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Weapon Modifiers page on web site  XML
Forum Index -> UT2004 DisastrousConsequences.com
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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I only just noticed that you had updated the weapon data on the web page. Thanks Druid, it makes everything a lot clearer.

Just for the sake of getting something wonderful even better, I am not sure about the entry for Harm. It says
Harm
Range: -3 to -1
Each minus deals an additional 1% damage to you.
 

Since this is effectively a negative protection weapon, shouldn't this be
Harm
Range: -3 to -1
Each - increases the amount of damage you take by 10% and deals 1% less damage.
 



Likewise, shouldn't the Draining do 3% less damage, as well as taking the 2% adrenaline.
And do you still have a Misfortune weapon?
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Also, shouldn't Slowfoot say
Each - adds a 5% slower walk and 2% less damage.
 
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Not sure about Harm but I think the code for Slowfoot weapons does indeed allow you to do MORE damage. I think Druid intended this as a way to slightly offset the fact that you cant run away very well.
Maximus

Killing Spree

Joined: 02/26/2005 00:15:05
Messages: 30
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According to my experience, slowfoot does less damage actually. At least that was in last PUBLIC patch. Not sure if anything changed since then.
FRAGaLOT

Killing Spree
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Joined: 01/23/2005 11:32:54
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Location: Kalee-forn-yah
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Okay.. after reading this thread I'm still confused what these new magic types do. heck I'm still confused as to what some of the older magic weapon types do.

I never thought slowfoot did anything more than slow your walk speed. I had no idea it caused less damage. But what if the slowfoot weapon had a +# attribute like +3? Would it in effect cancel out the reduced damage, depending on how much + there was?

And someone told me that magic weapons with + doesn't yield as much damage as a non-magic weapon with + of the same amount.

__ FRAGaLOT
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v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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Yes, Magic types that have a name and a modifier don't do as much damage as a gun with no special name but having a + modifier.

The reason behind that is guns that have only a + after them do 10% more damage for each +, while others such as null, freezing, etc do around 2% more damage for each +.

The exception is Vorpal which also does 10% more damage per +.
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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And to get back to the original idea in this thread, I looked them over and spotted this.

Penetrating
Range: -2 to 4
Shots fired by this weapon go through any players they hit (like the zoom instagib beam does). NOTE: This does not apply to monsters, only to human players. Each + (or -) does 2% more (or less) damage. 


Unless Druid changed something in the 180 patch, this is not true. The code from the default RPG mutator and also DruidsRPG173 is such that penetrating shots WILL go through monsters(providing it isnt a monster with a shield up). When I made the Stone magic type I used the code for Null and combined it with Penetrating and I can clearly see the effects of shooting through multiple monsters and causing them all to stop moving at once.
 
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