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| dynamictable = {{Dynamic object|Items|Compound Bow}} | | dynamictable = {{Dynamic object|Items|Compound Bow}} | ||
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,BowMods | | supportedmods = MissileWeaponMods,FirearmMods,CommonMods,BowMods | ||
| desc = | | desc = Idler wheels were tinkered to the limbs, and wound cables stiffen to accentuate the archer's strength. | ||
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles | {{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles | ||
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Projectiles fired with this weapon receive bonus penetration based on the wielder's Strength.{{)}}}} | Projectiles fired with this weapon receive bonus penetration based on the wielder's Strength.{{)}}}} | ||
| categories = Bows | | categories = Bows | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
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== Mechanics == | == Mechanics == | ||
All arrows in the game have a base penetration value of '''{{PV}}4'''.<ref><code>ObjectBlueprints.xml</code> - All arrows inherit a BasePenetration of 0 from <code>BaseArrowProjectile</code>, which is displayed a {{PV}}4 in game.</ref> However, each type of arrow has a different maximum penetration, which can be achieved with the {{name}} and sufficient strength. Higher-tier arrows have a higher ''potential cap'' for strength-modified penetration.{{Code Reference|class=MissilePerformance}}{{Code Reference|namespace=XRL.World|class=GetMissileWeaponPerformanceEvent}} The {{favilink|turbow}} is the only other [[:Category:Bows|bow]] in the game that applies the wielder's [[Modifier|strength modifier]] to arrow penetration. | |||
Scoring a critical hit with the {{name}} will add a '''+2''' bonus to its PV. {{Code Reference|class=MissileWeapon|method=MissileHit}} | Scoring a critical hit with the {{name}} will add a '''+2''' bonus to its PV. {{Code Reference|class=MissileWeapon|method=MissileHit}} |