I think it would be a good thing for "Sling Mastery" and "Bow Mastery" to be merged into one talent "Ranged Mastery" and moved into "technique/combat-training" along with the other weapon masteries. This allows a slinger or archer to make use of that great artifact sling/bow (albeit without their class abilities) until something more appropriate to their class comes along reducing "dungeon clutter" and slightly alleviating the sting of finding a neat randart for "the other shooty class" This also enables a melee build with free points to do non trivial damage with a ranged weapon whilst waiting for an enemy to close.
Now there are several immediate problems with this but I believe I have solutions for each of them.
1:) Q: Where do I get the generic talent points for this?
A From the Cunning/packing Tree. which is largely redundant now, with shooters having their own internal infinite ammo, rune/infusions and wands being immune to destruction in the next build and should probably be dumped.
2:) Q what about the abilities to replace these two skills in the Bows/Slings Tree?
A I have ideas for these :
For the bows tree
[Quick Draw] your familiarty with bows has given you great speed allowing a [5/10/15/20/25%] chance to fire a second shot at the same target when using the Shoot ability
And for slings:
[Ricochet] Your mastery of of the sling has taught you the knack of bouncing your shots you have a [5/10/15/20/25%] chance of causing your shots fired by the Shoot ability to richochet off a second target within [1,1,2,2,2] distance
These are both fun abilities which I feel would not be overpowered and fit well with the image of the classes in question
Secondly I think an archer escort quest would be a nice addition to the pool of available escorts. upon succesful rescue he would always teach the character Shoot if unkown in addition to his usual rewards of:
+2 Dex
+1 Cun
+1 Talent point in "Ranged Mastery"
+1 talent point in "Steady Shot"
Enable learning the talent tree "technique/archery-training" at 0.70 skill
Ranged masteries and Archery availability
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Re: Ranged masteries and Archery availability
I have very little knowledge of coding but I think I can probably cut and paste stuff to get the ranged mastery working for myself, but what would i have to insert to get the two other abilities I described to function, could someone assist?
Re: Ranged masteries and Archery availability
Quick Draw is really simple. I can probably help with that after I get my boys fed and situated.
The other one is a bit more difficult. If you want it to actually ricochet I have no idea how to do it. If you want to simulate a ricochet by giving it a chance to damage an adjacent or nearly adjacent target I might be able to figure that one out (but I'm pretty terrible with the targeting code honestly).
The other one is a bit more difficult. If you want it to actually ricochet I have no idea how to do it. If you want to simulate a ricochet by giving it a chance to damage an adjacent or nearly adjacent target I might be able to figure that one out (but I'm pretty terrible with the targeting code honestly).
Re: Ranged masteries and Archery availability
Simulate by damaging an adjacent target. one way of doing it would be a chance of proccing a one jump chain lightning effect, sort of thing if that makes senseedge2054 wrote:Quick Draw is really simple. I can probably help with that after I get my boys fed and situated.
The other one is a bit more difficult. If you want it to actually ricochet I have no idea how to do it. If you want to simulate a ricochet by giving it a chance to damage an adjacent or nearly adjacent target I might be able to figure that one out (but I'm pretty terrible with the targeting code honestly).
Re: Ranged masteries and Archery availability
Here's your Quick Draw code. This should go in the shoot talent.
The quick draw talent itself should be passive and really shouldn't do anything other then provide a valid argument for shoot.
The quick draw talent itself should be passive and really shouldn't do anything other then provide a valid argument for shoot.
Code: Select all
action = function(self, t)
local targets = self:archeryAcquireTargets()
if not targets then return end
self:archeryShoot(targets, t)
if self:knowTalent(self.T_QUICK_DRAW) then
local chance = self:getTalentLevelRaw(self.T_QUICK_DRAW) * 5
local range = rng.range(1, 100)
if chance <= range then
self:archeryShoot(targets, t)
game.logSeen(self, "%s shoots a second arrow.", self.name:capitalize())
end
end
return true
end,
Re: Ranged masteries and Archery availability
Thanks very much edge, that's exactly how I wanted it.