Arrow Choice MATTERS (1.0.3) – Enhanced
Click here for the Legacy version
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.
* 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.
Jensonian – For essentially handing me the means to make the RNG effects work on the modding Discord
Xevyr – For being a generally helpful person
Mod uses Funcom copyright assets and a bunch of numbers I stuck on them by mashing my meatlimbs on a keyboard
I am accepting tips from anyone feeling generous![ko-fi.com]
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