like stats, your WeapSkill and WeapDam are also capped by level (and in the case of WeapSkill, by class). As mentioned previously, your WeapDam (one possible percentage multiplier) is capped by level / 3 rounded down, until you hit level 36. Then the next raise is at level 40, and possibly 45 and 50. WeapSkill does not have an easy formula for, it appears to be based solely upon your character level & class and your weapon spec. Having weapon specs above your character limit WILL raise this, but not by much. I have always had 44 bow skill with items. When I gained level 41, my bow WeapSkill cap was 946. At level 42, it was 967. And at 43, it is 996. The uneven gains are not related to my DEX because I have always gained 1 pt. per level.
According to Camelot Herald, armor factor reduces the damage taken from a hit. Absorbtion therefore must be the chance that a blow is completely negated, even though it actually "hit". Lastly, there are defensive skills such as evade, parry, and shield that also cause hits to be negated completely. Hunters receive Evade I, and although Hunter DEX is excellent compared to any Viking based class, they do not receive parry, any shield spec, nor do they get the heavier AF and absorbtion of chain armor. Thus a Hunter will always be inferior to the Viking based classes (and chain wearing classes) on defense.
Bonuses from skills are capped by your character level. The formula appears to be character level / 5, rounded down, plus one. I can confirm the cap jumps from +8 to +9 at level 40, and +9 to +10 at level 45, as well as all levels below this into the twenties. It remains to be seen if the cap raises to +11 at level 50.
18. How does my Hunter compare to Scouts/Ranger? what about Thanes/Warriors/Beserkers/etc.?
There are two main differences I have seen between Hunters and the other archers. Against Scouts, Hunters have a very slight shorter range (not noticable), and a much faster draw time on their bows. While most high level hunters can shoot off arrows in 2.7-3.3 seconds and critical shot in 3.2-4.0, high level Scouts appear to be stuck at 4.0 second and 4.8 seconds for critical shots with powerful bows. Scout damage is almost the same as Hunter's, although their level 50 bow is supposedly (i.e. non-confirmed) a powerful monster compared to Midgard's fast level 50 bow.
Note that shield specced Scouts are extremely superior to Hunters in melee combat. While a Hunter can hit for a lot of damage and swings very fast, this is completely negated by the extreme ease by which a Scout can stun. Oddly enough, most Scouts do not realize the power in hand to hand combat their class possesses, although test Hunters have encountered Scouts who have aptly demonstrated that it is possible. Again, a Scout with 39 bow, 50 shield, 39 blade, and 16 stealth was more than able to destroy a Hunter with 39 bow, 50 beastcraft, 39 spear, and 16 stealth. Be warned when entering melee combat.
Against Rangers, again, Hunters have an even smaller range disadvantage. Draw times are practically identical. But where Rangers have a very slight advantage with their DPS buff (which does not give full benefit to bows, in fact, it is quite minimal from personal experience), Hunters have an extreme advantage in melee combat. Rangers Have 4 ways to increase their melee damage:
1. Raising weapon skill.
2. Raising celtic dual skill.
3. Casting a self-DPS buff
4. Casting a DEX/QUI buff and/or STR buff
The problem Rangers face is 3 fold:
1. Their weapons have less DPS than Midgard spears.
2. Their weapons do not have an innate 10-15% bonus for being 2H
3. Their weapons are too fast, and will not fully benefit from the DEX/QUI buff
Compared to an equally level Hunter, method #4 can be eliminated since both classes receive it, but the Hunter benefits far more than the Ranger. While the Hunter does not receive method #3, he does have the 2H bonus damage, which also eliminates #3. Lastly, the Hunter has only one weapon skill to train in, whereas the Ranger must spread points among 2. If this did not cinch it, Hunters can have a pet, which deals out substantial damage if properly buffed using Feral Spirit.
However, Hunters have a very poor WeapSkill cap compared to viking based classes, ensuring that they will ALWAYS hit for less damage per hit than a viking base. At level 41, I am capped at 946 WeapSkill for my bow. My DEX/QUI buff hardly raises it much since I already hit the limit. However, a Warrior at the same level has an UNBUFFED WeapSkill of well over 1000. When buffed with a STR buff, it exceeds 1100. This possibly explains how Warriors deal out much more damage per hit than even full max specced Spear Hunters. The stats are not in our favor, our class not only has a lower ceiling, but our weapon requires +2 of STR/DEX to add the same amount of WeapSkill as just +1 STR for a Warrior's sword.
The Same applies to AF. My AF cap unbuffed at level 41 is around 420, there was an anomaly I am investigating, but it was safely around that range. My buff used to add +49 AF, but the cap for my level was 468 with buffs. Even Healer AF buffs cannot broach this limit. However, the equal level Healers and Warriors I group with (in full Twilight mail) have AF's of over 520 when buffed. Initially, the Hunter AF buff is enough to surpass the Warrior cap, but eventually the caps overreach the AF buff. Hunters will always have a poorer AF and absorb than a viking based class (even beserkers because their caps are higher).
19. Do I need to become a fletcher?
The answer is no. While fletching will appear to save you money, it also takes time. And that time can also be spent making more money. If you do not want to, you do not need to fletch, arrows appropriate for your level are easily bought for insignificant amounts of silver. It it's not petty change, then it's probably not needed for your level. Eventually, monsters drop well over 1 gold in coins a kill and you can easily afford as many footed flight broadheads as you want. The benefits of fletching are typically the ability to make your own bows up to level 35 (when it is better to get dropped bows, this may have already changed with the recent trade skills patch). The other benefit is that broadhead arrows do not require a lathe, and the components weight less than the arrow itself. Many kobolds will carry components and fletch in the field.
The rumors of store bought arrows doing less damage than player fletched arrows are false. Tests have shown that arrows may have quality (influencing consignment rewards), but that this has no impact on damage, or range. In addition, regardless of quality, you may mix up stacks of arrows, further supporting the theory that the game does not track this.
20. How many bonus skill points do I get past level 40?
Hunters receive twice their (new) level in skill points when they gain a level. Mythic changed this system to include bonus points for levels 40-49. Because experience gain for level 50 is approximately equal to the experience required to gain levels 48 and 49 put together, it has not yet been shown that 50.5 exists, although it is possible.
When you are half way between levels 40 and above, you will reach what is termed a "half-level". Your experience and death counters are reset and you cannot fall below this half-way point. You will also receive skill points equal to half what you originally received for that level. In this example, upon reaching level 40.5, you will receive 40 skill points instead of the original 80 you received for level 40 itself. This brings up the total number of skill points to 2534 + 445 = 2979 (levels 1 through 5 as a rogue do not give x2 skill points, but rather x1).
If level 50.5 exists, this total is actually 3029.
21. Will I be able to respec my points? What if I mess up? What if I changed my mind?
Sanya has posted that Mythic is interested in allowing players to respec, but they want to do it in a way that is not abusable. Given time, this ability will probably be introduced. If you mess up your hunter, you will probably be able to correct the situation.
22. Do Hunters auto-train in anything?
The answer is no. Hunters do not auto-train in any skill. While other classes such as Armsmen and Shadowblades may confirm their auto-training, Hunters as a class do not.
Addendum: Misc. infobits
Sanya's Interview with OfCamelot.com
forums.ofcamelot.com/mbb/...ives=&st=1
Sanya's post on archer abilities
vnboards.ign.com/message....&replies=3
Archon's post on max speccing
vnboards.ign.com/message....t=19194952
Dave's post on the effects of quality on armor
vnboards.ign.com/message....t=19452724
Matt Firor's post on volley/longshot
forums.interealms.com/cam...readid=739
Sanya's post on respeccing
vnboards.ign.com/message....t=19980173
Camelot Herald has many dev postings on game mechanics:
www.camelotherald.com
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farslinger
Posts: 43
Registered: Nov 01
Date Posted: 12/28 2:05pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Branin,
Man, I really appreciate your work. You know why we are so feared sometimes. Because we work at it!! This is the board to go to for results - stay away from that mire of griping and backbiting that is the dev. board. You guys make me the success that I am. Thanks again Branin.
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Zenya
Posts: 194
Registered: Jun 01
Date Posted: 12/28 2:20pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
great read
tag
Z
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Nafgar
Posts: 21
Registered: Dec 01
Date Posted: 12/28 2:42pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Awesome!
On 2.3 you should but the epics up in the item listings. Just a suggestion.
