Turbow: Difference between revisions

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| gameversion = 2.0.201.54
| gameversion = 2.0.201.54
}}
}}
<!-- END QBE -->The {{name}} is a moderately accurate, mid-tier bow that requires an [[:Category:Energy Cells|energy cell]] to function. When powered, it increases the [[PV|penetration]] and damage potential of [[:Category:Arrows|arrows]]. When unpowered, it cannot be fired at all.
<!-- END QBE -->A {{name}} is a moderately accurate, mid-tier bow that requires an [[:Category:Energy Cells|energy cell]] to function. When powered, it increases the [[PV|penetration]] and damage potential of [[:Category:Arrows|arrows]]. When unpowered, it cannot be fired at all.
 
The {{name}} is one of two bows, along with the {{favilink|compound bow}}, that benefits from the user's [[strength]]. More specifically, the user's strength modifier is added to the {{PV}}[[PV]] of arrows fired from the bow, up to a certain limit.<ref><code>ObjectBlueprints.xml</code></ref><ref> This strength modifier is in addition to the flat '''+4''' PV automatically added by the '''turbow''' to all attacks. Technically, there is not currently a limit to the strength modifier applied by the '''turbow''', but this [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/3067 appears to be a bug]. For now, this page describes the behavior as it appears to be intended to work.</ref>
 
When the player loads an arrow into a {{name}}, the game will display the maximum strength-modified penetration that is achievable with that arrow and the {{name}}. For example, if a steel arrow is loaded, the display will always look like the following:
 
[[File:Turbow_penetration_display_example.png]]
 
However, the actual PV will be '''{{PV}}8''', plus the wielder's [[Modifier|strength modifier]], up to the displayed limit. Thus, the actual PV is not shown in game.


== Mechanics ==
== Mechanics ==
Currently, all arrows in the game have a base penetration value of '''{{PV}}4'''.<ref><code>ObjectBlueprints.xml</code> - Inherited from <code>BaseArrowProjectile</code></ref> When loaded into a {{name}}, the base penetration of any arrow is increased by 4 to '''{{PV}}8'''. Higher-tier arrows have a higher ''potential cap'' for strength-modified penetration, but because the {{name}} does not allow the user's strength to be factored in to the bow's overall penetration when fired, those potentials have no effect when arrows are fired from the {{name}}.{{Code Reference|class=MissilePerformance}}{{Code Reference|namespace=XRL.World|class=GetMissileWeaponPerformanceEvent}}
Currently, all arrows in the game have a base penetration value of '''{{PV}}4'''.<ref><code>ObjectBlueprints.xml</code> - Inherited from <code>BaseArrowProjectile</code></ref>. When loaded into a {{name}}, the base penetration of any arrow is increased by 4 to '''{{PV}}8'''. In addition to their base penetration, each arrow has a maximum potential strength-modified penetration cap. Higher-tier arrows have a higher ''potential cap'' for strength-modified penetration.{{Code Reference|class=MissilePerformance}}{{Code Reference|namespace=XRL.World|class=GetMissileWeaponPerformanceEvent}}


