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				April 2nd, 2008, 08:49 PM
			
			
			
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 Sergeant |  | 
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				 Re: Poison weapons 
 On another note, wouldn't the one damage thing really reduce the efectiveness of flaming arrows?  I'm not sure if thats a good thing or a bad thing. |  
	
		
	
	
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				April 2nd, 2008, 09:23 PM
			
			
			
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				 Re: Poison weapons 
 I think Flaming Arrows should be secondaryeffectalways? Flaming arrows should not need 1HP damage to be activated. |  
	
		
	
	
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				April 3rd, 2008, 01:23 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: Poison weapons 
 flaming arrows are strong enough as is thank you.
 btw a flaming arrow caught in armor won't do much good either... actually a flaming arrow really isn't that much worse than a regular arrow anyway unless you are made of straw or soft wood IMHO
 
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				April 8th, 2008, 03:00 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Poison weapons 
 Says right there on the poison bow description, and I'm sure blowguns as well... anyone WOUNDED by the weapon will be struck by this effect.
 EDIT: Just tried it, and it seems to me that you definitely don't need to take a wound to get affected by the effect.  It's not beyond the realm of possibility that this might get looked at within the next few patches, but at the same time, there's good reasons to keep it as it is too.
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				April 8th, 2008, 05:30 AM
			
			
			
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 Sergeant |  | 
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				 Re: Poison weapons 
 So would this make flaming arrows less useful against high protection units? Since they would have to do 1HP damage before the fire damage is activated?
 So #secondaryeffect is supposed to only be activated if they wound the target? #secondaryeffectalways seems to be activated even if they do not hit?
 It would be better if there was a #secondaryeffectonhit so it can be activated if it hits but does not wound.
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				April 8th, 2008, 10:01 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Poison weapons 
 Yes it would! If this bug will be fixed in future illwinter should consider to rebalance the arrow hit calculation. |  
	
		
	
	
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				April 15th, 2008, 09:23 AM
			
			
			
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 BANNED USER |  | 
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				 Re: Poison weapons 
 Possible solution to the poison bow problem is this:
 Create a new poison bow ranged weapon with poison as the damage type
 Add the mundane damage weapon ie ‘shortbow’ as a secondaryeffect
 
 This should at least allow people with shields to parry the arrows – you still have the problem of armour not helping against poison when it should though (ie when you’d expect the poison only to apply if the projectile actually causes damage). You would however if the poison damage wasn’t automatically armour negating, which could be the case. I need to test this. You could then make stuff like poison blowpipes into an armour piercing weapon with a secondaryeffect of 1 capped mundane damage, if you felt that they should be able to hit unarmoured spots more often than arrows etc
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