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So, no, having more mobs up represents a higher area-denial effect on the player, as they both body block YOU and their attacks cumulatively hit both a larger area, and more often, allowing less safe space and time for player retaliatory attacks.
Friendly mobs can not hit each other, and hostile factions is moot because they will kill eachother regardless of player interaction until only one faction is left.
We are getting off topic though, since you can "spread damage" more accurately with wood & flint as they allow more immediate and frequent inputs to to mob pile.
They are balanced. Just not in the way YOU want. I'm starting to gear with iron so I'll be making bronze arrow.
You have a 1 dimensional idea. People play differently. They aren't the best, they aren't bad. You can make them with a workbench lvl 1. Of course they are bad
WTF you on about?
Just because you don't understand the concept of balance, does not mean it doesn't exist.
Your logic is basically "♥♥♥♥ it, I don't have to worry about it so it's not my problem" shown clearly by the first thing you said (the most important thought in your head) being "I'm starting to gear with iron so I'll be making bronze arrow."
Flaming arrow were good for Elder, we are in the Swamp gearing for Bonemass. You sure you are aware what "balanced" mean in this concept?
Tier 1 arrow for Tier 2 boss becomes useless afterward? Insert Piikachu-shocked-face.png.
Bonemass resist everything but blunt dmg, you need a mace and your flame arrow will tickle him
My logic is "that's an early weapon, it's bad later on". I don't expect Link to beat Calamity canon with a pitchfork and a pot lid. That's the same thing.
Man, you suck at reading, IT'S NOT EVEN COMPARABLE TO EQUAL OR *LOWER* TIER ARROWS.
Fire arrows being fired one after the other result in less damage if fired at maximum fire rate at a constant target under ideal circumstances. However, if you only have the opportunity to fire one arrow before having to relocate, you're going to get that full DoT effect every time. Or consider having a few drakes attacking simultaneously, are you going to shoot the one that flew away to circle around while its off in the distance, or are you going to focus the one that is floating still in front of you, preparing an attack? You risk missing your shot on the distant one that's flying around whereas the one in front of you is a guaranteed hit. In that instance, the damage over time can take its full effect for each shot.
I'm not necessarily saying you're wrong that they could use rebalancing, just that you're using ideas that don't actually work in practice. Take "So, no, having more mobs up represents a higher area-denial effect on the player, as they both body block YOU and their attacks cumulatively hit both a larger area, and more often, allowing less safe space and time for player retaliatory attacks." as an example. This is only really true in an open field scenario. However, using a choke point or other terrain features to your advantage you can reduce the effectiveness of the enemy numbers simply by limiting how many of them can physically reach you at any given time. Mix that with kiting and pathfinding and other things that can limit the effectiveness of enemy numbers and it really doesn't matter much. You can make 10 enemies be no different than 3-4 enemies with the exception that with 10, they'll replace and reinforce losses. However, even then, those losses won't always be replaced immediately.
Point is, the numbers you calculate and the numbers you'd get from actual tests of real scenarios aren't going to add up the same. Those differences can translate into more effective DPS from the damage over time effect than raw stat calculations will suggest. Enough to justify them? Maybe. But higher than crunching the stat card will suggest either way.
The math is never perfect, but your conveniently ignoring the 99% of gameplay where it *is* to inject fringe use cases.
Even then, the math is generally accurate, there is a reason that terms and conditions are basically codified across game development because none of this uses new concepts and the actual nitty gritty of the game and how people interact with it (all games) is fairly well understood.
Yes, there are fringe use cases that are *very* specific in which fire arrows *could* possibly be better. But they are just that, fringe, and without a parser you would be hard pressed to actually prove that point.
The math is always used as a baseline for balance, and then refined with player usage scenarios. Right now, the math is so far off, that being realistically viable in nearly any use case except the extreme fringe is unlikely.
Theres nothing you will ever again run away from.
(well maybe except bosses to shoot them from max distance)
First boss easten by wolfes
Second boss eaten by wolfes
Third boss eat the wolfes (one Lox nearly kiled him ^^)
Fourt Boss eaten by wolfes
Fith boss eat the wolfes during they eat him
Result , we need Wolf arrows