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#21 | |
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Apprentice
Join Date: Apr 2012
Posts: 64
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Quote:
Re - bow damage, that would be why Smeagol ignored 20 arrows. I was wondering why his HP had suddenly jumped to an extreme level. |
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#22 |
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Apprentice
Join Date: Jan 2009
Age: 54
Posts: 69
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In V I find a 40 item per slot quiver about right, assuming that even a ranger should not be using arrows against weaker monsters.
In current V4, if I read the source correctly, base damage isn't too bad, but it increases much slower with improving equipment than other damage dealing methods. Please correct me if I am wrong, but I think the current formula is: Missile damage from dice-roll x (launcher multiplier + Prowess multiplier + Brand/Slay multiplier) I'm not sure where the Prowess multiplier comes from, but I suspect just from launcher and ammo. If this is correct it makes high dice ammo essential to get decent overall damage. Regards, Jonathan |
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#23 | |
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Angband Devteam member
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Quote:
It's not going to stay like this though. The launcher mult will be replaced by the heft of the launcher (== draw), so the ammo will need rescaling by a factor of about four. What we're not sure about yet is whether we'll need a separate concept of "missile prowess" for the amount of damage done with archery. (It's pretty clear that missile finesse is a separate skill from melee finesse - and the code already has these skills separated.) I think we probably favour simplicity over marginal added realism, so we could stick with one prowess score in the first instance. If you're strong your blows will hit harder, and your arrows will fly faster. Note that the functions of fin + prow are reversed for crossbows: prowess determines how many shots you get (because it's how fast you can wind the launcher), and finesse determines how much damage you do (because it's all about where the bolt hits). We could in fact ignore this latter effect entirely and have crossbows as flat-damage weapons unaffected by skills. Anyway, archery is still in need of quite a bit of work, so please don't get too focused on the current mechanics.
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"3.2 is way too easy. 3.3 is not much better, but it is a step to right direction." - Timo Pietila Last edited by Magnate; May 30, 2012 at 13:22. |
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