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}}
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! rowspan="2" | Arrow
! rowspan="2" | Arrow
! colspan="2" | Normal Stats
! colspan="2" | Normal Stats
! colspan="2" | Stats When Fired From Turbow
! colspan="4" | Stats When Fired From Turbow
|-
|-
! PV
! PV
! Damage
! Damage
! PV
! Base PV
! Max PV
! Str Required to<br>Achieve Max PV
! Damage
! Damage
|-
|-
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| '''{{Heart}}{{dice tooltip|1d4}}'''
| '''{{Heart}}{{dice tooltip|1d4}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}10'''
| '''20'''
| '''{{Heart}}{{dice tooltip|1d8+1}}'''
| '''{{Heart}}{{dice tooltip|1d8+1}}'''
|-
|-
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| '''{{Heart}}{{dice tooltip|1d3+1}}'''
| '''{{Heart}}{{dice tooltip|1d3+1}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}11'''
| '''22'''
| '''{{Heart}}{{dice tooltip|1d7+2}}'''
| '''{{Heart}}{{dice tooltip|1d7+2}}'''
|-
|-
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| '''{{Heart}}{{dice tooltip|1d2}}'''
| '''{{Heart}}{{dice tooltip|1d2}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}9'''
| '''18'''
| '''{{Heart}}{{dice tooltip|1d6+1}}'''<ref>This is only the base arrow damage of the {{favilink|boomrose arrow}}, not including the explosion. The arrow does not need to penetrate to explode.</ref>
| '''{{Heart}}{{dice tooltip|1d6+1}}'''<ref>This is only the base arrow damage of the {{favilink|boomrose arrow}}, not including the explosion. The arrow does not need to penetrate to explode.</ref>
|-
|-
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| '''{{Heart}}{{dice tooltip|1d4+1}}'''
| '''{{Heart}}{{dice tooltip|1d4+1}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}12'''
| '''24'''
| '''{{Heart}}{{dice tooltip|1d8+2}}'''
| '''{{Heart}}{{dice tooltip|1d8+2}}'''
|-
|-
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| '''{{Heart}}{{dice tooltip|1d4+2}}'''
| '''{{Heart}}{{dice tooltip|1d4+2}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}13'''
| '''26'''
| '''{{Heart}}{{dice tooltip|1d8+3}}'''
| '''{{Heart}}{{dice tooltip|1d8+3}}'''
|-
|-
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| '''{{Heart}}{{dice tooltip|1d4+3}}'''
| '''{{Heart}}{{dice tooltip|1d4+3}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}14'''
| '''28'''
| '''{{Heart}}{{dice tooltip|1d8+4}}'''
| '''{{Heart}}{{dice tooltip|1d8+4}}'''
|-
|-
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| '''{{Heart}}{{dice tooltip|1d4+4}}'''
| '''{{Heart}}{{dice tooltip|1d4+4}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}15'''
| '''30'''
| '''{{Heart}}{{dice tooltip|1d8+5}}'''
| '''{{Heart}}{{dice tooltip|1d8+5}}'''
|-
|-
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| '''{{Heart}}{{dice tooltip|1d4+5}}'''
| '''{{Heart}}{{dice tooltip|1d4+5}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}16'''
| '''32'''
| '''{{Heart}}{{dice tooltip|1d8+6}}'''
| '''{{Heart}}{{dice tooltip|1d8+6}}'''
|-
|-
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| '''{{Heart}}{{dice tooltip|1d4+6}}'''
| '''{{Heart}}{{dice tooltip|1d4+6}}'''
| '''{{PV}}8'''
| '''{{PV}}8'''
| '''{{PV}}17'''
| '''34'''
| '''{{Heart}}{{dice tooltip|1d8+7}}'''
| '''{{Heart}}{{dice tooltip|1d8+7}}'''
|-
|-
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== Considerations ==
== Considerations ==
{{Opinion}}
{{Opinion}}
* Can be very useful if found early in the game, before higher-penetration weapons are available
* Can be an extremely effective ranged weapon for high-strength characters during the early game.
* Has unimpressive accuracy.
* Has the highest damage potential of any bow, exceeding the penetration and damage potential of the {{favilink|compound bow}}.
* Unlike the {{favilink|compound bow}}, does not allow the wielder's strength bonus to improve the penetration of arrow attacks.
* Has lower accuracy than the {{favilink|compound bow}}. Consider adding the [[scoped]] mod to improve accuracy.
* Does not hold up well against higher-tier enemies with substantial [[AV]].
* For characters with low strength, the {{name}} will also ''lower'' an arrow's PV based on strength (but it still benefits from its unique flat +4 PV bonus).
* High-tier ammo only scales damage, not penetration. High-tier ammo is also difficult to come by.
* With high-tier ammo, can be an effective weapon even against fairly high [[AV]] targets.
* High-tier ammo is difficult to find in large supply.


{{references|2.0.201.54}}
{{references|2.0.201.54}}


{{Missile Weapon Navbox}}
{{Missile Weapon Navbox}}

Revision as of 15:46, 12 December 2020

turbow
$
200.00
Commerce Value
5
lbs.
Weight
Ammo Type

arrow

Accuracy
Shots per Action

1

Max Ammo

1

Charge per Use

20 Solar cell: 125 usesFidget cell: 125 usesLead-acid cell: 200 usesCombustion cell: 300 usesChem cell: 500 usesThermoelectric cell: 2000 usesBiodynamic cell: 3000 usesNuclear cell: 5000 usesAntimatter cell: 10000 usesMecha power core: 25000 uses

Charge Used For

Weapon Power

Complexity

4

Tier

5

<00245>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Bow and Rifle

Character

)

ID?Use this ID to Wish for the item

Turbow

Extra Info:
turbow

Servos click on the wheeling groves and a miniature air turbine exaggerates the pull of the bowstring.

