More selfish requests... :p
As your probably aware I like using my bows over swords, for a variety of reasons, mainly the emphasis on a bow only being useful if you can manage to hit your opponent, and therefore skill garunteeing victory so long as you choose the right location. But I've found that it takes too much durability from my good bows to be worthwhile.
The numbers behind why bows are not effective as of now...
As it is, with a power 4 bow, it is the second strongest bow in Minecraft, only 5 damage weaker than a power 5 bow, yet only power 5 cannot even three hit kit fight. I've enchanted 4 bows at lvl 30 and have yet to get power 4 and flame at the same time, and as the anvils at spawn cannot be used by players without building rights at spawn, I have to get it from a single enchantment. The odds of this are 37.5% so I'm just misfortunate in that aspect, but ONLY people with build rights at spawn can get power 5, keep this in mind.
As I hit targets from 120 blocks away in most cases, the flight time per shot is ~2.8 seconds, I watch for a moment, taking note of direction, and getting a feel of how my arrow's shot will land within its conicular 13.75% spread, which without any compensative measures taken into account, means a 8.9 x 9.6 block area is were my arrow will hit, and I must make sure a moving target lands at a randomly chosen 1 x 1 x 2 portion of this rectangle, 2.8 seconds after I take my shot. I also must be aware that as a sniper, only my first shot has the, for lack of a better term, "Element of Suprise", and my second shot may too have that, assuming they are not overly faith at I on a lot aware. Though uncommon, the third hit may be apon an unsuspecting target, and extremely rarely will I have the opportunity to fire a fourth shot before I have to change positions on the map entirely. As a result, with even the best bow I can legitamently obtain, it takes all four shots to kill a kit fight user. As I said landing four hits before being spotted takes an insanely inexperienced target, and extreme amounts of luck, as there is a 70% chance of me missing the shot entirely, which tells them the direction the shot came from, and immediately blows my cover. As it is now, even with my absurd, and unexplainable ability to be able to consistently predict the randomly generated path of the arrow, and landing all four hits, killing my initial target, and wounding a second target before having to change positions to avoid being surrounded, I still can't kill a team of 2 or more players as the second player is likely to see my second shot.
My selfish solution to the pointlessness of sniping...
There are plugins that can detect were the arrow hit the target and return a digital broadcast similar to that of a crit from a sword. You could use a similar plugin to cause being shot in the eyes to give blindness, to be shot in the head to cause a critical hit damage, which does a portion of bonus unlockable damage, potentially allowing power 4 to one shot players in kit fight with a headshot, legs to cause slowness, and stronger slowness from the kneecaps, rending them susceptible to a headshot in their weakened state, weakness from being shot in the arm, and reducing the durability of armor by hitting it in its weak spots, I.E. the point on a chestplate wear the shoulder plates are joined to the breastplate and back plate, and even causing the target to drop their weapon if they are shot in the hand... And seeing as your face, and neck, and arms are exposed, even when fully equipped with armor, hitting the unprotected areas could bypass the armor ratings altogether? I'd enjoy the one shorting everyone from just outside their render distance.... But I think this raw, in balanced version of my idea would only benefit me, as I'm the only long range sniper I know of on minevast... Just some ideas, though I'd love to see them implemented :-D
Edit: The anvils at spawn do work, but unfortunately it isn't reliable, I combined 3 bows, and once I noticed my exp was gone, but the combinations were reverted, I relogged only to find that 2 of the three combinations went through, gf 11 more levels to this bug... And I had baselessly assume it was a build rights problem, but instead there is something else wrong causing anvils not to work 100% of the time, please investigate... And as a human being I still want the advanced hit detection plugin so that way I can 1 hit people in kit fight, and 10 hit players in p4 diamond... Assuming they are all headshots with a single legshot to start the battle to prevent escape and make the other 9 hits more likely to land.... But as the impartial, distanced voice of equality I pretend to be, I think headshots need to deal crirt damage, and that the other critical types should have a % activation chance based on the distance the further the shot, the higher the chance, as most people cannot hit their targets from 30 meters if they are moving back and forth... And also scaled down for the over powered effects, but the blindness from a <<Bullseye>> should be 100%, after all, your hitting a 2 x 1 pixel target from at minimum 6 blocks away, at maximum 200 blocks away, that should be worth attempting... As for legs, perhaps 30% chance? After all, ~70% of legs are fat and marrow storages, or bones if you call them that, and only a few places, such as main arteries and the tensions in your kneecaps, would cause terminal damage to the limbs... And the arm shot should only be 20% max, after all, the only crucial areas are once again main arteries on the inside of your elbow, the tensions in your elbow itself, and your should... The rest is muscle, and in some cases fat storages, as in non essential for limb functionality tissue.. :-P
As your probably aware I like using my bows over swords, for a variety of reasons, mainly the emphasis on a bow only being useful if you can manage to hit your opponent, and therefore skill garunteeing victory so long as you choose the right location. But I've found that it takes too much durability from my good bows to be worthwhile.