Nafgar[CC]-245k RP
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Triskal00
Posts: 17
Registered: Oct 01
Date Posted: 12/28 2:52pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 3:45pm (1 edits total) Edited By: Triskal00
From section 7.
"I have seen items in game (I actually have them all) that add up to +10 composite bow skill, making anything after 40 bow skill just wasted points for now (see questions 6 and 7 below). I've seen items in game that add a total of +14 stealth, and I am sure there are more. There's no point in going beyond 40 Stealth (and possibly 39) at the most since Archon has also mentioned that going over your character level does nothing, as well as going over 50 points in a skill. And lastly, I've seen only a few items in game that add a total of +6 (only +4 if you want to use the bow bracers) spear. There IS a reason to go 50 spear if you want the last style."
I believe we have proven this to be inaccurate, correct? At level 46, with 39 bow skill (49 with items), my weapSkill raised 12 points by training bow to 41 (51 with items). Someone also posted about weapskill changing based on equiping/unequiping the Spind gloves while their bow skill never dropped below 50.
EDIT: didn't mean to detract from the overall greatness of this informative faq. Wonderful job collecting this info.
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Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 12/28 3:15pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 3:41pm (1 edits total) Edited By: Branin
Very correct Triskal, I forgot to edit this section.
- Weapon skills above your character DO help your damage in a very small way. Similarly, weapon skills above 50 also help your damage, despite anything the dev's say. This may be a bug, and may be changed.
- I also fubar'd up all the "see question #..." by forgetting to edit them. Unfortunately, confused readers will have to simply figure out which section is most relevant.
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hkschen
Posts: 5
Registered: Dec 01
Date Posted: 12/28 4:36pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
How neglible is the 10 str the norseman has in terms of weapon damage? Is it correct that it would translate into 10 more weaponskill? Just trying to determine how much more damage it would do vs. the ~50 hp the dwarf would get through constitution.
How easy would it be to get to 180 qui using the 62 dex/qui buff instead of the 75 one? Also is it true that with higher beastcraft, you would get more than the listed dex/qui than the buff lists?
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Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 12/28 7:29pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
At level 45, the STR gives around approximately 1.5:1 or so per point of STR, so the 10 STR gives 14 WeapSkill. This is extremely small, since WeapSkill for spear is already at 784 when fully buffed DEX and STR wise. Assuming our formulas for the damage multipliers are still valid (and so far, they seem to hold based upon our limited testing), this is practically nothing. 784 WeapSkill divided on an average hard target of 520 AF is practically the same as 770 WeapSkill over 520 AF. It's about a 2% difference.
If you are shooting for the 180 mark using the second best buff, then it has been shown that the buff does NOT give +62 DEX/QUI, it gives +77 DEX/QUI instead. The DEX/QUI buffs give 122-124% of what is listed in the delve command (the latter 2 being 124%). With that in mind, at level 50, a Norseman with 60 QUI at level 50 would be 83 QUI naked. Add in +77 from the buff, and he could hit 160 QUI. You would then need +20 QUI from gear, but that is extremely easy to get just wearing Supple Serpent-hide (I would assume player enchanted is also equally possible eventually).
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hkschen
Posts: 5
Registered: Dec 01
Date Posted: 12/28 7:50pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 7:59pm (1 edits total) Edited By: hkschen
Then would there be a reason to get the last dex/qui buff? If 180-230 seems to have no difference, and the weaponskill cap has already been reached, what would be the point?
Also, would you need the last AF buff to reach your AF cap?
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Frater1
Posts: 2
Registered: Dec 01
Date Posted: 12/29 3:51am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
One word ... THANKS !!!
Amazing job !!
Frater Sinister - Healer
Feidreiva - Huntress
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vn_cuch
Posts: 645
Registered: Sep 01
Date Posted: 12/29 2:47pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Branin,
Excellent post.Really top notch.
Fools.
-----signature-----
Fools the Hunter
Morgan Le Fay
Rank 2 Lvl 9
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Severian_
Posts: 355
Registered: Jul 00
Date Posted: 12/30 8:57am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Incredible work, Branin, thank you.
"Rank 2 is attainable at ~7,500 realm points, while Rank 2 is attainable at ~62,2500 realm points."
Is that 62,250 or 622,500?
If it's in that range I would almost expect it to be 65,536 (2^16).
-----signature-----
Historical Norse Names:
www.geocities.com/TimesSq...celand.htm
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blackdragon333
Posts: 14
Registered: Dec 01
Date Posted: 12/30 9:42am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
-nice informative post.
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Bazazu
Posts: 266
Registered: Oct 01
Date Posted: 12/30 11:41am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
62,500 rps for rank 3
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Pelaka
Posts: 5
Registered: Dec 01
Date Posted: 12/30 12:45pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Great information. The only question I have is you talk as if DPS and your WeaponDamage stat are two different things. However, from what I have seen your WeaponDamage always "equals" the DPS of your equipped weapon unless you are at your level cap. By "equal", I mean that a DPS of 7.3 would read as 703... it seems to display the decimal point as a 0. You talk about them as different things... am I missing something?
Pel
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Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 1:33am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
I believe that is untrue. I was using a Seafarer's Trident for testing and it's DPS is 13.6 (I believe). My WeapDam was 1408. I also see no relationship between my WeapDam and my DPS when I start to use Iron and Steel weapons, although they are close.
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Lemo
Posts: 52
Registered: Dec 01
Date Posted: 1:47am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 2:15am (1 edits total) Edited By: Lemo
branin,
based on tests that i and several other people have done, the bonus for two-handed weapons is in fact 25%. feel free to test it yourself, if you want to be "sure" of this before updating your faq.
regarding weapon spec level vs character level, going above your level does (at least) two things. it increases your weapskill value, as you have already pointed out. however, it also increases style damage. only recently has weapon spec level affected style damage. with a level 28 berserker, going from 28 to 33 axe increases my axe style damage. i have to raise left axe spec if i want to improve left axe styles.
again, i don't know what happens if you for example increase stealth spec over your level. it may do nothing.
since bow spec affects shot damage, you should be able to easily test whether or not going above 100% bow spec does anything. either your damage will go up, or it won't.
lemo
ps. i have to echo pelaka's post regarding dps and weapdam. my testing has shown dps and weapdam to be the same thing (with weapdam's last two digits reversed, and resulting number divided by 100).
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WolvenSpikefeather
Posts: 29
Registered: Dec 01
Date Posted: 2:21am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Hmm. Just one comment about quickness. As far as I have been told, the quickness modifier for melee weapons has not been implemented yet. But for bow it as. And it modifies bow alot.
At level 40, I have a self buffed dex of like 197 and quickness of about 161 (need to get that cloak from gruff). My draw time on a darksteel crafted normal shot is 3.0 sec. Another hunter I talked to today, with a 186 (I think) capped quickness shaved .3 sec's off the shot time to 2.7 sec. While there is a cap, it's not that easy to hit, unless you find alternative armor/gear with lots of quick stuff.
I'm wearing full lattice, double darksteel bracers, darksteel necklace, fimx (heh), darksteel ring, darksteel belt (think that is it, +7 con/str) and Stone of cold fire, black silken cloak (soon to be upgraded to Gruff cloak with +6 evade +10 quick).
Hm. other stats. 100 str (put none into str upon creation, and I'm a kobold), 83 con, 196ish buffed dex, 161 quick.
My template will be like 42 bow, 39 spear, 35 BC and 37 stealth. with bonuses everthing will be into the 40's with bow over 50.
Just my stuff. Great faq.
Though Kobold hunters rule. I really don't think we are any weaker at higher levels. Str stuff is SO easy to get.
