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[3.5] Archers nerfed! Meleers/Spellcasters rejoice!
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<blockquote data-quote="Elder-Basilisk" data-source="post: 918415" data-attributes="member: 3146"><p>Actually, it's very different.</p><p>+2 holy shock bow (50kgp) and 100 silver arrows, 100 normal arrows, 100 adamantine arrows, 100 cold iron arrows, and a scroll of greater magic weapon</p><p>Total: probably not more than 60 kgp. And that's enough for the archer to deal equal damage to several different kinds of DRs.</p><p></p><p>+1 silvered adamantium holy shock greatsword (44kgp or so)</p><p>and a +2 cold iron holy shock greatsword (probably 50kgp or so)</p><p>Total: probably 94kgp</p><p></p><p>So, the price for the archer to be able to beat any combination of DR/silver, DR/good, DR/Adamantium, DR/Magic, and DR/Cold Iron is roughly 60% of the price for a melee character to be able to do the same thing (the melee character also needs the Quickdraw feat as well).</p><p></p><p>And for every new DR added (DR/Jade, DR/wood, DR/hemp, DR/moldy cheese), the price for the melee character to stay equally effective goes up by 50kgp or so while the price for the archer to stay equally effective goes up by probably no more than 9kgp (for 50 arrows of that particular type)</p><p></p><p></p><p></p><p>That's precisely my argument. (Although DR 10/anything the archer can't beat) is a lot worse for most archers (cleric archers with Divine Favor active at a high caster level excepted) than for most melee fighters. The melee fighters usually can switch their weapons to two handed grip (str x 1.5) and power attack in order to minimize the effectiveness of such DR (it often goes down to absorbing one third to half the damage of each attack). Archers, OTOH, are often reduced 66%-90% in terms of damage/round by DR 10.) Even so, I wouldn't say it helps the archer. I'd say it hurts the archer much less than it hurts the melee fighter.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 918415, member: 3146"] Actually, it's very different. +2 holy shock bow (50kgp) and 100 silver arrows, 100 normal arrows, 100 adamantine arrows, 100 cold iron arrows, and a scroll of greater magic weapon Total: probably not more than 60 kgp. And that's enough for the archer to deal equal damage to several different kinds of DRs. +1 silvered adamantium holy shock greatsword (44kgp or so) and a +2 cold iron holy shock greatsword (probably 50kgp or so) Total: probably 94kgp So, the price for the archer to be able to beat any combination of DR/silver, DR/good, DR/Adamantium, DR/Magic, and DR/Cold Iron is roughly 60% of the price for a melee character to be able to do the same thing (the melee character also needs the Quickdraw feat as well). And for every new DR added (DR/Jade, DR/wood, DR/hemp, DR/moldy cheese), the price for the melee character to stay equally effective goes up by 50kgp or so while the price for the archer to stay equally effective goes up by probably no more than 9kgp (for 50 arrows of that particular type) [b][/B] That's precisely my argument. (Although DR 10/anything the archer can't beat) is a lot worse for most archers (cleric archers with Divine Favor active at a high caster level excepted) than for most melee fighters. The melee fighters usually can switch their weapons to two handed grip (str x 1.5) and power attack in order to minimize the effectiveness of such DR (it often goes down to absorbing one third to half the damage of each attack). Archers, OTOH, are often reduced 66%-90% in terms of damage/round by DR 10.) Even so, I wouldn't say it helps the archer. I'd say it hurts the archer much less than it hurts the melee fighter. [/QUOTE]
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[3.5] Archers nerfed! Meleers/Spellcasters rejoice!
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