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Another Dumb Archery Question - Wolf-Killer


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#1
capn233

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It had been ages since I used this bow (usually just tell Varathorn to keep his bark).

 

I got it this time through since I wanted to use it in Redcliffe.  Got through that whole mission and then bought Far Song.

 

Here is where the question comes in.  Accepted Brothers and Sons and went to the battlefield (this is the mission with the dead soldiers and the various wolves).  I started off with Wolf-Killer and and killed a wolf or two with it.  Then switched to Far Song just to see the difference.

 

Far Song seemed to do a couple more damage per shot (this was just with Dueling active).  That was for normal shots, not crits as far as I could tell.  Crit chance was only ~4% with WK and ~7% with FS anyway.  Unless all the rolls for Far Song were just luckier, I must be missing something.

 

What all beasts and animals does Wolf-Killer's bonus apply to?  It does work right?  It has a standard 1.5 damage range right?



#2
dainbramage

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I'm fairly certain wolf-killer's bonus is applied as a separate damage instance, a la runes. You should see two floaty numbers though.



#3
capn233

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I'm fairly certain wolf-killer's bonus is applied as a separate damage instance, a la runes. You should see two floaty numbers though.

 

Hmmmm.  I didn't see two numbers per hit.  Now I guess I will need to try and see total number of hits or use something to scan memory.



#4
capn233

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So I go into Brecillian and try to compare these against a Black Bear.  Put Rapid shot on so I wouldn't get crits.  Also ran with and without mods (renamed override directory).

 

Took 6 shots consistently with Far Song.  Wolf Killer mostly took 6 shots, although a couple times it took 7 (no misses).  A couple more points per shot makes sense with Far Song with extra base and the +2 general damage.

 

Were there old tests of Wolf-Killer some place?  All I can find are vague references that the +8 to beasts works on animals too (and I am not entirely sure what counts for what category.



#5
capn233

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Alright more stuff, worked through the mist to the Swiftrunner fight.

 

Swiftrunner

 

Far Song - 11 shots to trigger cutscene (w/o crit)

Wolf-Killer - 11 or 12.

 

Rabid Werewolf

 

Far Song - 6 shots

Wolf-Killer - 7 shots

 

Also calculating it out for Level 14 rogue with my stats, average normal damage per shot:

 

Far Song - 38.99

Wolf-Killer - 35.18

 

Which seems more or less consistent with the difference I see in floated numbers on these targets.



#6
capn233

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Alright, don't really know how to use the toolset correctly, but I do know how to click all over the place...

 

If I load up a Werewolf, then race / species is listed as... Demons?  That's interesting.

 

But the next question has to do with the item properties of weapons.  So Wolf Killer has "+4 to undead," which seems to be listed under Item Properties (along with the beast damage).  Both have an asterisk in the Type field, and then the undead has: "+<powervalue/> damage vs spirits" with Power of 2.

 

Then looking at OnHitEffect it has (None) listed, with OnHitPower as 0.

 

Topsider's Honor also has a bonus vs undead, but this does not appear in the Item Properties list, instead it is listed under OnHitEffect "+<powervalue/> damage vs spirits", with OnHit Power of 3.  Is that were those effect should have been for Wolf-Killer?

 

edit:

 

Stuff I found with race of "Beast":

 

Deepstalker

Giant Spider

 

Oh that's it so far.  I guess I need to press on.



#7
dainbramage

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Heh, I was also just looking. In itemprps.xls its on-hit effect isn't actually implemented :/.

 

EDIT: But in sys_itemprops_h it is implemented. ugh bioware. According to the script it should trigger on anything with animal or beast creature types (that's 4 or 5 in APR_base.xls).

 

Just checked, wolves are animal, so wolf killer should be triggering on them.



#8
capn233

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Heh, I was also just looking. In itemprps.xls its on-hit effect isn't actually implemented :/.

 

Yeah I just finished testing against the first wave of giant spiders in the Ruins... FS definitely was doing better damage pretty much the same story as above (couple damage per hit).

 

That's just for Beast damage right?  Damage v undead effect should actually theoretically work, since other weapons get that, right?  I guess there are some skeletons around the ruins too.



#9
dainbramage

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It's in the script and I can't see why it shouldn't work though, despite the comment in the xls saying it's not implemented.

 

BUT when I test in game I'm not seeing the 2nd floaty, even after recompiling rules_core to make sure it's the same as the toolset script. I'll play around with it some more when I have time.



#10
capn233

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I guess Green Blade has the beast damage bonus, or is supposed to.



#11
capn233

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Skeleton Archer

 

Far Song - 6 hits (36-45)

Wolf-Killer - 6 hits (32-42)

 

This seems like the real reason the PS3 version just got +6 attack.

 

Have to wonder how WK was tested before on PC.  Specifically wiki says

 

Despite its description, it works on Animals as well as Beasts. Against its preferred enemy type it is one of the best ranged weapons.

 

Hopefully that conclusion wasn't just based on the fact that beast and animal damage numbers were the same.  Ah well, I guess I assumed it worked for no good reason myself way back when. :wizard:

 

edit: ok now I am confused about what these "racial" bonuses were even supposed to be checking.  Skeletons and the various corpses are just listed as Demons when I read them in the toolset.  I assumed the Race/Species was how this was supposed to be categorized, but the "undead" bonus on Wolf-Killer and Topsider's Honor are for "damage vs spirits" whatever that is supposed to actually be.

 

Cold Iron Rune uses the same "+<powervalue/> damage vs spirits" though, although they are listed under ItemProperties instead of just OnHitEffects like normal damage runes (not sure if this matters at all, that is where Silverite runes list their darkspawn bonus).  Guess it would help if I knew what I was looking at. =]