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Old January 14, 2009, 19:28   #21
AR_chie
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Ring of Damage doesn't accumulate damage point to the bows.

I found last Ring of Damage (+0,+7) and damaging with my bastard sword raised, but arrows stays at the same damaging level.
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Old January 14, 2009, 20:23   #22
Pete Mack
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That's not a bug. Bow damage is the sum of the bow's damage bonus and the arrow's total damage, only.
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Old January 15, 2009, 14:39   #23
Zikke
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Do rings of strength increase bow damage because it raises STR?


Maybe some Rings of Archery or something could be added to the game that would slightly boost arrow damage.
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Old January 15, 2009, 16:28   #24
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Originally Posted by Zikke View Post
Do rings of strength increase bow damage because it raises STR?
If so, (and now that missile range is variable) should strength affect range?
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Old January 15, 2009, 16:31   #25
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Quote:
Do rings of strength increase bow damage because it raises STR?
No.

Quote:
Maybe some Rings of Archery or something could be added to the game that would slightly boost arrow damage.
Great idea. However, in recent version of Vanilla, Archery was/is one of the main attack modes, known for being more powerful than all other attacks. Perhaps we can see these rings implemented after some rebalancing.
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Old January 15, 2009, 16:36   #26
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Originally Posted by Donald Jonker View Post
If so, (and now that missile range is variable) should strength affect range?
I'd say no for crossbows. It's true that stronger people can pull a larger bow. However, most of the damage from bows comes from the enchantments and type of ammunition used. It'd be a bit different, but perhaps an additional # slot on missile weapons (like ac for armor) giving range, and allowing a -/+ modifier.
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Old January 15, 2009, 21:37   #27
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Quote:
Originally Posted by Donald Jonker View Post
If so, (and now that missile range is variable) should strength affect range?
If fun was not an object, we could add an attribute "effective STR" to bows and crossbows. Then higher-STR bows should have more range (and even a craftsmanship damage bonus) -- but the point of "effective STR" is that is the minimum STR required to even use the bow.

That is, you'd have to find an enhanced bow to get the benefits -- and a STR-draining monster could render your current bow unusable.
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Old January 15, 2009, 22:06   #28
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If fun was not an object, we could add an attribute "effective STR" to bows and crossbows.
You could run it off the weapon weight I suspect, no need to add a new attribute

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Old January 17, 2009, 07:31   #29
AR_chie
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If I'm wrong correct me. For disarming every trap you gain 5 point. This is unfair gaining the same amount of point for disarming a pit and for example dart trap or summonig trap. I know that it works in Z but maybe Vanilla should has it also?
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