Archer Shot
Weapon StrikeBase Max Level 5
Description
- Skill Type
- Target Projectile
- Effect
- 1 (+4/lvl) dmg
{NAME}
Lvl {LEVEL}
Requires Bow{CASTRANGE} yd range
A ranged attack that inflicts {DAMAGE} physical damage on your target using your equipped bow.
Lvl {LEVEL}
Requires Bow{CASTRANGE} yd range
A ranged attack that inflicts {DAMAGE} physical damage on your target using your equipped bow.
Requirements
- Required Weapon
- Bow
Cost & Timing
- Cast Time
- 0.8s
- Range
- 8 yd
Damage
- Damage
- 1 (+4/lvl)
- Damage Type
- Normal
Level Scaling
| Level | Damage |
|---|---|
| 1 | 1 |
| 2 | 5 |
| 3 | 9 |
| 4 | 13 |
| 5 | 17 |
Mechanics
Damage Formula
- Pre-Mitigation
- Skill Damage + Ranged Attack Damage + DEX × 1.5
- Ranged Attack Damage
- (STR × 1.0 + bow + non-melee equipment bonuses) × (1 + passive% + buff%)
Damage Pipeline
- Variance: ×0.9–1.1
- Backstab (behind target): +10% | Rogue w/ Improved Backstab: +25%
- Level difference: ±2% per level (max ±20%)
- Slayer reduction (boss/elite → player): −slayerLevel × 10%
- Enrage (<25% HP, non-spell): Player +33% | Monster +50–100%
- Mitigation: −ceil(dmg × clamp(target.defense × 0.0005, 0, 0.9))
- Crit: on crit → 95% ×1.5 (normal) | 5% ×2.0 (super)
- Radiant Aether (15% chance on crit, consumes 1 item): ×3 on top → ×4.5 or ×6.0
Block/Miss Chance
clamp(
clamp(target.baseBlock + target.defense × 0.0001
+ buffs, 0, 0.8)
+ clamp((target.level − attacker.level) ×
0.005, −0.1, 0.1)
− attacker.accuracy
, 0, 0.9)
- Target moving:
- chance − 0.25, damage +10%
- Backstab:
- chance × 0.8
Weapon strike: attack interval = cast time + refractory period, where refractory period = clamp((weaponDelay − weaponDelay × haste) / 25, 0.25s, 2s). Haste has no further benefit once the 0.25s floor is reached. Can trigger weapon proc, generates rage on hit (25% of damage), allows action queuing during cast.
Learned by Classes