I might as well throw my own ideas into the pot.
Range revamp. (now that I've had time to play with less aim lag from a fresh install)
- Normal ranged attack DOES NOT TAKE PRIORITY anymore.
- Animation locks cut heavily for normal ranged attack (A bit for other ranged skills that have these similar animation locks, but I didn't notice/do not know what other skills besides normal ranged attack that have these animation locks.)
- Aiming at a target, then switching to a different target will no longer 100% reset your aim %. Instead, based on how far away from the original target, your aim % will drop some.
- Aim speed for elves normal ranged attack increased to 250%
- Normal ranged attack aim % to slightly effect the aim speed of the other range skills. This varies depending on the skill and your current rank of range attack will tell you these %s.
- Bow and Xbow mastery now slightly increase your aim speed with each weapon. For bows the aim speed goes up by an aditional 10% at rank 1. For xbows this is 15%
Urgent shot changed
Urgent shot no longer requires a manual firing and will stun the target instead of pushing it back. This stun is, at rank 1, 3 seconds long.
Final Shot fixed
Final shot no longer needs to be loaded, still increases the aim % of all ranged skills to 50% (at any rank). The skill now increase the aim speed of all skills by up to 15% at rank 1. Final shot now completely removes
all animation lock from the skills.
Spider Shot changed.
Spider shot no longer grants extra critical damage. Instead the base critical hit cap is increased for ranged skills (up to a max of an extra 25%)
Spider shot now holds the target in place for less time than before, but are held for more than one hit. This will be explained.
Rank F spider shot will hold a target for 3 seconds and will 'break' after a single 'knockback' skill, sending the target flying back, but will last for 2 skills that simply stun/pushback. (Elven range 2nd arrow does not count.)
Rank 1 Spider shot will hold a target for 8 seconds, last through 4 'knockback' skills, and last for 10 stun/pushback skills.
Other types of dmg, as melee or magic will still harm the trap.
You can now make better traps (NPCs will only ever sell the base trap) using more materials. Better traps will hold for .5-1.5 more seconds and handle a few more hits, but you need to be at a high enough rank to use them.
(Most just require a cobweb or two to be added to the trap, while others might require another spool of thin thread or tough thread.)
And last but not least, a new 'hidden' skill for elves.
Requires Apprentice ranger and Green Gunner OR Mage
Mana Arrow: Passive skill (can be turned on and off and will have a blueish arrow icon to show that it is on)
This skill will make the 2nd arrow fired from normal attack take up a small amount of MP instead of an additional arrow.
The skill gives 15mp and 5 dex, and costs 112ap
At rank F the 2nd arrow will be as strong as a normal arrow. Uses 3mp
At rank 9 the 2nd arrow will be as strong as a homemade arrow. Uses 5mp
At rank 5 the 2nd arrow will be as strong as a Fine homemade arrow. Uses 9mp
With the master title it will be as strong as a finest homemade arrow. Uses 10mp
The master title gives the above effect and 15 dex and 30mp.