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Fix ranger's bow damage

Discussion in 'Champions' started by xCools, Feb 27, 2019.

  1. Why does a fully charged bow shot with ranger only do 5 damage? Also a max sharpshooter shot only does 8 damage. Pls fix this mineplex
     
    Posted Feb 27, 2019
  2. To answer your question on why, it's a bug that happened when assassin's bow damage was reduced by 37.5% (an intended balance), and somehow carried to ranger's bow damage unintentionally

    QA is aware of this afaik
     
    Posted Feb 27, 2019
  3. they seriously couldn't code it to check if the player was wearing leather armor smh
     
    OP OP
    OP OP Posted Feb 27, 2019
    Ender Rivka likes this.
  4. Let's not assume things. Champions is a very complicated system it's not as simple as "checking if a player has leather armor". Either way, it's unintentional and QA will have the bugs fixed when the next update comes out.
     
    Posted Feb 27, 2019
  5. Which will be like in 10 years.
     
    Posted Feb 28, 2019
    Crash and Veans like this.
  6. I wouldn't bet on it given how long some of the other glitches have been around. Although surely this can't be too difficult to fix.
     
    Posted Mar 1, 2019
  7. Recently they made an update and reverted the ranger bow damage back to normal. So, now it will be easier to kill people while using ranger! Enjoy playing with it!
     
    Posted Mar 5, 2019
  8. Well, I would like to make this "official" by telling you that these unexpected changes were reverted bac to the normal ranger damage! The changelog was announced a couple of days ago but if you would like to keep up without updates you could join our discord! The discord server link can be found here!
    Enjoy using ranger!
    CaptainPigmans
     
    Posted Mar 23, 2019
  9. No... it literally is. Bow damage being different depending on the class is as simple as these:

    a try catch statement

    if (kit == Assassin)
    bow damage = 5
    else
    bow damage = 8

    making bow damage private to each class (assuming code for abilities, stats, etc. is separated into different classes, which honestly, considering issues MP has had, it probably isn't)

    Testing range damage in the testing server (before the patch was pushed to live servers_

    having separate values for ranger and sin bow damage

    manually giving either class a specific bow damage value in main (See the if statement), this isn't ideal, but its better than current

    Or... literally checking what type of armor (or kit values for the /skill kit GUI interface) the player is wearing, and then setting the bow damage to be a certain amount depending on if they are wearing chain, leather, or other (for edge cases)
     
    Posted Mar 23, 2019

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