-----signature-----
Wolven Spikefeather, Kobold Hunter
Grunch Crunch, Troll Warrior
Percival, DAoC
Guardians of Niflheim
Thant, Thant Magi, Magi Prime (AC/MT) Braggdor Ebonheart (EQ/TZ)-Retired
vnboards.ign.com/message....replies=17
---Myrrth the Huntress----
Topic: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 12/28 1:50pm Subject: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 2:18pm (8 edits total) Edited By: Branin
Hunter FAQ v2.2 (12/28/2001)
The following questions have been changed since the last revision (v2.1):
-#1 (differences between races are explained)
-#2 (higher level effects are explained)
-#3 (more detailed explanation of how WeapSkill works)
-#6 (discussion of the stun styles of the spear vs. sword)
-#7 (realm rank bonuses are mentioned to now show up in the character stats)
-#9 (deadline for Volley/Longshot has passed)
-#10 (deadline passed, additional information on which classes may receive these abilities)
-#12 (more notes about where and how to obtain end level equipment)
-#15 (totally rewritten to show new data)
-#18 (Scout shield spec analysis added)
-#20 (potential level 50 stage 2 is addressed)
The following questions have been added since the last revision (v2.1):
-#4 (CON section has been revised)
-#5 (detailed explanation of the results of QUI testing)
-#22
1. What's the best race for a Hunter?
2. How should I spend my starting points?
3. What do the different stats do? How do they affect weapon damage?
4. What's this WeapSkill and WeapDam on my character sheet?
5. What does QUI do to my damage? Does it make my character fight better?
6. Should I use a spear or a sword?
7. What template should I follow? Is it worth it to max spec? What about Realm Point bonuses?
8. What does stealth do? Is stealth important? What about stealth styles? Do Hunters get any? Why do I keep appearing when I nock an arrow/critical shot?
9. What about Volley and Longshot? Aren't those high level bow styles? And where Critical Shot X go?
10. What about Shapeshifting and Tracking?
11. What do Hunters do in RvR?
12. Where does all this good equipment come from? Why aren't my skills getting all the bonuses from these items?
13. How do I use a bow? How do I use Critical Shot?
14. Why is my critical shot not working? Why can't I critical shot orange/red/purple monsters?
15. Why can't I charm animals? How does charming work?
16. Can my Hunter solo? How can I do it?
17. What are my skill/stat caps?
18. How does my Hunter compare to Scouts/Ranger? what about Thanes/Warriors/Beserkers/etc.?
19. Do I need to become a fletcher?
10. How many bonus skill points do I get past level 40?
21. Will I be able to respec my points? What if I mess up? What if I changed my mind?
22. Do Hunters auto-train in anything?
Addendum: Misc. infobits
1. What's the best race for a Hunter?
Depends on what you want. Size is a not an issue in RvR. The way the graphics engine is, most players have no problems seeing kobolds, much less dwarves or Norsemen trying to "hide" in bushes. If you want to get out of sight, you'll have to obstruct with actual polygon tree, get out of the clipping plane, or just plain stealth.
By levels 40-50, the following differences begin to appear between the various races:
Norsemen: Starting with 70 STR, 70 CON, 50 DEX, and 50 QUI, they are apparently the most balanced of the Hunter races. Their lower DEX/QUI is actually a benefit because by level 50 they will have 95 DEX and 73 QUI. Because there is a gap in the area of 180-230 QUI where there is apparently NO shift in weapon delay (either due to a soft cap, or there are no weapons slow enough to benefit). It is easy with gear or high level beastcraft to approach the 180 mark with a Norseman. The high CON ensures that by level 50, the Norseman has anywhere from 200-300 hitpoints more than a Kobold Hunter (depending on gear and starting character stat points, milage may vary).
Dwarf: Starting with 60 STR, 80 CON, 50 DEX, and 50 QUI, they are much like the Norseman. By emphasizing CON even more, Dwarves make tougher Hunters than any other race. Arguably, they are the best race for Hunter because of their potential for 90 CON, making them the toughest Hunter. The lack of 10 points of STR compared to the Norseman is very small for encumbrance, and negligible for damage purposes. By level 50, those 10 points of CON translate into ~50 extra hit points. In other aspects, they are identical to Norseman.
Kobolds: Starting with 50 STR, 50 CON, 70 DEX, and 70 QUI, they are intially the best Hunters at the lower levels, when the hit point differences are minimal. By the later levels, Kobolds will begin to lag behind Norseman/Dwarves by several hundred hit points. Because of their 50 starting CON, a Kobold must raise himself to 60 CON before he/she can begin to get bonus hit points. In addition, it is trivially easy for a Kobold to hit the cap for how much WeapSkill (see question #3) he can gain from DEX alone. For this reason, Kobolds by the high levels should focus not on DEX/QUI, but on getting HP/CON gear. Beastcraft gained at higher levels is only useful for the higher level pets and other spells, not the DEX/QUI buff which is partially wasted.
2. How should I spend my starting points?
The first +10 points to a stat cost only 1 character point each. The next +5 afterwards will cost 2 points each, and the last +3 will cost 3 points each. At most, you can raise 1 stat by 18 points by spending 29 character points.
Because of the stat caps at higher levels, I do not reccomend spending your points by putting them all into one stat. You will get the most benefit (even if it is not a lot) by spreading it out.
Hunters will gain 1 pt. of DEX every level, they will gain 1 pt. of QUI every 2 levels, and 1 pt. of STR every three levels. When you hit level 6, you will gain 1 point in all three stats. At level 7 you will only gain a point into DEX. At level 8 you gain 1 DEX and 1 QUI. And finally, at level 9 again, you will gain 1 point in all three.
No matter what race is chosen, the Hunter benefits from CON. CON is the one attribute where there is no soft cap of dimishing returns. The benefits from DEX are easily capped out with even moderate levels of Beastcraft, and the benefits from QUI are likewise capped by the fact there are no slower weapons to use. The benefits to your WeapSkill from STR can even be capped by a full specced Healer STR buff.
Because by level 50, a Hunter with high Beastcraft can not only have a powerful array of pets and other powers, but also cap out the benefits he will gain from stats, it is reccomend that Hunters spend points not on DEX/QUI, but rather on CON, and potentially STR based upon your race. However, the choices are somewhat insignificant, regardless of what is chosen, there is enough equipment and spec points to still hit that area of dimishing returns.
For details, see question #3 below.
3. What's this WeapSkill and WeapDam on my character sheet?
Before I explain stats, I need to explain how damage is calculated. You are aware that simply being higher level than your opponent grants you increased damage, and vice versa. You will hit incredibly hard against greys/greens and hit for very little against reds/purples. The reason for this are two stats known as WeapDam and WeapSkill. The game will use whichever of these is LOWEST. As a Hunter, your WeapDam will always be higher than your WeapSkill if you have weapons that are even remotely your level. The game appears to calculate max damage based upon a simple formula (this assumes WeapSkill is the lowest value, it may be WeapDam if you are using an inferior weapon):
Note: Bows do not follow this formula because speccing raises max damage.
(WeapSkill / enemy AF) * DPS * quality * condition * delay
The damage variance is not something that appears on your character sheet, it is an intangible benefit to speccing in weapons. The variance also is not linear, so the benefits are more than just a raised damage cap.
The following factors will affect your WeapSkill (and hence the amount of damage you do):
1. Character levels will raise the cap and the actual WeapSkill value by 10 to 50 points, depending on the type of weapon and the character level. The higher the character level, the higher the cap will go. Also, the bow appears to have a greater gain in cap per level than the spear. The gains are quite random, despite the constant DEX gain, suggesting that it follows something akin to the HP function.
2. Weapon Specialization gives you +6-8 to both your WeapSkill value and your WeapSkill cap per spec level. This also raises the max amount of weapSkill you can gain from stats. Althought the spec levels themselves will not raise your max damage, if you have excess stat points, it will effectively raise your max damage by increasing your damage multplier slightly (see above).
3. Stats for weapons will raise your WeapSkill (but not the cap) based upon the type of weapon. The amount you gain depends upon your level. In the 30's, Hunters gain around 1.5 pts of WeapSkill per pt. of DEX for bow, and around 0.75 WeapSkill per pt. of DEX or STR for spear. By level 44, these values change to around 3+ pts. of WeapSkill per pt. of DEX for bow, and 1 pt. of WeapSkill per Pt. of DEX/STR for spear.
The cap on WeapSkill is a function of level, class, and weapon specialization. A comparison with other classes is available in question #16.
Your WeapDam multiplier, once converted from a percentage to an actual number, cannot exceed your character level / 3, rounded down. If your WeapDam goes up, it was because your weapon was too powerful. As an example, a level 30-32 character can have a WeapDam of up to 1000, ignoring some small effects. This will change beyond level 36, as your maximum WeapDam will not go up to 1300 until you reach level 40. There, the pattern resumes, reaching 1400 at level 43.
4. What do the different stats do? How do they affect weapon damage?
There are 4 attributes which affect Hunters:
STR: A fairly important one because encumbrance means a lot in the game. I personally do not carry more than 80 arrows into RvR, and I have yet to run out. 50 STR is enough for a full suit of studded and 80 arrows (it depends on which types of studded you wear, some lines weigh more or less than normal). If you are a kobold, it may be a good idea to put +10 into STR just to make your earlier levels easier. STR does help your spear damage just like DEX does.
