[quote]tmp7704 wrote...
And considering that there is nothing which would prevent the warrior from switching to melee once enemy reaches them and deliver the same 100 dmg at once after the same 4 seconds, i still don't see why that extra damage is worse than lack of it. You're presenting a false choice here. [/quote]
No, the false choice is yours. You continue to act as if the trade-off is between
not attacking until we get into melee or attacking via range, when instead what we should be looking at is the trade-off with regard to full party composition.
[quote]The damage values you present are either intentionally or out of ignorance downplaying the effect of archery btw. Out of curiosity i gave Alistair plain tier 6 longbow. He has no archery talents whatsoever, and deals ~40 damage per shot to a target. For comparison, with equally plain tier 6 sword + shield setup he deals 30-odd damage per swing to the same target and around 80 using Overpower ability (but that ability takes an equivalent of ~2 regular attacks to animate)[/quote]
I was being facetious to illustrate the point. If we are going to be realistic then we need to look at builds. If we are talking about S&S then we need to specificy whether we are using an STR or DEX build. Moreover, comparing a simple tier 6 longsword to a plan tier 6 longbow is misleading.
Melee is superior because you can buff your attack with runes which
far outpace consumable ammo in damage. Moreover, there is
never a need to use a plain tier 6 longsword given the magical loot available.
Archery talents do not add to archery damage; only your basic stats do that.
[quote]Well, if the standard on the other hand is supposed to be "if it's not the best possible then it's useless" then we can pretty much end it right here -- this sort of min-maxing black and white approach has simply too different definition of "useful" (compared to normal language) to allow an agreement.[/quote]
But if we use useful as 'I think it's good enough' then we're arguing based on your idiosyncratic truism, which gets is nowehere. Obviously you think it's useful because you otherwise wouldn't do it.
[quote]Yeah, i found this out very much out of necessity after an attempt to tackle things the standard way with Alistair acting like brave knight went pear shaped

But it's surprisingly decent and it allows the mage to focus on the damage more since there's rarely need to heal anyone. The bit more hectic nature also makes it more fun to me than the typical tank and spank thing, but i'll accept the mileage may vary regarding this aspect.[/quote]
I don't tank. I use 3 mages + 1 warrior only because the game does not allow me to use 4 mages. Mages are superior range dmg dealers compared to archers. And the game has so much warrior magical loot that a single warrior even without DLC is a demi-god.
That's the other issue with melee. We have to account for enchanted weaponry. A warrior can easily deal 60 dmg + per hit with S&S on the right build with a 30% critical rate by level 17.
[quote]Hmm maybe i'm just fail to explain it properly, seeing how your interpretation again misses the point i'm trying to make regarding the trapped areas. Let me try again.
* ranged approach: moderate damage dealt, moderate damage taken (from enemy archers if there actually is any)
* melee approach: high damage dealt, high damage taken (from enemy archers if there is any,
and traps)[/quote]
No, your missing the point. First of all, it's absolutely subjective whether the damage from traps (which is effectively zero) changes anything from moderate dmg to high dmg.
Secondly,
again, we are talking about trade-offs, which you seem to refuse to acknowledge.
Melee + mages approach: insane damage (magic almost kills enemies) + high melee damage = enemies always dead, damage in
maybe 5% of encounters that have traps.
[quote]do you see what i'm getting at now? Being able to deal more damage in melee in trap-filled area is offset by taking extra damage from these traps. [/quote]
No, it isn't. Firstly, there are barely any damage dealing traps in the game. The only ones, really, are in Jarvia's hideout. Secondly, there are barely
any traps in the game.
So to say that traps should factor into any situation is silly. Not to mention that your initial point had nothing at all to do with traps, and was instead a claim about 'free' damage from archery.
[quote]In such situation, choosing ranged approach nets you comparable utility overall (with less risk the rate of incoming damage will overwhelm your ability to maintain your health) or a net gain if at least some of the enemies in the area in question actually aren't able to hit you from range themselves and have to shuffle to you, taking damage along the way.[/quote]
There is no net gain; again, I am not sure what game you are talking about. Yes, in some hypothetical game these might be concerns, but not in DA:O.
[quote]As such, i view archery in such situation to be as useful as melee, which is in response to the original claim how there's no use for archery in DAO whatsoever. Of course, if you insist to look at it from viewpoint of "if it's not better than melee then it's useless" but then oh well, it's horses for courses.[/quote]
No, it's worse than melee. The only time it can be as useful is if you've designed your party in such a way you are not taking advantage at all from mage or warrior CC.
[quote]And to that i answered that in order to deal damage to the enemies who suffer from knockback your melee characters have to be in melee range. [/quote]
Which I already addressed by pointing out that you outdamage archery closing.
[quote]Since the battle begins with both parties at certain distance from each other your argument (still) fails to account for that period where your warriors are unable to damage things which are out of their reach. And which is the very period i'm talking about. Preventing the enemies from moving doesn't after all bring them right under your nose where your melee would want them.[/quote]
And melee outdamages them.
[quote]In other words -- if you let enemy come to you while you shoot them,
then as they approach close enough deliver your knockback and unleash your melee on them, that's more damage dealt overall than in the scenario where you're (as i'm taking it) running to the enemy yourself and then doing the same knockback + damage routine.[/quote]
In that scenario you're taking FF fireball damage because they've already closed into your cone. You're just not accounting for the devastating power of magic here.