Arrow Choice MATTERS (1.0.3) – Enhanced

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Author: Wyrd-Oh

Last revision: 22 May at 21:12 UTC

File size: 881.25 KB

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Description:
THIS IS THE ENHANCED VERSION

Click here for the Legacy version

Regular arrows have very little difference between each other, meaning you pretty much just use the one with the highest attack power. Now the type of arrow you choose actually matters!

General rule of thumb is that across the tiers, metal arrows have higher penetration and bone/stone arrows have higher damage. This means each arrow has differing performance against low and high armor targets. I’ve tried to keep the average damage across armor types about the same, but now concentrated more towards either end of the scale for each type of arrow.

Additionally, unique arrows have had their effects changed somewhat to make them actually "unique", so be sure to check the item descriptions to see what has changed (or the table below). Most effects listed have a percentage chance of occuring, with a higher chance on higher tier/quality items.

Specialist arrows like Explosive and Healing have not been changed as of yet, but I may do so in the future. I also intend to add more types of arrows when that becomes actually feasible but at the moment that involves changing EVERY bow entry to add them as compatible ammunition.

CHANGES
Name
Damage
Penetration
Effect
Bone
5
-20%
Flinthead
3
10%
Iron
8
20%
Ivory
14
-10%
Abysmal
14
0%
Sunder
Steel
10
30%
Razor
10
10%
Bleed
Hardened Steel
14
35%
Star Metal
16
40%
Black Ice
15
15%
Chilling
Obsidian
19
0%
Bleed
Dragonbone
20
5%
Sunder
Hollowbone
24
25%
Serpent-man
18
20%
Accurate
Ice Shard
13
0%
Cripple
Abyssal
23
45%
Quivering
24
0%
Harpy’s Kiss
20
0%
Rupture*
Huntress
20
10%
Sunder
Void Forge
14
40%
Lightweight
Blunted
-4
-20%
Sucker Punch*
Snake
4
-15%
Poison

* Rupture is a new effect that has a 20% chance to do a burst of random damage that ignores armor (up to 35), which will show a crosshairs on the target when it procs.
* Sucker Punch is a new effect that has a 20% chance to do a burst of random concussion damage (up to 30) followed by a debuff that deals random damage (up to 45) over 10 seconds, stacking up to 3 times

Comments or suggestions on balance or other changes are very welcome.

SPECIAL THANKS

Jensonian – For essentially handing me the means to make the RNG effects work on the modding Discord
Xevyr – For being a generally helpful person

DISCLAIMER

Mod uses Funcom copyright assets and a bunch of numbers I stuck on them by mashing my meatlimbs on a keyboard

SELF PROMOTION

I am accepting tips from anyone feeling generous![ko-fi.com]

ATTENTION:

Any reports of issues should include actual information and not just "it doesn’t work", I need some amount of information to work off
Low effort or rude comments will be deleted