CON: This adds a lot of hit points on paper, but it does help in some subtle ways. The amount of hit points gained per point of CON is approximately character level / 10. This gets more and more precise as you gain levels, since CON alters the pseudo-random hp generation function. If you have more levels, the average gain is more smooth. By level 50, a healer buff for +40 CON gives ~200 extra hit points, which is enough to absorb 1 or 2 extra hits. CON gear helps a lot in RvR, especially if one has a lot of it. It will add up, significantly adding to the durability of the Hunter in RvR.
DEX: This increases your weapon damage for bow and for spear. Most Hunters stick +10 into this so they can ignore the DEX gear later on and go for skill raising gear with less of a DEX bonus. While this helps, it is not reccomended since caps are fairly easy to hit without spending the character points there. DEX gives a half bonus to spears and gives full bonus to bows, which are DEX only weapons.
QUI: This does reduce your melee/ranged weapon delay by a static amount. Again, most Hunters stick +10 into this so they can ignore QUI gear later on. Putting points into QUI is not that important, the cap for QUI is much lower than that for DEX. If you put 10 points into this, it means you can simply grab a +STR/CON item instead. In the beginning, +10 QUI will help you out slightly.
Every full 6 points of QUI above 60 will reduce a weapon's delay by exactly 0.1 seconds. This continues until 108, where it is every full 8 points of QUI above 108 will give 0.1 seconds off weapon delay. There may be a point where this again shifts to every full 10 points above a limit, but this has not been sought after (testing has shifted to other areas at this point, see following paragraph).
Note that one cannot reduce a melee weapon speed by more than half it's original value. Furthermore, it appears that one cannot reduce a ranged weapon speed by more than 30% of its original value (the exact value is difficult to determine due to rounding errors). High beastcraft is wasted on faster weapons because they cannot have their delays reduce by more than 50%/30%, depending on their type. This makes high levels of Beastcraft more beneficial to slow weapons, and makes slower weapons outdamage faster equal DPS ones.
For more details, see question #5 below.
5. What does QUI do to my damage? Does it make my character fight better?
Hunters and Scouts did some exhaustive tests on the effects of QUI upon weapon speed and damage. Because Hunters have a DEX/QUI buff and access to Swords, the tests were considered fairly definitive. The following conclusions were reached:
1. QUI affects both melee and ranged weapons.
2. QUI gives a static (NOT proportional) reduction to the delay of weapons.
3. There is a cap, based upon the weapon's delay, as to how much benefit QUI can give. At most, QUI can reduce a melee weapon's delay by 50%, and a ranged weapon's delay by 30%.
4. DPS (damage per second) is purely affected by the weapon's BASE delay (this is both ranged and melee), and is not affected in any way by QUI (the Healer's attack buff has an unknown effect and is discounted).
The conclusions reached were that QUI is of immense importance for combat, especially for Hunters. It will not reduce your damage per hit while raising the rate at which you hit. If this were true, Hunters would be able to hit twice as fast, for half as much damage. Test Hunters have QUI scores and spears where this would be possible, but it has NOT happened. Because the WeapSkill caps for Hunters are so low, the only way to practically raise the rate of damage inflicted is via QUI, and not having higher STR/DEX or weapon spec levels. See questions #3 and #17 for more details.
6. Should I use a spear or a sword?
Hunters are unique, they get 3 skills totally unique to their class: Spears, Composite Bows, and Beastcraft. Swords deal out slightly less damage than spears for Hunters (the difference is noticable but small). It has been confirmed through testing that Swords are a pure STR weapon, where as Spears are half STR, and half DEX. However, for RvR, there is one argument to use a Spear over the Sword: the Razor Edge style (see below).
If you want to deal out more damage over time, a 2H weapon is always better than a 1H weapon. Fast weapons hit for very little damage, which makes the "faster is better" argument untrue. Colloquially speaking, you'll hit twice as fast for only one fourth the damage.
As an example, consider the Twilight Impaler (15.3 DPS, 5.0 delay) vs. the Dark Frozen Eviscerator (15.0 DPS, 2.7 delay). On paper, they appear to be almost equally damaging over time, except the QUI buff Hunters receive should make the Eviscerator leaps and bounds more lethal. This is not the case in actuality, for 2 reasons:
1. QUI cannot reduce a melee weapon's speed by more than 50% of the original value.
2. 1H weapons do not have the +10-15% bonus damage that 2H weapons do (not reflected in weapon DPS)
If you seriously commit to Beastcraft to reduce your bow speed as well, then you are better off with a spear since it will be able to maximally take advantage of your raised QUI (making it do more damage over time than a sword). If you do not commit to beastcraft, then it is an open question of what you want. If you use spears, your stats will help keep your damage on par with the sword's superior DPS and delay.
2H swords however, have almost identical stats and ratios as their spear counterparts. This continues to be true all the way up to the Twilight Impaler and Soul Searer. So the differences lie in styles, and in stats.
Styles: Spear styles are easier to use for damage in solo or in RvR. The spear level 10 style beats the sword level 10 style. The spear chain off 10 at 25 also beats the sword chain off 10 at 25. The spear chains at 18 and 29 do bleed and can be used at any time, where as the sword chains cannot even be used unless a special event happens. You will do more damage with a spear because your styles are more accesible. Style damage is hugely dependent on the skill level required for that style, so if you can use a higher level style, you will do more damage than a lower level style. You can practically ignore the "high", "medium", etc. damage ratings, they are true, but usually insignificant compared to the bonus from the actual style level. There is a huge difference between the spear level 10 and 25 styles.
Stats: Also mentioned, swords are pure STR, which Hunters only get 1 pt. every 3 levels. Spears are half STR/DEX, and Hunters get 1 pt. every level. Throw in the DEX/QUI buff. By level 40, you'll be looking at least +100 DEX over your base stats through levels and buffs, vs. only +11 STR through levels. Look at how much WeapSkill you get for spec levels, and stats, and you'll see that 100 DEX gives around 76 WeapSkill, which is the equivalent of full ten spec levels in a weapon. That's right, you will count as having a full TEN more levels in spear skill from your stats if you use a spear rather than a sword by level 40, resulting in a MUCH better damage variance.
In order to maximize the amount of damage a Hunter will do over time, a max specc in beastcraft is essential. WeapSkill is capped fairly low for Hunters, which means the only way to deal lots of damage is by hitting faster, game mechanics prevent Hunters from hitting harder. 1H swords cannot benefit from this because their delay is too low. 2H swords do not benefit from the buffs that beastcraft provides. The optimal damage path for Hunters is via spear.
However, damage is not the factor that decides victory in one on one fights. It is the proportional rate of damage both combatants take that decides victory. He who hits zero hit points first loses, the goal is not to be that person. Doing more damage faster, or slowing/reducing the damage you take are the two ways to win. The level 39 stun style for the Spear does not require a chain and accomplishes both, it only requires an attack from behind (which is possible if you lag strafe or attack in a group). The sword requires the target to fumble, which is practically an impossibility in RvR, where most fights are over in 3-7 hits. It is for this reason alone that the Spear is superior to the Sword in RvR: the non-chain requiring stun style at spec level 39.
7. What template should I follow? Is it worth it to max spec? What about Realm Point bonuses?
First of all, a word of caution. At this moment, no one can break more than +10 to any one skill via items. This cap ha been raised from +8 to +9 just by hitting level 40, and it has been confirmed that the cap raises from +9 to +10 at level 45. The formula appears to be character level / 5, rounded down, plus one. The current estimate for level 50 is a cap of +11 skill from items. Note that realm rankings DO count as item bonuses, and are added to your gear. They follow the same caps, etc. Even though realm rank bonuses do NOT appear on your character sheet, they are there. Your WeapSkill caps will raise, etc.
I have seen items in game (I actually have them all) that add up to +10 composite bow skill, making anything after 40 bow skill just wasted points for now (see questions 6 and 7 below). I've seen items in game that add a total of +14 stealth, and I am sure there are more. There's no point in going beyond 40 Stealth (and possibly 39) at the most since Archon has also mentioned that going over your character level does nothing, as well as going over 50 points in a skill. And lastly, I've seen only a few items in game that add a total of +6 (only +4 if you want to use the bow bracers) spear. There IS a reason to go 50 spear if you want the last style.
