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Post by junyortrakr on Nov 18, 2006 17:56:48 GMT -5
I decided to add a couple more thoughts on throwing.
--I think a boomerang should be equipped, and that it should get the full strength damage adjustment and be returning when used that way. I don't care whether it uses 'f' or 'v' to be launched when equipped, but 'v' would probably be easier for a new player to think of. Perhaps it could be made so that both would work to reduce confusion.
--Do potions like Molotovs become more deadly as spellcasting/elemental skill is increased?
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Post by nork on Nov 18, 2006 23:46:59 GMT -5
I would say it should be "f" that is used. Any one can throw a boomerang and have it fly some where, but you have to throw it properly to make it come back. "f" seems more like firing/throwing some thing properly while "v" seems more like flinging any thing at the target to make it hurt.
Just my .02 GP Nork
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Post by Variaz on Nov 19, 2006 14:07:46 GMT -5
As for Molotov Potions, Potions of Detonations and the like, their damages increase with Alchemy and Throwing skills.
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Post by junyortrakr on Dec 2, 2006 15:23:13 GMT -5
Does increased alchemy skill increase the damage of thrown potions? If so, is there any way we could learn by how much to better gage the value of the skill?
Thanks
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Post by Variaz on Dec 2, 2006 16:22:59 GMT -5
Molotov damages: (30 * Alchemy) * Throwing. Fire damages. Potion of Poison: (20 * Alchemy) * Throwing. Poison damages. Potion of Death: (40 * Alchemy) * Throwing. Darkness damages. Potion of Detonations: (300 * Alchemy) * Throwing. Fire Damages. Hope this helps.
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Post by junyortrakr on Dec 2, 2006 17:07:58 GMT -5
That is useful. I was trying to get an idea of the damage at various levels of alchemy skill for a Molotov, but I didn't have any skill at throwing. I now understand why it did almost nothing.
I was thinking of trying to create some new kinds of exploding potions to be used with alchemy and throwing. Is this possible without changing something in the program coding? I didn't see anything that indicated the X*alchemy multiplier. I didn't see anything that indicted the type of damage, either. Is it possible to have a radius effect if the alchemy level is high enough?
I was thinking it would be fun to create things like acid bombs, noise bombs, nail bombs, etc., but I don't see how to do it.
Also, a Molotov requires both alchemy and crafting to create, but some other potions don't require both skills. How would one know which skill it required when making the recipe for it?
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Post by Variaz on Dec 2, 2006 20:25:28 GMT -5
As of now, it's not possible to create new explosive potions(or any other potions for that matter) without changing the code. It may be something that will eventually be moddable trough Lua scripting though...
The fact that molotovs requires crafting is simply an oversight from my part. The rule is: if an item requires only alchemical components(essences, potions, scrolls, etc...), then it uses only the Alchemy skill. If it uses only "crafting" components(armors, weapons, etc...), then it uses Crafting. If it requires both, it will use both skills. In the molotov's case, the flask of oil is alchemical, but the Filthy Rag is an armor, so it's crafting. An easy thing to do would be to add a "Rags" junk item, and change the crafting recipe of the molotovs. This is something that does not require any coding too! That will make crafting molotovs only use Alchemy, as it was intended to.
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Post by junyortrakr on Dec 3, 2006 13:33:11 GMT -5
Just changing rags to junk would be an nice change. After all, who really uses them for armor, anyway?
I was suspecting that one couldn't just make new explosive potions.
Even with the current restricitons, I'm thinking alchemy is better than I had previously. I hadn't realized it enhanced the potency of healing potions, too.
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