I was playing AO when I realised that I wanted to make my projectiles last longer and my beams go further. I then decided that a new armor stat called range should be added to fit this desire.
How range works:
The more range, the further your projectiles go and the further beam or surge-like spells reach. This could work similarly to size, but more drastic and only in the direction of the cursor
Basically, it increases the projectile’s lifespan
Accessories that would have range:
arcanum stuff (light, plasma, and glass magics)
archer set
maria drops
Higher tiers of the following
glasses, goggles, monocles, hoods
New accessories
range amulets, ranger set (ranger coat, ranger hat, ranger boots)(they’re basically western stuff),
Enchants
reaching (tier 1 dark sea enchant, put on weapons, cannons, and armor)
scoping (tier 2 dark sea enchant, put on weapons, cannons, and armor)
A turquoise target logo would symbolize range as a stat
This stat could pair well with other stats such as power, size, or speed
Useless for Fighting Style Builds, limited use for weapons builds, and just not very good of a stat overall as you’re almost never fighting anyone—not even NPCS—at the end of your normal range anyways.
It could work as an affinity (it already exists, but only on Bows/Pistols/Musket).
As a stat it’s not reasonable due to the reasons stated by other users, but an affinity could cause the following changes:
Higher variety in how magics play out. Lightning and Sacrifice Magics could be speedy magics with reduced range and high damage, which would encourage them for close combat.
Explosion could have placed explosions that extend a fair amount, and seemingly infinite Pulsars, for the opposite gameplan of the above example.
A grappling hook-like fighting style could have low size, average speed and high range, which would make it decent for sniping with Crash, Blitz or Rush without having to invest into speed or size to achieve a similar effect,
The main problems of a range affinity are that it would not affect self-AoE moves like Devastate and that it’s simply not reasonable as a lot of skills and powers would need to be rebalanced to account for some edge cases.
Nice for theory talk, but will probably never happen. It’s one of those “now or never” changes such as allowing multiple files to be in the same clan (requires rewriting clan code which would delete all existing clans).
Idk, it also feels like it should be a gem substat, this projectile lifespan
Defense, size, power, attack speed and agility all have good reasons to be unique stats, even regeneration has some
But armor piercing and resilience, and range, feel like they’re better off being side effects of power, defense and size or speed rrspectively
Atk Speed and Agi do that already while having a more tangible effect on your gameplay than just “making attacks go further” which is not all that relevant on anything but Weapons because the base range of a lot of moves is already quite sizeable. This would be a niche stat nobody runs.
Some gun skills are specifically getting nerfed because their range was too high. I’m not sure giving players the ability to restore them to sniper-grade gank potential with high range builds is smart at the moment.
Most fights in this game take place at medium range where this stat wouldn’t do much or close range where it would be useless, unless one of the involved parties is running, but at this point agility has you covered.
The game is unable to register hits past a certain point which is not as far as you’d expect, making building Range as a stat highly unattractive (people will slap one Range enchant on their build and call it a day) and will not make its existence increase build diversity all that much.
“oh add this because i want it”
NO
THATS NOT HOW THE SUGGESTION WORKS
YOU GOTTA THINK FOR THE COMMUNITY, NOT JUST YOURSELF this got me so pissed that i typed all of that out while holding shift
this is useless on moved that dont have projectile lifespan
look at the other stats, at any circumstance they provide a benefit to the player
(except piercing you’re a good concept as power2 to be more effective against tanks but poorly executed)
this, does not provide benefits to the player if theyre playing anything that isnt projectile-based
as such, no.
an alternative is to just make attack speed affect projectile speed again (and change the code so the projectile despawns after traveling a certain amount of time instead of a certain amount of distance)
just apply amplified enchant on your magic at this point /j