On top of this, there are the realm point bonuses. As soon as you reach Rank 2, you will gain +1 to all skills. However, be warned, the scale for rankings is exponentially high. Rank 2 is attainable at ~7,500 realm points, while Rank 2 is attainable at ~62,2500 realm points. While it is possible to get up to +10 to all skills, this is estimated to take a VERY long time.
The following are common templates (number in parentheses indicate end level equipment and +1 bonus from realm points):
Bow/Search and Destroy Hunter (optimal bow, max beastcraft, and almost max spear, can stun, most useful in large scale fighting where bow can be used to kill enemy archers/healers and spear can stun opponents group engages)
39 (50) Composite Bow
50 (50) Beastcraft
39 (44) Spear
16 (27) Stealth
Spear Hunter (effectively a melee damage machine, useful in large scale fighting or keep raids for battering down doors. Lower spear to save on spec points and raise stealth or other skills)
28 (39) Composite Bow
50 (50) Beastcraft
50 (50) Spear
6 (17) Stealth
Grief Hunter (well rounded and flexible, the only difference is reduced buffs and the lack of the stun style. Reduce stealth to raise spear if wanted. The buffs may be compensated with equipment if higher stats are required, depending on race and starting points)
39 (50) Composite Bow
43 (50) Beastcraft (Note: you will not get the last DEX/QUI buff)
34 (39) Spear (Note: you will not get the Razor's Edge style)
35 (46) Stealth
The point is, it is damn easy to get 50 skill in two skills, almost 50 in a third, and quite decent skill in the last. Which means there are practically only 2 types of Hunters:
non-stealth (with maxed out Beast and weapons)
stealth (with maxed out stealth, beast, and 1 weapon)
Specializing in a weapon makes a huge difference. Your weapon specialization raises your WeapSkill, which in turn raises your potential multiplier in damage against an opponent. At just 6-8 points of WeapSkill cap per spec level, this adds up. Just a 100 extra WeapSkill guarentees some extra small damage looking at the formula in question #3:
(WeapSkill / enemy AF) * DPS * quality * condition * delay
In general, I prefer non-stealth or a medium balance. There are certain situations where simply making the right decisions means you do not even need stealth (approaching from behind, using stealth to break targetting, etc.). However, in fighting, there is no substitute for the skills and numbers. No matter what decision you make, you can't get that extra damage out of your spear or bow.
See question #6 below.
8. What does stealth do? Is stealth important? What about stealth styles? Do Hunters get any? Why do I keep appearing when I nock an arrow/critical shot?
Stealth is one of the most confusing topics in DAOC. Usually, within a certain distance, player models appear on your screen. Stealth reduces the distance at which you appear on other player's screens. Once a player enters this radius (which we call the bubble of stealth), THEN you can be spotted. This bubble is probably governed by the ratio of your stealth skill to your character level, and the opposing character's stealth score/level.
There are two other warnings about stealth. The first is that pets will always see through stealth. This may not be a bug, but Mythic has only mentioned NPC monsters will have their targetting fixed, pets may not be changed. This is both a Hunter's friend and foe, your pet will allow you to track down enemy archers, minstrels, etc. who attempt to get away via steath. However, enemy Druids, and other Cabalists will be able to do likewise. The second is about guild cloaks, while stealthed, they will not be transparent. Anyone who gets close enough to see your outline, will obviously see you, although this is trivial. By then, they are also able to see your blue name, and a shimmering outline (which by itself is pretty obvious).
The most important aspects of stealth are that it breaks targetting. If you are far enough away that hitting stealth causes the enemy player to be out of your bubble, they cannot target you, and any targetting they had before is gone. This is invaluable when going alone to grief in the frontier. It is also useful when fighting in large groups, and you want to get an archer off you from across the battlefield. You simply stop shooting, wait 10 seconds, and stealth and then move and unstealth.
The other benefits of high stealth include being able to run faster when stealthed, as well as staying stealthed when nocking an arrow. Currently, the ratio of your stealth level to character level is the percentage chance you will stay stealthed when nocking a normal shot. If you have 20 stealth at level 40, you have a 50% chance of staying stealthed when firing. Critical shots are like normal shots, only the chance is reduced by 20%. The same character would only have a 30% chance of staying stealthed if he tried to fire a Critical Shot.
Stealth is necessary if you want to solo grief (although you do not need a high level). It is not necessary if you want to scout (although it makes life convenient), or fight for keeps. If you are fighting, you are not stealthed and those points largely go unused. It is possible to scout without stealth, I do it all the time. I either hide behind trees and associated graphics, or I stand far off away from zone walls or roads and hit my stealth button. The bubble of stealth at level 1 is still somewhat small, and allows ample room for you to observe a road without being seen. The addition of plus stealth items means you can still have decent stealth without training it.
There are only 3 known stealth styles, and Hunters only get one (which is useless in RvR). Distract only works on NPC's, and is Shadowblade only. Danger Sense tells you if an NPC is a scout (meaning it will run and get other NPCs to help). It does NOT tell you if another player sees through your stealth. This ability is only useful in PvE, so it is useless in RvR even though Hunters DO get it. The last one, Detect Hidden is ShadowBlade only. I won't go into its mechanics because Hunters do not receive it.
Note that character level has almost everything to do with whether you are detected or not. Fully max specced stealth characters cannot escape your detection if you are much higher level than them. At a mere 9 stealth, I was able to find and kill fully max specced (this is speculation, but based upon their posts in message boards...) blue Rangers easily because my character was much higher level.
9. What about Volley and Longshot? Aren't those high level bow styles? And where did Critical Shot X go?
Unfortunately, they do not exist in the game. Critical Shot ends at IX, there is no such thing as Critical Shot X. According to Mark Firor, Volley and Longshot are in the works and will be slated for before Christmas of 2001. However, the deadline has passed, and one can only assume they are still developing/testing these abilities.
See question #18 if you think you don't have enough points to receive these abilities.
10. What about Shapeshifting and Tracking?
Just like the high level bow styles, these too have fallen on the wayside. Shapeshifting is being worked upon, and is slated to be implemented by Christmas of 2001. Again, the deadline has passed, but it is confirmed to be worked on. It may possibly be Beserker only to compensate for class weaknesses discovered in retail (however, this is doubtful, Mythic has emphasized all classes will get what they were advertised, and Hunters were promised shapeshifting). Tracking likewise is due by Christmas 2001. Mythic appears to imply that Scouts are not aware of their value of their shield spec vs. a spell line, and this could mean all archery classes receive tracking.
11. What do Hunters do in RvR?
There are three things you can do to other players: Grief, scout, and fight
If you want to grief, it probably means you'll be alone or with other stealthed parties. Stealth is useful, as well as bow. Typically griefing involves sneaking up on lower level players, and then killing them with impunity from stealth. Particularly killing them while they are fighting monsters to cause the loss of experience. Mythic has explicitly explained that this is intentional because it introduces an element of risk into the frontier, and removes an exploit to avoid experience loss when exp'ing. It is up to the player to decide if they will exercise this tactic which Mythic condones. Because vigilante posses are formed quickly to rid the frontier of said griefer, high stealth is important as well as a high bow skill to pick players off from a distance while hidden.
Scouting is looking for enemy players while a larger group sieges a keep or some such. Usually the Hunter or Shadowblade warns his group/guild/rampaging mob of large groups of enemies (with appropriate level cons) so that they can be prepared for the fight. In this case, high stealth is useful but not necessary. It also means you won't be fighting, which is particularly boring for many people. If you are low level however, max specced stealth is theoritically just as good (if not almost) as a slightly higher level character, so it means you will be useful even if you are not level 30+.
Lastly, Hunters can fight in large scale battles between two huge forces. With max spear, a Hunter spear is effectively a polearm, you will out a lot of damage even if you cannot take much. With a bow, you can either snipe enemy casters or archers who get too close, or you can fire into melee with normal shots. Because the bow's max damage is raised with specialization, you will do significant damage with the bow against other players, greatly helping your melee fighters in whatever engagements they are in. This works best with zero stealth, as you not only can fire into melee for great damage, but will also be closed to max specced with spear, also being able to deal significant damage if anyone rushes you. Most Hunters who do not specialize in stealth do so for this reason: They can fight extremely well in close combat or ranged combat provided they can be healed or do not fight multiple opponents at once.