Weapon Class: Bows & Rifles
Accuracy: Medium

This weapon increases the base penetration of its ammo by 4.
This weapon increases the damage die of its ammo by 4.
This weapon increases the damage bonus of its ammo by 1.

Perfect

A turbow is a moderately accurate, mid-tier bow that requires an energy cell to function. When powered, it increases the penetration and damage potential of arrows. When unpowered, it cannot be fired at all.

The turbow is one of two bows, along with the compound bow, that benefits from the user's strength. More specifically, the user's strength modifier is added to the PV of arrows fired from the bow, up to a certain limit.[1][2]

When the player loads an arrow into a turbow, the game will display the maximum strength-modified penetration that is achievable with that arrow and the turbow. For example, if a steel arrow is loaded, the display will always look like the following:

Turbow penetration display example.png

However, the actual PV will be 8, plus the wielder's strength modifier, up to the displayed limit. Thus, the actual PV is not shown in game.

Mechanics

Currently, all arrows in the game have a base penetration value of 4.[3]. When loaded into a turbow, the base penetration of any arrow is increased by 4 to 8. In addition to their base penetration, each arrow has a maximum potential strength-modified penetration cap. Higher-tier arrows have a higher potential cap for strength-modified penetration.[4][5]

Scoring a critical hit with the turbow will add a +2 bonus to its PV. [6]

Arrow Normal Stats Stats When Fired From Turbow
PV Damage Base PV Max PV Str Required to
Achieve Max PV
Damage
wooden arrow 4 ♥1d41-4 (Avg: 2.5) 8 10 20 ♥1d8+12-9 (Avg: 5.5)
steel arrow 4 ♥1d3+12-4 (Avg: 3) 8 11 22 ♥1d7+23-9 (Avg: 6)
boomrose arrow 4 ♥1d21-2 (Avg: 1.5) 8 9 18 ♥1d6+12-7 (Avg: 4.5)[7]
carbide arrow 4 ♥1d4+12-5 (Avg: 3.5) 8 12 24 ♥1d8+23-10 (Avg: 6.5)
folded carbide arrow 4 ♥1d4+23-6 (Avg: 4.5) 8 13 26 ♥1d8+34-11 (Avg: 7.5)
fullerite arrow 4 ♥1d4+34-7 (Avg: 5.5) 8 14 28 ♥1d8+45-12 (Avg: 8.5)
crysteel arrow 4 ♥1d4+45-8 (Avg: 6.5) 8 15 30 ♥1d8+56-13 (Avg: 9.5)
flawless crysteel arrow 4 ♥1d4+56-9 (Avg: 7.5) 8 16 32 ♥1d8+67-14 (Avg: 10.5)
zetachrome arrow 4 ♥1d4+67-10 (Avg: 8.5) 8 17 34 ♥1d8+78-15 (Avg: 11.5)

Obtaining

The turbow can be:

Considerations

This section is opinion-based. Your mileage may vary.
  • Can be an extremely effective ranged weapon for high-strength characters during the early game.
  • Has the highest damage potential of any bow, exceeding the penetration and damage potential of the compound bow.
  • Has lower accuracy than the compound bow. Consider adding the scoped mod to improve accuracy.
  • For characters with low strength, the turbow will also lower an arrow's PV based on strength (but it still benefits from its unique flat +4 PV bonus).
  • With high-tier ammo, can be an effective weapon even against fairly high AV targets.
  • High-tier ammo is difficult to find in large supply.

References

This information is reliable as of patch 2.0.201.54.
  1. ObjectBlueprints.xml
  2. This strength modifier is in addition to the flat +4 PV automatically added by the turbow to all attacks. Technically, there is not currently a limit to the strength modifier applied by the turbow, but this appears to be a bug. For now, this page describes the behavior as it appears to be intended to work.
  3. ObjectBlueprints.xml - Inherited from BaseArrowProjectile
  4. XRL.World.Parts.MissilePerformance
  5. XRL.World.GetMissileWeaponPerformanceEvent
  6. XRL.World.Parts.MissileWeapon, method MissileHit
  7. This is only the base arrow damage of the boomrose arrow, not including the explosion. The arrow does not need to penetrate to explode.
  8. XRL.World.Parts.SpindleNegotiation
  9. PopulationTables.xml