The way the game is currently set up to work, weapons with Piercing damage type are determined by a combination of STR + Dex, while Cutting and Blunt are derivied (if I'm correct) by STR alone. Additionally, Dex and STR both equally determin To-Hit for all weapons.
What I'd like to know is if it's possible to change these to:
Damage determined through the base type, not damage type. IE: Daggers a combination of STR + DEX, bows by DEX only, etc (because your physical STR has nothing to do with how hard a bow hits. You're either strong enough to draw it properly or you're not). I want to be able to create piercing-type weapons such as picks, flanged maces and morning stars, but it's not going to work ideally if their damage is determined by STR + DEX
I also want to eliminiate STR determining To-Hit, because strength and your ability to hit what you're swinging at are two entirely different attributes. Alternately, I might create separate stats for weapon use a'la QFG but I'd still need to remove STR's affect on attack.
To-hit and Damage
Débuté par
Ambaryerno
, déc. 20 2009 11:07
#1
Posté 20 décembre 2009 - 11:07
#2
Posté 21 décembre 2009 - 01:15
I know that with Archery (I've got a compound bow that I used to shoot), strength is as important as dexterity in being able to hit the target (you have to be able to hold the bow string back while aiming), while it's possible that other types of weapons don't require the same ratio; it's most likely that Bioware chose to code it the way they did to simplify the calculations.
#3
Posté 24 mars 2010 - 10:46
Anyone who's ever participated in any legitimate re-enactment can tell you that strength is a *very* significant factor in your ability to land blows in melee combat.
Just had to say that; I can't help you with your technical issue.
Just had to say that; I can't help you with your technical issue.





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