12. Where does all this good equipment come from? Why aren't my skills getting all the bonuses from these items?
First of all, the amount of skill you can gain from an item appears to be character level based only. The formula appears to be character level / 5, rounded down, plus one. Note that realm rankings DO count as item bonuses, and are added to your gear. They follow the same caps, etc. Even though realm rank bonuses do NOT appear on your character sheet, they are there. Your WeapSkill caps will raise, etc.
Currently known and confirmed:
Composite Bow items: (+11 total)
+4 Death Whisper Bow (level 46+ group to obtain in Vanern Swamp off Broken/Outcast/Overlord Jotuns)
+2 Supple Serpent-Hide Gauntlets (level 43+ group to obtain in Vanern Swamp from Hagbui Beserkers/Thanes)
+3 Twilight Doombringer (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 Latticed Shadow Gloves (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+2 Darksteel Bracer (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
Spear items: (+7 total)
+1 Bear hide belt (level 25+ group to obtain in Vendo from Vendo Guards)
+1 Trollish Stone Bracer (level 26+ in Muspelheim fighting ???)
+4 Winter's Spear (level 40 Hunter epic quest, speak with Trainer in Jordheim)
Stealth items: (+18 total)
+4 Ghostly Cloak (level 44+ one drop from Ald the Bruce in Yggdra Forest)
+4 Webbed Shadow Helm (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 Crafted Darksteel Boots (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+3 Faceted Insect Eye (level 30+ group to obtain in Spindelhalla from Stingers or Terra Crabs)
+2 Darksteel Necklace (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+1 Kobold Bone Ring (level 25+ group to obtain in Vendo from Svendos/Vendo Yowlers)
The best suits of studded armor that are dropped come from either Spindelhalla (level 35+ groups for AF 92, 89% quality, 25% bonus), or Vanern Swamp (level 43+ groups for AF 98, 90% quality, 25% bonus). The Supple Serpent-Hide from Vanern Swamp is no longer as rare since the hagbuis now appear at daytime in additon to nighttime. However, it still takes considerable time to assemble a full suit.
Note that so far, no one has been able to get more than +10 from items into a skill. Theoritically, no one will be able to get more than +11.
13. How do I use a bow? How do I use Critical Shot?
In order to easily switch between weapons, you will need to put both into your hot bar. Left click on a weapon, and drop that icon into an empty slot of a hot bar. It will not drop the weapon on the floor or otherwise move it. Now you can click on that button in the hotbar to equip your weapon. Most Hunters put their spear button (and styles) in one set of 8, and put their bow (and crit shot with other stuff) in a second set of 8.
To fire a bow:
1. Target the monster/player.
2. Equip the bow by hitting its hotbar button.
3. Tap the bow button again to nock an arrow. A message indicating how much time till you can fire (as well as if the target is in range) should appear in orange.
4. Tap the bow button again to activate auto-release of arrow when you are ready. This saves valuable fractions of a second by avoiding latency issues.
5. If you want, tap the bow button a third time to activate auto-release and auto-nock another arrow against the same target.
To fire a critical shot, you must drag your critical shot icon from the abilities page into a hotbar slot. Instead of clicking on your bow to nock an arrow, click on critical shot to nock an arrow. If you click on critical shot again, you will switch to a normal shot. To auto-release and auto-reload, click on your bow (not critical shot) icon instead. Aside from nocking, critical shot is just like normally using a bow.
14. Why is my critical shot not working? Why can't I critical shot orange/red/purple monsters?
You cannot critical shot anything whose level is greater than your bow skill (not your character level). Although this will not raise your bow damage by much, having a bow skill above your level does allow you to critical shot orange, red, and in extreme cases, even purple monsters. The only way to achieve this is through items, the easiest to obtain being the Bowman's Gloves (+1 bow) in a level 11 quest, and the Heart Finder Bow (+3 bow) quest at level 30.
You also cannot critical shot an NPC who has aggroed (which obviously includes hand to hand fighting). You must fire the shot before it aggros on someone. If it aggros before the shot lands, this does not affect the damage.
You also cannot critical shot any players who are in combat mode. It is also important to note that any player who has "engaged" you has a good chance (95%) of blocking your arrows. The extreme consequence of this is that critical shot will be used less and less in RvR as players become aware that they immunize themselves to critical shot simply by walking around in combat mode. It costs them nothing, and always works. For this reason, I do not reccomend using critical shot unless you are at Critical Shot IX, where the extra fraction of a second is negligible if wasted, but the payoff is great if it works.
Typically, Critical Shot is only guarenteed against other archers shooting, casters casting a spell, and bards/minstrels with instruments.
15. Why can't I charm animals? How does charming work?
The formula to charm animals has been shown to no longer follow the previous model of thought. Instead, the Hunter's character level appears to set a base value, and the spec level in Beastcraft modifies this by an amount. It is unknown if the upgrades to the charm spells have additional effects beyond the higher Beastcraft level. It is known that raising Beastcraft above spec level 35 does raise the level of what a Hunter can charm.
The current theory is that Hunters can charm a pet equal to a base 80% of their character level, and spec levels of Beastcraft relative to the character level shift this up or down. Currently, there are two data points which can be reliably confirmed through test Hunters:
Level 44, Beastcraft 35, level 36 pet
Level 48, Beastcraft 43, level 40 pet
Note that these spells work in rather odd ways. I have found that the Call of Gleipnir will work on anything using a bear, wolf, cat, frog, badger, or rat model, but will not work on humanoids or snakes. I have also found the Compel Insect spell to work on ants, crabs, spiders, and even arachites.
16. Can my Hunter solo? How can I do it?
The answer is yes (and quite well once a Hunter hits level 40+), there are several spots (I have been shown more than I can mention) in the game where monsters are either:
1. Casters
2. Weak to slashing weapons
3. Vulnerable to pathing bugs
Otherwise, if not available, you will have to solo "normally". In general, do this only as a last resort, it is usually safer and faster to group. Power regenerates much faster than hit points when you are high level. Hunters are not the best class to solo with because of their poor armor factor and lowered absorbtion.
Shooting yellow or blue monsters with arrows and then meleeing them to death is viable, but as you gain levels, you will spend more and more time healing because even a near dead yellow can kill a hunter at levels 30 to 40.
The key is probably having orange or red equipment, and picking your targets. Slow moving monsters, archers, casters, or anything weak to slash/thrust damage are the best targets, letting you get the most arrows into it before it closes in for melee. You should avoid anything that is fast, roots, casts a DD, is resistant to lash/thrust or calls for help. Typically, this means avoiding Arachites, drakes, etc., etc. Unfortunately, there is no one target that has all the best attributes, as bears are slow and vulnerable to slash, but have a lot of hit points. Cats are vulnerable to slash and don't call for help, but are fast.
The best thing to do is find a spot where you can take advantage of the pathing of the monster. There are several places to do this in the higher level dungeons, but finding the right one for your level is difficult. They are rare, and at any given level, you may not have such a spot. These places are incredibly fast experience (better than a group), and incredibly safe (assuming you are fully specced in bow, and almost fully specced in spear and beastcraft). If not, you may die due to a randomly high level spawn. Otherwise, you may have to hunt like most other players.
Usually a solo'ing hunter will find the max range of his bow (using the longest range arrows and heaviest damaging arrows he can afford easily) and pelt the target with arrows. Inbetween shots, he can click on the "attack" button for his pet to try to get the pet to input some extra damage. Once the monster closes, the hunter/pet team tries to melee the monster to death as quickly as possible with styles to conserve hit points.
Choose a target carefully and stealth yourself when resting to avoid being ambushed. solo'ing appears to be all about being careful.
17. What are my skill/stat/AF caps?
All statistics on your character have level based limits to them, known as caps. Your stat caps are easy to calculate, you need to find out what your "base" stats are counting in the points you gain from leveling. The easiest way to do this is via math, but you can also find out by stripping your character naked. In order to find out how many points you have gained from leveling, do the following:
1. Take your character level and subract 5 (to account for the newbie levels that did not give stat points).
2. Divide this number by 1, 2, or 3, depending on whether this stat is raised every 1, 2, or 3 levels. Make sure you keep track of fractions, they are important.
