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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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				 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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				April 15th, 2008, 03:32 PM
			
			
			
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 Major |  | 
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				 Re: Poison weapons 
 As I remember, poison blowpipes just never got used in regions where medium armor was in common use... So if they'd become useless it wouldn't be far from truth.    I agree they are useless enough currently but just can't see them on regular battlefield in any case. Probably should be replaced with something else? 
And yes, if poison bows, etc. work regardless of armor & attack roll, it should be fixed. |  
	
		
	
	
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				April 16th, 2008, 07:42 AM
			
			
			
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 Corporal |  | 
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				 Re: Poison weapons 
 I like the way poison bows work. I don't think they need fixing. Just because you don't like that the fumes from the poison smeared on the shield is a enough to poison a person does not mean I don't. The fumes are not burning them to ashes just making them feel bad which is quite common in the real world.
 
 The poison works so long as the arrow bounces off the armor and leaves a mark. Sounds a lot like the US army manual dealing with chemical warfare.
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				April 16th, 2008, 08:30 AM
			
			
			
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				 Re: Poison weapons 
 But the description of poison bows and KOs reaction to this thread suggest they aren't working the way they're supposed to.
 As I've said numerous times - you can explain away just about anything. If your explanation was at least reasonable I might say 'yeah ok fair point'. But it isn't. It's silly. There's a clear difference in dom3 between stuff like poison spit or ctisian poison slings which produce aoe poison gas,.. and arrows/blowpipes with poisoned tips. For one thing, if an arrow or dart works the way you describe, why don't poison melee weapons? They can be parried by shields just fine without poisoning anyone.
 
 And what's common in the real world? Feeling bad from fumes or these gas producing poison smearing arrows you refer to? Because I've never heard of anything like that being used in warfare. The only poison arrows I've heard of would require at the very /least/ contact with the skin. Additionally if you actually check the kind of damage done by 'weak poison' you'll see it's considerably worse than 'feeling bad'. That's the reason sauromatian archers can tear apart heavy infantry.
 
 Ultimately this discussion is pretty pointless because, again, you can explain away just about anything. The key points here are that poison arrows don't work the way they are apparently intended to, don't work in an intuitive way, don't work like their real world historical counterparts and are limiting modding to an extent because we haven't figured out how to make 'if hurt then apply poison secondary' missile weapons.
 
 I'm sure you disagree on all these points and that's fine. You can't make a thread about a change to dom3 without someone arguing the other side because they like things the way they are :]
 
 If I can figure out a mod to 'fix' poison missile weapons then I will. Changing them in basegame is up to KO and seems unlikely to happen.
 
			
			
			
			
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				April 16th, 2008, 10:25 AM
			
			
			
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				 Re: Poison weapons 
 Unfortunately it seems damage type poison = AN automatically, so my mod idea won't work. |  
	
		
	
	
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				April 17th, 2008, 12:05 AM
			
			
			
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 Corporal |  | 
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				 Re: Poison weapons 
 "don't work like their real world historical counterparts"
 Can you tell me what history book to look up intelligent magic using lizards trying to take over the world at the command their risen God in that I may compare their poisons to ours?
 
 This is fantasy. While I want you to be able to mod what you want I don't want to be forced to play your "politically correct" poison weapons fantasy.
 
 In my world the police/military are testing crowd control rubber bullets that are coated with a substance that smells so bad that you will vomit and run for something to wash it off with. People are not be able to stand next to you because of the smell of the mark it leaves on your clothes.
 
 The only thing that is unusual about it is that you don't end up in the hospital from it. Things that can do that are rather common but something that can do that and not hurt you has cost millions to find.
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