Archer Shot

Weapon Strike
Base Max Level 5
Description
Skill Type
Target Projectile
Effect
1 (+4/lvl) dmg
Requirements
Required Weapon
Bow
Cost & Timing
Cast Time
0.8s
Range
8 yd
Damage
Damage
1 (+4/lvl)
Damage Type
Normal
Level Scaling
LevelDamage
11
25
39
413
517
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

  1. Variance: ×0.9–1.1
  2. Backstab (behind target): +10% | Rogue w/ Improved Backstab: +25%
  3. Level difference: ±2% per level (max ±20%)
  4. Slayer reduction (boss/elite → player): −slayerLevel × 10%
  5. Enrage (<25% HP, non-spell): Player +33% | Monster +50–100%
  6. Mitigation: −ceil(dmg × clamp(target.defense × 0.0005, 0, 0.9))
  7. Crit: on crit → 95% ×1.5 (normal) | 5% ×2.0 (super)
  8. 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