3. Round this up no matter what the fraction is. Even if it is 1/3rd, round it up.
4. Add this number to whatever your stats were at level 1, after character creation.
In order to find your stat cap for the level, simply add your character level to the result of step 4 (which is your "naked base" for that level). Thus, Kobolds will always have a higher DEX/QUI cap than a Norseman or Dwarf, but this does not mean they are better Hunters. The WeapSkill and WeapDam caps are what affect damage, and they appear to be evenly capped according to level, with no consideration towards race. All races of Hunter appear to be equal once they hit their WeapSkill and weapDam caps.
Like stats, your WeapSkill and WeapDam are also capped by level (and in the case of WeapSkill, by class). As mentioned previously, your WeapDam (one possible percentage multiplier) is capped by level / 3 rounded down, until you hit level 36. Then the next raise is at level 40, and possibly 45 and 50. WeapSkill does not have an easy formula for, it appears to be based solely upon your character level & class and your weapon spec. Having weapon specs above your character limit WILL raise this, but not by much. I have always had 44 bow skill with items. When I gained level 41, my bow WeapSkill cap was 946. At level 42, it was 967. And at 43, it is 996. The uneven gains are not related to my DEX because I have always gained 1 pt. per level.
According to Camelot Herald, armor factor reduces the damage taken from a hit. Absorbtion therefore must be the chance that a blow is completely negated, even though it actually "hit". Lastly, there are defensive skills such as evade, parry, and shield that also cause hits to be negated completely. Hunters receive Evade I, and although Hunter DEX is excellent compared to any Viking based class, they do not receive parry, any shield spec, nor do they get the heavier AF and absorbtion of chain armor. Thus a Hunter will always be inferior to the Viking based classes (and chain wearing classes) on defense.
Bonuses from skills are capped by your character level. The formula appears to be character level / 5, rounded down, plus one. I can confirm the cap jumps from +8 to +9 at level 40, and +9 to +10 at level 45, as well as all levels below this into the twenties. It remains to be seen if the cap raises to +11 at level 50.
18. How does my Hunter compare to Scouts/Ranger? what about Thanes/Warriors/Beserkers/etc.?
There are two main differences I have seen between Hunters and the other archers. Against Scouts, Hunters have a very slight shorter range (not noticable), and a much faster draw time on their bows. While most high level hunters can shoot off arrows in 2.7-3.3 seconds and critical shot in 3.2-4.0, high level Scouts appear to be stuck at 4.0 second and 4.8 seconds for critical shots with powerful bows. Scout damage is almost the same as Hunter's, although their level 50 bow is supposedly (i.e. non-confirmed) a powerful monster compared to Midgard's fast level 50 bow.
Note that shield specced Scouts are extremely superior to Hunters in melee combat. While a Hunter can hit for a lot of damage and swings very fast, this is completely negated by the extreme ease by which a Scout can stun. Oddly enough, most Scouts do not realize the power in hand to hand combat their class possesses, although test Hunters have encountered Scouts who have aptly demonstrated that it is possible. Again, a Scout with 39 bow, 50 shield, 39 blade, and 16 stealth was more than able to destroy a Hunter with 39 bow, 50 beastcraft, 39 spear, and 16 stealth. Be warned when entering melee combat.
Against Rangers, again, Hunters have an even smaller range disadvantage. Draw times are practically identical. But where Rangers have a very slight advantage with their DPS buff (which does not give full benefit to bows, in fact, it is quite minimal from personal experience), Hunters have an extreme advantage in melee combat. Rangers Have 4 ways to increase their melee damage:
1. Raising weapon skill.
2. Raising celtic dual skill.
3. Casting a self-DPS buff
4. Casting a DEX/QUI buff and/or STR buff
The problem Rangers face is 3 fold:
1. Their weapons have less DPS than Midgard spears.
2. Their weapons do not have an innate 10-15% bonus for being 2H
3. Their weapons are too fast, and will not fully benefit from the DEX/QUI buff
Compared to an equally level Hunter, method #4 can be eliminated since both classes receive it, but the Hunter benefits far more than the Ranger. While the Hunter does not receive method #3, he does have the 2H bonus damage, which also eliminates #3. Lastly, the Hunter has only one weapon skill to train in, whereas the Ranger must spread points among 2. If this did not cinch it, Hunters can have a pet, which deals out substantial damage if properly buffed using Feral Spirit.
However, Hunters have a very poor WeapSkill cap compared to viking based classes, ensuring that they will ALWAYS hit for less damage per hit than a viking base. At level 41, I am capped at 946 WeapSkill for my bow. My DEX/QUI buff hardly raises it much since I already hit the limit. However, a Warrior at the same level has an UNBUFFED WeapSkill of well over 1000. When buffed with a STR buff, it exceeds 1100. This possibly explains how Warriors deal out much more damage per hit than even full max specced Spear Hunters. The stats are not in our favor, our class not only has a lower ceiling, but our weapon requires +2 of STR/DEX to add the same amount of WeapSkill as just +1 STR for a Warrior's sword.
The Same applies to AF. My AF cap unbuffed at level 41 is around 420, there was an anomaly I am investigating, but it was safely around that range. My buff used to add +49 AF, but the cap for my level was 468 with buffs. Even Healer AF buffs cannot broach this limit. However, the equal level Healers and Warriors I group with (in full Twilight mail) have AF's of over 520 when buffed. Initially, the Hunter AF buff is enough to surpass the Warrior cap, but eventually the caps overreach the AF buff. Hunters will always have a poorer AF and absorb than a viking based class (even beserkers because their caps are higher).
19. Do I need to become a fletcher?
The answer is no. While fletching will appear to save you money, it also takes time. And that time can also be spent making more money. If you do not want to, you do not need to fletch, arrows appropriate for your level are easily bought for insignificant amounts of silver. It it's not petty change, then it's probably not needed for your level. Eventually, monsters drop well over 1 gold in coins a kill and you can easily afford as many footed flight broadheads as you want. The benefits of fletching are typically the ability to make your own bows up to level 35 (when it is better to get dropped bows, this may have already changed with the recent trade skills patch). The other benefit is that broadhead arrows do not require a lathe, and the components weight less than the arrow itself. Many kobolds will carry components and fletch in the field.
The rumors of store bought arrows doing less damage than player fletched arrows are false. Tests have shown that arrows may have quality (influencing consignment rewards), but that this has no impact on damage, or range. In addition, regardless of quality, you may mix up stacks of arrows, further supporting the theory that the game does not track this.
20. How many bonus skill points do I get past level 40?
Hunters receive twice their (new) level in skill points when they gain a level. Mythic changed this system to include bonus points for levels 40-49. Because experience gain for level 50 is approximately equal to the experience required to gain levels 48 and 49 put together, it has not yet been shown that 50.5 exists, although it is possible.
When you are half way between levels 40 and above, you will reach what is termed a "half-level". Your experience and death counters are reset and you cannot fall below this half-way point. You will also receive skill points equal to half what you originally received for that level. In this example, upon reaching level 40.5, you will receive 40 skill points instead of the original 80 you received for level 40 itself. This brings up the total number of skill points to 2534 + 445 = 2979 (levels 1 through 5 as a rogue do not give x2 skill points, but rather x1).
If level 50.5 exists, this total is actually 3029.
21. Will I be able to respec my points? What if I mess up? What if I changed my mind?
Sanya has posted that Mythic is interested in allowing players to respec, but they want to do it in a way that is not abusable. Given time, this ability will probably be introduced. If you mess up your hunter, you will probably be able to correct the situation.
22. Do Hunters auto-train in anything?
The answer is no. Hunters do not auto-train in any skill. While other classes such as Armsmen and Shadowblades may confirm their auto-training, Hunters as a class do not.
Addendum: Misc. infobits
Sanya's Interview with OfCamelot.com
forums.ofcamelot.com/mbb/...ives=&st=1
Sanya's post on archer abilities
vnboards.ign.com/message....&replies=3
Archon's post on max speccing
vnboards.ign.com/message....t=19194952
Dave's post on the effects of quality on armor
vnboards.ign.com/message....t=19452724
Matt Firor's post on volley/longshot
forums.interealms.com/cam...readid=739
Sanya's post on respeccing
vnboards.ign.com/message....t=19980173
Camelot Herald has many dev postings on game mechanics:
www.camelotherald.com
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farslinger
Posts: 43
Registered: Nov 01
Date Posted: 12/28 2:05pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Branin,
Man, I really appreciate your work. You know why we are so feared sometimes. Because we work at it!! This is the board to go to for results - stay away from that mire of griping and backbiting that is the dev. board. You guys make me the success that I am. Thanks again Branin.
