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April 2nd, 2008, 08:49 PM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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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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Sergeant
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Join Date: Dec 2006
Location: Australia
Posts: 202
Thanks: 98
Thanked 1 Time in 1 Post
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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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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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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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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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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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Join Date: Dec 2006
Location: Australia
Posts: 202
Thanks: 98
Thanked 1 Time in 1 Post
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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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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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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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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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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