Quote from KillukiZaoldyeck;1264436:
Archery accuracy is different than Focused Fist.
Imagine that the bear is close to you (almost "kissing you"), you are aiming at 100% and you fails the shot, this is caused not because of the distance, but because the server was still aiming at 90%, you had a "real" failure percentage of 10%. Focused fist, on the contrary, if the target is really in front of you, then you will land the hit, as much what can happen is that the damage multiplier have not been applied correctly "because for the server you didn't fully charged the skill".
I knew how the Archery aiming worked, my questions was if Focused Fist's charging is client sided or if its server sided like Archery. Though from what you're describing, I think the real problem with aiming is something I haven't read people talk about yet (at least on Nation in the threads I lurk).
The issue doesn't seem to be missing at 100% or damage, it's missing and then being r***d because a monster is really close to you, with the exception of magic and other ranged talents which you really should be smart enough to cancel your attack and use evasion on. (Although I guess that statement isn't fair to people who aren't close to California.) That being said, instead of keeping aiming the way it is, instead of reducing the miss rate, instead of turning it into a damage multiplier- Why not just make like, 60% and up act like 100% if they are withing x and x+300 range, 80% and up be 100% if they are within x+300 and x+600 range, etc?
Back to where I was going with the Focused Fist thing.
I always sort of saw replacing archery's accuracy with some sort of damage multiplier was a lazy way to go about things. And either way, I would still find Archery really boring. I kind of was thinking of way to make Archery more fun to me, not that it actually has a problem in that aspect, there are plenty of people who already have fun in archery- But I thought, what if instead of there being any aim percentages, Archery skills become linear attacks like Focused Fist. Where max range you can hit is still controlled by skill ranks and bow, but you know how right now your max range also effects aim rate, things like that would be translated to how fast the range bar (like in Focused Fist) fills up. Attacks would be a linear AoE and penetrate more than one enemy they pass through (except Crash Shot which is also a non-Linear AoE after it splits). So aim rate would now act as the distance of how far you can attack, and if an enemy is within range of this, chance of hitting it would be 100%. If this is too OP, make it only go as far as the enemy you target and not past it, or make it go through multiple enemies and possibly past your target but with reduced damage for every target it travels through, with the closest target yielding full damage. This would only be possible if they correct and balance the directional attacking/charging and targeting together, but they kind of did that with Lightning Rod from what I understand.
This is all assuming Archery needs some kind of major gameplay revamp to make it more fun. It doesn't, I just wish it did because I really dislike current archery, coming from an Elf. Feel free to hate me for this, I would hate it too if someone said something similar to Genesis-Close Combat or Fighter or Magic, etc.