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Zenya
Posts: 194
Registered: Jun 01
Date Posted: 12/28 2:20pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
great read
tag
Z
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Nafgar
Posts: 21
Registered: Dec 01
Date Posted: 12/28 2:42pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Awesome!
On 2.3 you should but the epics up in the item listings. Just a suggestion.
Nafgar[CC]-245k RP
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Triskal00
Posts: 17
Registered: Oct 01
Date Posted: 12/28 2:52pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 3:45pm (1 edits total) Edited By: Triskal00
From section 7.
"I have seen items in game (I actually have them all) that add up to +10 composite bow skill, making anything after 40 bow skill just wasted points for now (see questions 6 and 7 below). I've seen items in game that add a total of +14 stealth, and I am sure there are more. There's no point in going beyond 40 Stealth (and possibly 39) at the most since Archon has also mentioned that going over your character level does nothing, as well as going over 50 points in a skill. And lastly, I've seen only a few items in game that add a total of +6 (only +4 if you want to use the bow bracers) spear. There IS a reason to go 50 spear if you want the last style."
I believe we have proven this to be inaccurate, correct? At level 46, with 39 bow skill (49 with items), my weapSkill raised 12 points by training bow to 41 (51 with items). Someone also posted about weapskill changing based on equiping/unequiping the Spind gloves while their bow skill never dropped below 50.
EDIT: didn't mean to detract from the overall greatness of this informative faq. Wonderful job collecting this info.
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Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 12/28 3:15pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 3:41pm (1 edits total) Edited By: Branin
Very correct Triskal, I forgot to edit this section.
- Weapon skills above your character DO help your damage in a very small way. Similarly, weapon skills above 50 also help your damage, despite anything the dev's say. This may be a bug, and may be changed.
- I also fubar'd up all the "see question #..." by forgetting to edit them. Unfortunately, confused readers will have to simply figure out which section is most relevant.
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hkschen
Posts: 5
Registered: Dec 01
Date Posted: 12/28 4:36pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
How neglible is the 10 str the norseman has in terms of weapon damage? Is it correct that it would translate into 10 more weaponskill? Just trying to determine how much more damage it would do vs. the ~50 hp the dwarf would get through constitution.
How easy would it be to get to 180 qui using the 62 dex/qui buff instead of the 75 one? Also is it true that with higher beastcraft, you would get more than the listed dex/qui than the buff lists?
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Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 12/28 7:29pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
At level 45, the STR gives around approximately 1.5:1 or so per point of STR, so the 10 STR gives 14 WeapSkill. This is extremely small, since WeapSkill for spear is already at 784 when fully buffed DEX and STR wise. Assuming our formulas for the damage multipliers are still valid (and so far, they seem to hold based upon our limited testing), this is practically nothing. 784 WeapSkill divided on an average hard target of 520 AF is practically the same as 770 WeapSkill over 520 AF. It's about a 2% difference.
If you are shooting for the 180 mark using the second best buff, then it has been shown that the buff does NOT give +62 DEX/QUI, it gives +77 DEX/QUI instead. The DEX/QUI buffs give 122-124% of what is listed in the delve command (the latter 2 being 124%). With that in mind, at level 50, a Norseman with 60 QUI at level 50 would be 83 QUI naked. Add in +77 from the buff, and he could hit 160 QUI. You would then need +20 QUI from gear, but that is extremely easy to get just wearing Supple Serpent-hide (I would assume player enchanted is also equally possible eventually).
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hkschen
Posts: 5
Registered: Dec 01
Date Posted: 12/28 7:50pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 12/28 7:59pm (1 edits total) Edited By: hkschen
Then would there be a reason to get the last dex/qui buff? If 180-230 seems to have no difference, and the weaponskill cap has already been reached, what would be the point?
Also, would you need the last AF buff to reach your AF cap?
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Frater1
Posts: 2
Registered: Dec 01
Date Posted: 12/29 3:51am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
One word ... THANKS !!!
Amazing job !!
Frater Sinister - Healer
Feidreiva - Huntress
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vn_cuch
Posts: 645
Registered: Sep 01
Date Posted: 12/29 2:47pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Branin,
Excellent post.Really top notch.
Fools.
-----signature-----
Fools the Hunter
Morgan Le Fay
Rank 2 Lvl 9
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Severian_
Posts: 355
Registered: Jul 00
Date Posted: 12/30 8:57am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Incredible work, Branin, thank you.
"Rank 2 is attainable at ~7,500 realm points, while Rank 2 is attainable at ~62,2500 realm points."
Is that 62,250 or 622,500?
If it's in that range I would almost expect it to be 65,536 (2^16).
-----signature-----
Historical Norse Names:
www.geocities.com/TimesSq...celand.htm
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blackdragon333
Posts: 14
Registered: Dec 01
Date Posted: 12/30 9:42am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
-nice informative post.
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Bazazu
Posts: 266
Registered: Oct 01
Date Posted: 12/30 11:41am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
62,500 rps for rank 3
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Pelaka
Posts: 5
Registered: Dec 01
Date Posted: 12/30 12:45pm Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Great information. The only question I have is you talk as if DPS and your WeaponDamage stat are two different things. However, from what I have seen your WeaponDamage always "equals" the DPS of your equipped weapon unless you are at your level cap. By "equal", I mean that a DPS of 7.3 would read as 703... it seems to display the decimal point as a 0. You talk about them as different things... am I missing something?
Pel
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Branin
Posts: 1,204
Registered: Dec 99
Date Posted: 1:33am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
I believe that is untrue. I was using a Seafarer's Trident for testing and it's DPS is 13.6 (I believe). My WeapDam was 1408. I also see no relationship between my WeapDam and my DPS when I start to use Iron and Steel weapons, although they are close.
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Lemo
Posts: 52
Registered: Dec 01
Date Posted: 1:47am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer) - Date Edited: 2:15am (1 edits total) Edited By: Lemo
branin,
based on tests that i and several other people have done, the bonus for two-handed weapons is in fact 25%. feel free to test it yourself, if you want to be "sure" of this before updating your faq.
regarding weapon spec level vs character level, going above your level does (at least) two things. it increases your weapskill value, as you have already pointed out. however, it also increases style damage. only recently has weapon spec level affected style damage. with a level 28 berserker, going from 28 to 33 axe increases my axe style damage. i have to raise left axe spec if i want to improve left axe styles.
again, i don't know what happens if you for example increase stealth spec over your level. it may do nothing.
since bow spec affects shot damage, you should be able to easily test whether or not going above 100% bow spec does anything. either your damage will go up, or it won't.
lemo
ps. i have to echo pelaka's post regarding dps and weapdam. my testing has shown dps and weapdam to be the same thing (with weapdam's last two digits reversed, and resulting number divided by 100).
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WolvenSpikefeather
Posts: 29
Registered: Dec 01
Date Posted: 2:21am Subject: RE: Hunter FAQ, v2.2 (with +28% more holiday cheer)
Hmm. Just one comment about quickness. As far as I have been told, the quickness modifier for melee weapons has not been implemented yet. But for bow it as. And it modifies bow alot.
At level 40, I have a self buffed dex of like 197 and quickness of about 161 (need to get that cloak from gruff). My draw time on a darksteel crafted normal shot is 3.0 sec. Another hunter I talked to today, with a 186 (I think) capped quickness shaved .3 sec's off the shot time to 2.7 sec. While there is a cap, it's not that easy to hit, unless you find alternative armor/gear with lots of quick stuff.
I'm wearing full lattice, double darksteel bracers, darksteel necklace, fimx (heh), darksteel ring, darksteel belt (think that is it, +7 con/str) and Stone of cold fire, black silken cloak (soon to be upgraded to Gruff cloak with +6 evade +10 quick).
Hm. other stats. 100 str (put none into str upon creation, and I'm a kobold), 83 con, 196ish buffed dex, 161 quick.
My template will be like 42 bow, 39 spear, 35 BC and 37 stealth. with bonuses everthing will be into the 40's with bow over 50.
Just my stuff. Great faq.
Though Kobold hunters rule. I really don't think we are any weaker at higher levels. Str stuff is SO easy to get.
-----signature-----
Wolven Spikefeather, Kobold Hunter
Grunch Crunch, Troll Warrior
Percival, DAoC
Guardians of Niflheim
Thant, Thant Magi, Magi Prime (AC/MT) Braggdor Ebonheart (EQ/TZ)-Retired