1.7B6 arcane might and superpower bonus on bow/sling

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gber
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1.7B6 arcane might and superpower bonus on bow/sling

#1 Post by gber »

Getting arcane might or superpower adds "power" and "uses stat" on the ranged weapons themselves, as well as the ammo.

I'm assuming this just useless tooltip info or a bug as it seems to do nothing.



Edit: reduce un-needed info.
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Last edited by gber on Mon Sep 21, 2020 10:08 am, edited 1 time in total.

ZyZ
Thalore
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Joined: Wed Jan 08, 2014 4:56 pm

Re: 1.7B6 arcane might and superpower bonus on bow/sling

#2 Post by ZyZ »

gber wrote:I'm assuming this just useless tooltip info or a bug as it seems to do nothing.
Range weapons use ammo stats for damage calculation (1 slot, not ammo + weapon slot or ammo + weapon slots when you play mindslayer / gunslinger with 2 range weapons ).

Both arcane might and superpower should also increase your melee and unarmed damage. It doesn't matter if you have have melee / unarmed skills or not

gber
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Re: 1.7B6 arcane might and superpower bonus on bow/sling

#3 Post by gber »

To clarify..

This post is about the tooltip of slings and bows -in specific- changing after superpower and/or arcane might prodigies have been activated.

Everything else was just extra and I edited it away;

Because of said tooltip, I tested to see if the newly added figures on the sling -in specific- had any function. And they do not, it seems... At any rate, the figures did not affect sling damage in the character sheet.

I suggested that maybe the figures (on the sling in specific) could possibly affect other areas of the game like unarmed since you can still punch while wearing a sling. However, I didn't test this.

GlassGo
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Re: 1.7B6 arcane might and superpower bonus on bow/sling

#4 Post by GlassGo »

Same for steamguns.
English isn't my native language.

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