The numbers behind why bows are not effective as of now...
As it is, with a power 4 bow, it is the second strongest bow in Minecraft, only 5 damage weaker than a power 5 bow, yet only power 5 cannot even three hit kit fight. I've enchanted 4 bows at lvl 30 and have yet to get power 4 and flame at the same time, and as the anvils at spawn cannot be used by players without building rights at spawn, I have to get it from a single enchantment. The odds of this are 37.5% so I'm just misfortunate in that aspect, but ONLY people with build rights at spawn can get power 5, keep this in mind.
As I hit targets from 120 blocks away in most cases, the flight time per shot is ~2.8 seconds, I watch for a moment, taking note of direction, and getting a feel of how my arrow's shot will land within its conicular 13.75% spread, which without any compensative measures taken into account, means a 8.9 x 9.6 block area is were my arrow will hit, and I must make sure a moving target lands at a randomly chosen 1 x 1 x 2 portion of this rectangle, 2.8 seconds after I take my shot. I also must be aware that as a sniper, only my first shot has the, for lack of a better term, "Element of Suprise", and my second shot may too have that, assuming they are not overly faith at I on a lot aware. Though uncommon, the third hit may be apon an unsuspecting target, and extremely rarely will I have the opportunity to fire a fourth shot before I have to change positions on the map entirely. As a result, with even the best bow I can legitamently obtain, it takes all four shots to kill a kit fight user. As I said landing four hits before being spotted takes an insanely inexperienced target, and extreme amounts of luck, as there is a 70% chance of me missing the shot entirely, which tells them the direction the shot came from, and immediately blows my cover. As it is now, even with my absurd, and unexplainable ability to be able to consistently predict the randomly generated path of the arrow, and landing all four hits, killing my initial target, and wounding a second target before having to change positions to avoid being surrounded, I still can't kill a team of 2 or more players as the second player is likely to see my second shot.
My selfish solution to the pointlessness of sniping...
There are plugins that can detect were the arrow hit the target and return a digital broadcast similar to that of a crit from a sword. You could use a similar plugin to cause being shot in the eyes to give blindness, to be shot in the head to cause a critical hit damage, which does a portion of bonus unlockable damage, potentially allowing power 4 to one shot players in kit fight with a headshot, legs to cause slowness, and stronger slowness from the kneecaps, rending them susceptible to a headshot in their weakened state, weakness from being shot in the arm, and reducing the durability of armor by hitting it in its weak spots, I.E. the point on a chestplate wear the shoulder plates are joined to the breastplate and back plate, and even causing the target to drop their weapon if they are shot in the hand... And seeing as your face, and neck, and arms are exposed, even when fully equipped with armor, hitting the unprotected areas could bypass the armor ratings altogether? I'd enjoy the one shorting everyone from just outside their render distance.... But I think this raw, in balanced version of my idea would only benefit me, as I'm the only long range sniper I know of on minevast... Just some ideas, though I'd love to see them implemented :-D
Edit: The anvils at spawn do work, but unfortunately it isn't reliable, I combined 3 bows, and once I noticed my exp was gone, but the combinations were reverted, I relogged only to find that 2 of the three combinations went through, gf 11 more levels to this bug... And I had baselessly assume it was a build rights problem, but instead there is something else wrong causing anvils not to work 100% of the time, please investigate... And as a human being I still want the advanced hit detection plugin so that way I can 1 hit people in kit fight, and 10 hit players in p4 diamond... Assuming they are all headshots with a single legshot to start the battle to prevent escape and make the other 9 hits more likely to land.... But as the impartial, distanced voice of equality I pretend to be, I think headshots need to deal crirt damage, and that the other critical types should have a % activation chance based on the distance the further the shot, the higher the chance, as most people cannot hit their targets from 30 meters if they are moving back and forth... And also scaled down for the over powered effects, but the blindness from a <<Bullseye>> should be 100%, after all, your hitting a 2 x 1 pixel target from at minimum 6 blocks away, at maximum 200 blocks away, that should be worth attempting... As for legs, perhaps 30% chance? After all, ~70% of legs are fat and marrow storages, or bones if you call them that, and only a few places, such as main arteries and the tensions in your kneecaps, would cause terminal damage to the limbs... And the arm shot should only be 20% max, after all, the only crucial areas are once again main arteries on the inside of your elbow, the tensions in your elbow itself, and your should... The rest is muscle, and in some cases fat storages, as in non essential for limb functionality tissue.. :-P
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