Projectiles

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Kerryk
Posts: 388
Joined: Wed Jul 15, 2015 8:37 pm

Re: Projectiles

Post by Kerryk » Sat Apr 13, 2019 5:41 pm

Atienne wrote:
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
Think I have 20 for sale on the Lugard Market Hall... :P

Benito
Posts: 452
Joined: Thu Apr 09, 2015 8:41 pm

Re: Projectiles

Post by Benito » Sat Apr 13, 2019 6:21 pm

Even if the landing rate can’t be changed, it seems like OB could be increased to land more reliably without making things worse for absers.

Kerryk
Posts: 388
Joined: Wed Jul 15, 2015 8:37 pm

Re: Projectiles

Post by Kerryk » Sat Apr 13, 2019 10:13 pm

Looking at the stats page on the wiki for these, adding 3-5 ob to the dirty rock to keep a spread of OB options and adding .2 or .3 lbs to the throwing axe makes sense... to me at least. :D

https://wotmud.fandom.com/wiki/Projectile

Cruoris
Posts: 184
Joined: Thu Nov 23, 2017 8:18 am

Re: Projectiles

Post by Cruoris » Sun Apr 14, 2019 4:45 am

Weapon OB seems to play a role at landing rate. Thus i think it is possible to make projectiles useful without going into coding.
Current projectiles weapon tiers are linear going from dung landing + dung damage to best landing + best damage.
I feel like they should have two major groups: 1) low landing+high damage and 2) high landing+mediocre damage. It will add some variety to class itself and let people to choose what to throw against specific opponents. It will make more intresting gameplay and effective use of this current weapon class.

As for damage, I think it should be balanced somewhere around flamestrike.
Regular hits ~20-25 damage and crits ~40-45 damage sounds fair to me.

Kerryk
Posts: 388
Joined: Wed Jul 15, 2015 8:37 pm

Re: Projectiles

Post by Kerryk » Sun Apr 14, 2019 4:48 am

Have you read Hress projectile thread here: http://www.wotmudarchives.org/forum/vie ... f=4&t=2413

Damage caps at 50 (66 on crit)

ABS reduces damage on projectiles, does not reduce weave damage

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

Re: Projectiles

Post by Skadi » Sun Apr 14, 2019 9:59 am

Cruoris wrote:Weapon OB seems to play a role at landing rate. Thus i think it is possible to make projectiles useful without going into coding.
Current projectiles weapon tiers are linear going from dung landing + dung damage to best landing + best damage.
I feel like they should have two major groups: 1) low landing+high damage and 2) high landing+mediocre damage. It will add some variety to class itself and let people to choose what to throw against specific opponents. It will make more intresting gameplay and effective use of this current weapon class.

As for damage, I think it should be balanced somewhere around flamestrike.
Regular hits ~20-25 damage and crits ~40-45 damage sounds fair to me.
It's hard to figure out which parts I want to disagree with most. Let's just say that rogues carrying around the potential for 6 or something flamestrikes is not a great idea, that is a TON of potential damage.

Cruoris
Posts: 184
Joined: Thu Nov 23, 2017 8:18 am

Re: Projectiles

Post by Cruoris » Sun Apr 14, 2019 1:24 pm

Skadi wrote: It's hard to figure out which parts I want to disagree with most. Let's just say that rogues carrying around the potential for 6 or something flamestrikes is not a great idea, that is a TON of potential damage.
Lets just say you want disagree with anything that doesnt make your multibashing channiefest even more devastating.
Projectiles are different from flamestrikes because you cant throw them at someone you arent tanking(unless they are bashed).
Projectiles dont crit all the time to damage as much as flamestrike. In most of cases you will throw for half of that damage.
Projectiles are more complicated to use and require to actually invest time into gathering ammo.
And finally, channelers having flamestrike is fine, but everyone else having half-assed flamestrike is not. How so?

p.s. Oh yeah, dont forget anyone can practice projectiles, including absers themselves.

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

Re: Projectiles

Post by isabel » Sun Apr 14, 2019 4:36 pm

To the PS - just ran pracs through the trainer for warrior and hunter on a sample 19 14 17 17 19 (my warr stats) and with clubs/bash to 99 and v basic hunter pracs of 89 notice 6 ride etc I can't get even 2 of the 3 things needed here (Bsckstab, palm and projectiles) to 99 - think I can maybe get closer if I drop survival to 1 but that's too big a sacrifice I personally feel.

So I don't think it's something even abser non rogues can practice :p

PS - thanks Elysia!!!

Cruoris
Posts: 184
Joined: Thu Nov 23, 2017 8:18 am

Re: Projectiles

Post by Cruoris » Sun Apr 14, 2019 4:56 pm

Someone said pracs arent relevant, so you are doing something wrong!

I saw few people to use projectiles with 2h weapon setup on their hunters. You probably need 12/19 or 16/18 combo of int and dex to fit everything in. Also you can drop bstab and palm because you actually have bash to enhance damage with projectiles, so you dont need to rely on crit. There are few options out there to play with depending on your stats.

Projectiles are supposed to shine where your melee damage is low. Absers and namely warriors dont have such problem in general.

Spyder
Posts: 201
Joined: Wed Mar 25, 2015 5:51 am
Location: Australia

Re: Projectiles

Post by Spyder » Sun Apr 14, 2019 6:39 pm

Cruoris wrote:Someone said pracs arent relevant, so you are doing something wrong!

I saw few people to use projectiles with 2h weapon setup on their hunters. You probably need 12/19 or 16/18 combo of int and dex to fit everything in. Also you can drop bstab and palm because you actually have bash to enhance damage with projectiles, so you dont need to rely on crit. There are few options out there to play with depending on your stats.

Projectiles are supposed to shine where your melee damage is low. Absers and namely warriors dont have such problem in general.
Are you saying rogues have a low melee potential?

With where short blades are at that simply just is not the case.

Post Reply