Difference between revisions of "User:Hordes/Ranged Weapons"
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+ | '''Ranged Weapons''' ('''launchers''') are weapons that can fire missiles from a distance; slings, bows, and crossbows. The skill governs all three types of weapon. | ||
− | + | Being able to attack enemies from anywhere in [[line of sight]] is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons are subject to some unique quirks. All ranged weapons use [[dexterity]] instead of [[strength]] for damage calculations. | |
==List of Ranged Weapons== | ==List of Ranged Weapons== | ||
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! Name || Dam || Hit || Speed || Hands || Size || Prob | ! Name || Dam || Hit || Speed || Hands || Size || Prob | ||
|-style="vertical-align: top;" | |-style="vertical-align: top;" | ||
− | | [[Hunting sling]] || 7 || 0 || 14 || One || Little || 10 | + | | [[Hunting sling|Sling]] || 7 || 0 || 14 || One || Little || 10 |
|-style="vertical-align: top;" | |-style="vertical-align: top;" | ||
| [[Shortbow]] || 9 || +2 || 15 || Two || Little || 10 | | [[Shortbow]] || 9 || +2 || 15 || Two || Little || 10 | ||
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| [[Triple crossbow]] || 23 || -2 || 23 || Two || Small || 2 | | [[Triple crossbow]] || 23 || -2 || 23 || Two || Small || 2 | ||
|} | |} | ||
+ | Note that the three crossbows (Hand crossbow, arbalest, triple crossbow) are unique in that they have a mindelay of 1.0, instead of 0.7. | ||
+ | ==Armor Penalty== | ||
+ | Ranged weapons are uniquely slowed down by armour [[Encumbrance_rating|encumberance]]. The penalty, in [[aut]], is as follows: | ||
+ | |||
+ | {{crawlquote|[(ENCUM)^2 / 2250] * [(450-10ARMOUR) / 5(STR + 3)]}} | ||
+ | |||
+ | Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armor. | ||
==Brands== | ==Brands== | ||
− | Ranged | + | Ranged Weapons have a differing set of [[brand]]s when compared to melee weapons: |
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*[[Electrocution]] - Deals additional [[electricity]] damage | *[[Electrocution]] - Deals additional [[electricity]] damage | ||
*[[Flaming]] - Adds up to an additional 50% [[fire]] damage | *[[Flaming]] - Adds up to an additional 50% [[fire]] damage | ||
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*[[Vorpal]] - Increases damage by 20% | *[[Vorpal]] - Increases damage by 20% | ||
− | + | Ranged weapons may also gain [[pain (brand)|pain]] or [[holy wrath]] from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts. | |
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==Retired Weapons== | ==Retired Weapons== | ||
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*[[Bow (item)|Bow]] | *[[Bow (item)|Bow]] | ||
*[[Crossbow (item)|Crossbow]] | *[[Crossbow (item)|Crossbow]] | ||
− | *[[ | + | *[[Fustibalus]] |
− | |||
==See also== | ==See also== | ||
+ | *[[Throwing]] | ||
*[[Ranged Combat]] | *[[Ranged Combat]] | ||
==History== | ==History== | ||
+ | *In [[0.29]], ranged weapons were reworked. Prior to this: | ||
+ | **Ranged weapons were split into [[Slings]], [[Bows]], and [[Crossbows]], with their seperate skills. Slings [[crosstrain]]ed with [[Throwing]]. | ||
+ | **Launchers required [[ammo]] to use ([[stone]]s/[[sling bullet]]s, [[arrow]]s, [[bolt]]s, respectively). [[Okawaru]] gifted ammo, and enemies using launchers would have plentiful amounts of it. | ||
+ | **Weapon stats as a whole were drastically different. They scaled off [[strength]] instead of DEX, and were not especially encumbered by [[armour]]. | ||
+ | **[[Fustibali]] were removed, [[sling]]s were named [[hunting sling]]s, and Throwing weapons were unoffically considered ranged weapons. | ||
*In [[0.27]], monsters with ranged attacks got unlimited ammunition (except [[net]]s). Throwing ammo was reduced as a result. | *In [[0.27]], monsters with ranged attacks got unlimited ammunition (except [[net]]s). Throwing ammo was reduced as a result. | ||
*In [[0.24]], throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified. | *In [[0.24]], throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified. |
Revision as of 04:09, 27 June 2022
Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
Ranged Weapons (launchers) are weapons that can fire missiles from a distance; slings, bows, and crossbows. The skill governs all three types of weapon.
Being able to attack enemies from anywhere in line of sight is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons are subject to some unique quirks. All ranged weapons use dexterity instead of strength for damage calculations.
List of Ranged Weapons
Name | Dam | Hit | Speed | Hands | Size | Prob |
---|---|---|---|---|---|---|
Sling | 7 | 0 | 14 | One | Little | 10 |
Shortbow | 9 | +2 | 15 | Two | Little | 10 |
Longbow | 12 | 0 | 17 | Two | Medium | 10 |
Hand crossbow | 14 | +3 | 18 | One | Little | 10 |
Arbalest | 17 | +2 | 19 | Little | Two | 10 |
Triple crossbow | 23 | -2 | 23 | Two | Small | 2 |
Note that the three crossbows (Hand crossbow, arbalest, triple crossbow) are unique in that they have a mindelay of 1.0, instead of 0.7.
Armor Penalty
Ranged weapons are uniquely slowed down by armour encumberance. The penalty, in aut, is as follows:
[(ENCUM)^2 / 2250] * [(450-10ARMOUR) / 5(STR + 3)]
Therefore, lower strength species without armour skill suffer more from heavier armor.
Brands
Ranged Weapons have a differing set of brands when compared to melee weapons:
- Electrocution - Deals additional electricity damage
- Flaming - Adds up to an additional 50% fire damage
- Freezing - Adds up to an additional 50% cold damage
- Penetration - Projectiles can pierce through enemies, hitting everything along its trajectory
- Speed - Attacks take 66.6% normal time
- Venom - Poisons target
- Vorpal - Increases damage by 20%
Ranged weapons may also gain pain or holy wrath from Kikubaaqudgha's and The Shining One's capstone gifts.
Retired Weapons
Over the years, a few ranged weapons have been retired or reworked into new forms:
See also
History
- In 0.29, ranged weapons were reworked. Prior to this:
- Ranged weapons were split into Slings, Bows, and Crossbows, with their seperate skills. Slings crosstrained with Throwing.
- Launchers required ammo to use (stones/sling bullets, arrows, bolts, respectively). Okawaru gifted ammo, and enemies using launchers would have plentiful amounts of it.
- Weapon stats as a whole were drastically different. They scaled off strength instead of DEX, and were not especially encumbered by armour.
- Fustibali were removed, slings were named hunting slings, and Throwing weapons were unoffically considered ranged weapons.
- In 0.27, monsters with ranged attacks got unlimited ammunition (except nets). Throwing ammo was reduced as a result.
- In 0.24, throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.
- Prior to 0.18, each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity. Additionally, more types of ammunition could have brands of their own.
- Prior to 0.15, ranged combat was significantly more complicated; among other differences, min delay was heavily influenced by your stats. Additionally, 0.15 introduced greatslings (later called fustibali), hand crossbows, and triple crossbows, and removed the old version of darts.
- Prior to 0.14, daggers, spears, hand axes, and clubs could be thrown.
- Prior to 0.11, ammunition could have its own enchantment bonuses.
- Prior to 0.6, darts could be fired from an early version of hand crossbows instead of being thrown by hand.