This is the second post/version of this brief pictorial. Cleaned up pictures and descriptions, added information about PvP, added credits.
For those who have always wanted to know:
The range of players varies according to the rangeadder of the weapon equipped and the size of the monster (or player) being attacked. (this is viewable in weapons.txt)
Range = rangeadder + SizePlayers achieve maximum range by equipping rangeadder 4 polearms and spears, giving them range 5 when attacking Size 1 monsters, range 6 when attacking Size 2 monsters and range 7 when attacking Size 3 monsters
In PvP, players are considered size 2. Max range vs players is 6 (rangeadder 4 + player size 2 = 6). Also, note in the picture that all characters stand on a 5 pixel cross. It is much easier to target players in range from the vertical line-up, rather than in a straight up and down or side to side pattern.
What about smite and dtalon?Although the physical damage of Smite and Dragon Talon, Tail or Flight is based on shield and boot damage respectively, range is still based on the rangeadder of the weapon equipped.
Dual wielding range:Both Burning Dead (Size 2) are out of range when a Dirk (rangeadder 0) with 100% Chance to Cast Frost Nova on Attack is primary and a Long Sword (rangeadder 1) with 100% Chance to Cast Nova on Attack is secondary. When the Long Sword is primary both attack the Burning Dead (which are chilled by the Frost Nova cast by the Dirk).When an Assassin or a Barbarian equips two weapons, range is based on the rangeadder of the primary weapon (the weapon equipped above the gloves in the inventory, or that first equipped). The primary weapon is displayed in the right hand of the Assassin or Barbarian. This is true for Dragon Claw and Double Swing and Frenzy, even though these are a sequence of two attacks (as are Normal Attack and Fists of Fire, Claws of Thunder and Blades of Ice when used with two weapons). While each weapon attacks and applies its damage and modifiers individually, the range applied to both attacks is still that of the primary weapon.
Knockback range:Knockback will put a target into hit recovery and knock it back from the attacker. Targets can be knocked back a distance of up to three sub-tiles when unobstructed, but occasionally they will only be knocked back one or two (or even just put into hit recovery without moving). This distance cannot be increased.
Credits:Librarian at mannm
Nefarius at the Amazon Basin
Sulimo at the Keep
InkAndDagger
This post was edited by inkanddagger on Jun 20 2009 09:29pm