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#REDIRECT[[Ranged Weapons]]
'''Ranged Weapons''' is a [[skill]] that governs '''launchers''', weapons which fire missiles from a distance. This includes slings, bows, and crossbows. Being able to attack enemies from any unobstructed tile 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 suffer penalties when wearing heavy body [[armour]].
 
 
 
All ranged weapons use [[dexterity]] instead of [[strength]] for damage calculations.
 
 
 
==List of Ranged Weapons==
 
{| class="wikitable"
 
! Name || Dam || Hit || Delay || Hands || Size || Prob
 
|-style="vertical-align: top;"
 
| [[Hunting sling|Sling]] || 7 || 0 || 14 || One || Little || 10
 
|-style="vertical-align: top;"
 
| [[Shortbow]] || 9 || +2 || 15 || Two || Little || 10
 
|-style="vertical-align: top;"
 
| [[Longbow]] || 12 || 0 || 17 || Two || Medium || 10
 
|-style="vertical-align: top;"
 
| [[Hand crossbow]] || 17 || +3 || 18 || One || Little || 10
 
|-style="vertical-align: top;"
 
| [[Arbalest]] || 17 || -2 || 19 || Two || Little || 10
 
|-style="vertical-align: top;"
 
| [[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 [[weapon speed|minimum delay]] of 1.0, instead of the standard 0.7 (they attack slower).
 
 
 
==Armour Penalty==
 
Ranged weapons are uniquely penalized down by [[Encumbrance_rating|armor encumberance]]. The more encumbered you are, the slower you attack. The penalty, in [[decaAut]], is as follows:
 
 
 
{{crawlquote|[ (e)^2 / 2250 ] * [ (90-2A) / (S + 3) ]}}
 
For e = encumberance rating, A = Armour skill, and S = strength.
 
 
 
Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armour.
 
 
 
==Brands==
 
Ranged Weapons have a different set of [[brand]]s. Most of these are similar to their melee version.
 
*[[Chaos]] - Causes random effects
 
*[[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 (brand)|Speed]] - Attacks take 66.6% normal time
 
*[[Venom]] - Poisons target
 
*[[Vorpal]] - Increases damage by up to 20%.
 
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) 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:
 
*[[Fustibalus]] - removed with the removal of the Slings skill in [[0.29]]
 
*[[Blowgun]]/[[Needle]] - effect was moved on to the throwable [[dart]] in [[0.24]]
 
*[[Bow (item)|Bow]] - Split into shortbow/longbow in [[0.15]].
 
*[[Crossbow (item)|Crossbow]] - Split into hand crossbow/arbalest in [[0.15]].
 
 
 
===Returning Weapons===
 
*[[Dart]]s - removed in [[0.15]], re-added in [[0.24]].
 
*[[Sling]] - split into [[hunting sling]] and greatsling ([[fustibalus]]) in [[0.15]], renamed back from hunting sling in [[0.29]].
 
 
 
==See also==
 
*[[Throwing]]
 
*[[Ranged Combat]]
 
 
 
==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]] existed as an upgrade to slings, [[sling]]s were named [[hunting sling]]s, and Throwing weapons were considered ranged weapons (as they were unchanged).
 
*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.
 
*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]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s 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.
 

Latest revision as of 02:57, 24 August 2022

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