Projectiles
Projectiles
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?
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?
Re: Projectiles
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.
Anyway I don't have too much experience with projectiles, those were just my frustrations whenever I decided to give em a whirl.
Re: Projectiles
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.
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.
Re: Projectiles
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
http://www.wotmudarchives.org/forum/vie ... f=4&t=2413
Re: Projectiles
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.
Re: Projectiles
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.
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.
Re: Projectiles
Or if absers could throw free pracs into it..that would be a nice thing for like say abs hunter vs dodge channie
Re: Projectiles
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.
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.
Re: Projectiles
where can one find these axes? or are we still fofy?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.

Re: Projectiles
I'd suggest you go look for some muscle.
Also, a shop out west sells projectiles, including the throwing axe. Nfc how often, though.

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