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136 bytes added ,  01:31, 5 December 2020
add note about critical hits
mNo edit summary
(add note about critical hits)
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== 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'''. 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}}
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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