Turbow: Difference between revisions

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Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
m (The claim that this "doubles" penetration seems contrary to the item's own description, so I've removed that claim for now - it should be supported with a code reference or other form of verification to make sure the wiki is being accurate in this case.)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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| accuracy = 9
| accuracy = 9
| shots = 1
| shots = 1
| ammoperaction = 1
| maxammo = 1
| maxammo = 1
| chargeused = 20
| chargeused = 20
Line 23: Line 24:
| candisassemble = yes
| candisassemble = yes
| colorstr = &r
| colorstr = &r
| tilecolors = rK
| renderstr = )
| renderstr = )
| extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes | energyammoloader = yes}}
| inheritingfrom = BaseBow
| inheritingfrom = BaseBow
| dynamictable = {{Dynamic object|Items|Turbow}}
| unidentifiedimage = turbow unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = bow
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,BowMods
| desc = Servos click on the wheeling groves and a miniature air turbine exaggerates the pull of the bowstring.
| desc = Servos click on the wheeling groves and a miniature air turbine exaggerates the pull of the bowstring.


{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
Accuracy: Medium{{)}}}}
Accuracy: Medium
Projectiles fired with this weapon receive bonus penetration based on the wielder's Strength.{{)}}}}
{{Qud shader|rules|{{(}}This weapon increases the base penetration of its ammo by 4.
{{Qud shader|rules|{{(}}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 die of its ammo by 4.
This weapon increases the damage bonus of its ammo by 1.{{)}}}}
This weapon increases the damage bonus of its ammo by 1.{{)}}}}
| categories = Bows
| categories = Bows
| gameversion = 2.0.201.54
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->The {{name}} is a moderately accurate, mid-tier bow that requires an [[:Category:Energy Cells|energy cell]] to function. When powered, it significantly increases the [[PV|penetration]] and damage potential of [[:Category:Arrows|arrows]].
<!-- 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.</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 ==
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}}
 
{| class="wikitable" style="text-align: center;"
! rowspan="2" | Arrow
! colspan="2" | Normal Stats
! colspan="4" | Stats When Fired From Turbow
|-
! PV
! Damage
! Base PV
! Max PV
! Str Required to<br>Achieve Max PV
! Damage
|-
| {{favilink|wooden arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d4}}'''
| '''{{PV}}8'''
| '''{{PV}}10'''
| '''20'''
| '''{{Heart}}{{dice tooltip|1d8+1}}'''
|-
| {{favilink|steel arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d3+1}}'''
| '''{{PV}}8'''
| '''{{PV}}11'''
| '''22'''
| '''{{Heart}}{{dice tooltip|1d7+2}}'''
|-
| {{favilink|boomrose arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d2}}'''
| '''{{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>
|-
| {{favilink|carbide arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d4+1}}'''
| '''{{PV}}8'''
| '''{{PV}}12'''
| '''24'''
| '''{{Heart}}{{dice tooltip|1d8+2}}'''
|-
| {{favilink|folded carbide arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d4+2}}'''
| '''{{PV}}8'''
| '''{{PV}}13'''
| '''26'''
| '''{{Heart}}{{dice tooltip|1d8+3}}'''
|-
| {{favilink|fullerite arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d4+3}}'''
| '''{{PV}}8'''
| '''{{PV}}14'''
| '''28'''
| '''{{Heart}}{{dice tooltip|1d8+4}}'''
|-
| {{favilink|crysteel arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d4+4}}'''
| '''{{PV}}8'''
| '''{{PV}}15'''
| '''30'''
| '''{{Heart}}{{dice tooltip|1d8+5}}'''
|-
| {{favilink|flawless crysteel arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d4+5}}'''
| '''{{PV}}8'''
| '''{{PV}}16'''
| '''32'''
| '''{{Heart}}{{dice tooltip|1d8+6}}'''
|-
| {{favilink|zetachrome arrow}}
| style="text-align:center;" | '''{{PV}}4'''
| '''{{Heart}}{{dice tooltip|1d4+6}}'''
| '''{{PV}}8'''
| '''{{PV}}17'''
| '''34'''
| '''{{Heart}}{{dice tooltip|1d8+7}}'''
|-
|}
 
== Obtaining ==
The {{name}} can be:
* Found as random loot in [[zone tier|mid-to-high-tier zones]] or occasionally equipped by random creatures.
* Obtained as a [[faction heirloom]] during [[The First Council of Omonporch]] if the player's chosen faction has an heirloom type of ''rifles''. Refer to the [[faction heirloom]]s page for details about the chance of obtaining a {{name}}.{{Code Reference|class=SpindleNegotiation}}<ref><code>PopulationTables.xml</code></ref>
* Crafted with the [[Tinker II]] skill, after obtaining the required [[schematic]].
* [[Disarmed]] from {{favilink|turbow turret|plural}}.
 
== Considerations ==
{{Opinion}}
* 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 {{favilink|compound bow}}.
* Has lower [[Missile_weapon_combat#Missile_Weapon_Accuracy|accuracy]] than the {{favilink|compound bow}}.
* 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).
* 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}}


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