Opened 10 years ago

Closed 6 years ago

#317 closed change (fixed (in master))

Fix overly powerful missile weapons

Reported by: takkaria Owned by:
Milestone: 3.2.0 Keywords: combat
Cc:

Description

Some/all of:

  • make slays affect rolled damage, not total damage, like combat
  • transfer slays and brands from the shooter to ammunition. e.g. Cubragol activates for haste and is firebranded.
  • remove branding spells for ammo

Change History (11)

comment:1 Changed 10 years ago by takkaria

  • Owner set to takkaria
  • Status changed from new to assigned

comment:2 Changed 10 years ago by takkaria

[d1055bd] (SVN r429) brings the first two in, but obj-info.c reports broken information. Fix before marking as closed.

comment:3 Changed 9 years ago by takkaria

  • Milestone changed from 3.2.0 to 3.1.0

comment:4 Changed 9 years ago by takkaria

  • Milestone changed from 3.1.0 to 3.1.1

Bug #420 filed for above issue; reassigning "remove branding spells" to another time.

comment:5 Changed 8 years ago by takkaria

  • Milestone changed from 3.1.1 beta to 3.2.0

comment:6 Changed 8 years ago by magnate

  • Keywords combat added; gameplay removed

Was part of [d1055bd] (SVN r429) rolled back then? The first bullet (make slays affect rolled damage rather than total damage) seems not to be true now ...

comment:7 Changed 8 years ago by magnate

  • Status changed from accepted to new

comment:8 follow-up: Changed 7 years ago by magnate

From Ooook (Timo replying to Fizzix):

How about just not allowing players to enchant missiles. What you find, or manage to >buy, is what you have. No enchantment via enchant weapon, no branding by the PC.

That sounds *very* good to me. That would nerf extra shot capability nicely too, because of increased ammo breaking / monster turn. You just wouldn't have those good ammunition stacks very long, and would need to use non-enchanted stacks of arrows/bolts/shots most of the time.

That would also make *almost every* ego-ammunition find special, which is exactly what we need.

comment:9 in reply to: ↑ 8 Changed 7 years ago by Timo Pietilä

Also additive multipliers would resolve too powerful slays pretty nicely:

Instead of

(missile dice + missile bonus + shooter bonus) * brand * shooter multiplier

You could have

(missile dice + missile bonus + shooter bonus) * (brand + shooter multiplier)

comment:10 Changed 6 years ago by takkaria

  • Owner takkaria deleted
  • Status changed from new to assigned

comment:11 Changed 6 years ago by magnate

  • Milestone changed from 4.0 to 3.2.0
  • Resolution set to fixed
  • Status changed from assigned to closed
  • Type changed from bug to change

Agreed as fixed by the change to additive multipliers in 3.2

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