Projectiles

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Cruoris
Posts: 184
Joined: Thu Nov 23, 2017 8:18 am

Projectiles

Post by Cruoris » Fri Apr 12, 2019 1:03 pm

I've been using projectiles for quite a bit now and would like to share my experience with them. Options of other people are very welcome aswell.
There are few places with in-depth discussion of projectile mechanics out there, thus I wont go deep into details about how they work.
I am using throwing spikes as projectiles because they are far better than other ones. I got 19 str(sometimes 21), throwing brave/offensive, 99 bstab/palm/proj. Basically saying, I am maxed out on stats/skills/weapon for using this weapon mechanic, so should have the best possible results.

To summ up, if you are going to use projectiles you have to invest a lot of practices into few skills(99 are very recommended here), keep supplies of good ammo all the time(they arent easy to get), have good stats(at least high str and/or use tea), time out a throw during pk(~1 wasted round of melee) and risk lagging yourself during the throw(get a lag similar to kick). Also, in most of cases, you have to be tanking opponent to throw at them which is another requirement to even perform the trick. That is quite a bit of requirements to use a skill.

As an outcome it does ~10 damage vs abs on regular hits and ~20 on crits. Which is probably around 15/25 against combo(if you land) and rarely lands against 100+db(somewhat hurts if it lands a crit). On a non-master with lower str the damage is miserable and landing is even worse.

Basically saying, projectiles are unreliable and demanding combat mechanic which probably need to be looked into. I really like having an extra melee option as a rogue and I like throwing knives RP wise, but in most of cases it feels like a waste to use projectiles.

Thus, I'd like to hear thoughts of other projectile users and ask imms if its possible to buff this weapon class a little. At least make it mort consistant at landing vs defense and more damaging against abs(at least with crits). Is it possible to do without coding by tweaking weapon stats?

Saif
Posts: 151
Joined: Mon Jul 20, 2015 11:53 am

Re: Projectiles

Post by Saif » Fri Apr 12, 2019 1:44 pm

Have only limited experience with them, used them a bit in a funky setup and never with 99% in the skills since pracs were too demanding, but I found them a neat little gimmick for some extra damage. They do a fair bit of damage vs dodge, 40-70?, so they are basically a flame strike/low damage spike with a lower pulse count so I understand why the landing % isn't too high, although from what I've seen the throwing spikes land a fair bit on dodgers, but thats only anecdotal. Also throw interrupts bash, although maybe its only critical hits that interrupt am not 100% sure, so they are actually super viable vs low absers despite perhaps not doing a ton of damage. I think perhaps the pracs required need to be downed, practicing 3 skills for something that is very situational is one of the reasons that not too many pick it up I imagine. Or perhaps the simplest fix would be to have more throwing spike loads or a slight upping of the throwing knives.

Anyway I don't have too much experience with projectiles, those were just my frustrations whenever I decided to give em a whirl.

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Projectiles

Post by Taziar » Fri Apr 12, 2019 1:58 pm

Rent costs to keep knives and spikes are absurdly high, since you need so many. I have two alts that are in projectiles as a main weapon and I can say they are a fun way to EXP, especially with a hunter, ancient trees don’t dodge throwing knives very well. A rare projectile that has attack would be nice so that you can keep it h/h and not mix it up with the rest of your inventory so you can actually melee with them. Parry would be another thing to look at as every projectile is set at zero.

Throwing axe is an axe so it does not get the projectile bonus dmg, though its speed is as fast as a projectile. It, like the rest of the class not named knive or spike, is worthless in comparison.

Maegon
Posts: 393
Joined: Wed Mar 25, 2015 3:15 am

Re: Projectiles

Post by Maegon » Fri Apr 12, 2019 3:20 pm

Not sure if they've been tweaked since, but this was the most thorough projectile testing I've seen.

http://www.wotmudarchives.org/forum/vie ... f=4&t=2413

Skadi
Posts: 32
Joined: Sat Jul 01, 2017 1:10 pm

Re: Projectiles

Post by Skadi » Fri Apr 12, 2019 6:36 pm

God no - absers already die easily enough, why are you trying to up something that works almost exclusively on absers? Pracs aren't super relevant (you wouldn't be investing in 99 palm/projectiles if it wasn't a better place for them than anywhere else, and you're already getting 99 backstab regardless) and it's probably a good thing that it takes a little bit of preparation to use well.

Rig
Posts: 2292
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Projectiles

Post by Rig » Fri Apr 12, 2019 11:16 pm

I prefer to use it on those who are dodge. The pracs are very relevant if you want to maximize your damage output with projectiles and it's incredibly expensive.

I'd rather see the landing rate up with all of the upping of mid-tier gear, because that used to be where projectiles would shine. Now that everyone is pulling only 10 less def than a perfect kit there isn't much of a point.

isabel
Posts: 1776
Joined: Wed Aug 31, 2016 5:19 am

Re: Projectiles

Post by isabel » Sat Apr 13, 2019 4:34 am

Or if absers could throw free pracs into it..that would be a nice thing for like say abs hunter vs dodge channie

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Projectiles

Post by Elysia » Sat Apr 13, 2019 4:45 pm

Made the following changes:

throwing spike rent was downed
throwing knife rent was downed

throwing axe is now a projectile - I saw the projectile code (I have 3 pieces of mud code, this happens to be one of them, I do NOT have access to the codebase !!!) and there's special calculations for javelins, spears and projectiles, so it appears that this item, which was flagged axe was missing out. Never made sense for it to be an axe, anyway.

Adjustments to pracs or landing rate are c-to-the-o-to-the-ding.

Atienne
Posts: 406
Joined: Fri Oct 14, 2016 12:25 am

Re: Projectiles

Post by Atienne » Sat Apr 13, 2019 5:26 pm

Elysia wrote:Made the following changes:

throwing spike rent was downed
throwing knife rent was downed

throwing axe is now a projectile - I saw the projectile code (I have 3 pieces of mud code, this happens to be one of them, I do NOT have access to the codebase !!!) and there's special calculations for javelins, spears and projectiles, so it appears that this item, which was flagged axe was missing out. Never made sense for it to be an axe, anyway.

Adjustments to pracs or landing rate are c-to-the-o-to-the-ding.
where can one find these axes? or are we still fofy? :P

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Projectiles

Post by Elysia » Sat Apr 13, 2019 5:30 pm

I'd suggest you go look for some muscle. ;)

Also, a shop out west sells projectiles, including the throwing axe. Nfc how often, though.

Post Reply