Re: Github Fork: Ranged Weapons, Monsters follow player, Monsters flee at low HP.
Posted: Fri Jan 08, 2016 11:59 pm
So, I believe this a fair exchange because the block chance debuff is only effective once the creature gets to you and hits you. Also, it is slightly unrealistic to decrease block chance considering that other items have an advantageous effect to counter-balance a significant disadvantage, e.g. Quickstrike Dagger and Blackwater Equipment, as "melee" equipment. It is interesting dichotomy to find attributes that accommodate both combat distance/movement and strengths/weaknesses of the particular weapon. If this works for the better, we could have a whole host of ranged weapons. Many have already given examples like throwing daggers, whips, shurikens, slingshots, stone slingers, darts, spears, shaolin meteor hammer... who knows what else. It sure would make AT a whole lot more interesting.twirlimp wrote:I just thought of a solution for the "distance" thing.Voom wrote:You're right, it is just a minor issue if you haven't attacked, in which case 100% chance of flee will suffice. But there is the point that once you have already attacked the flee chance can vary based on distance. I believe that is also minor, but slightly more of an issue then the former. Thx.
Maybe when you attack with a ranged weapon, you get the status condition called "exposed" that lowers evasion and maybe increases move cost.
......And it's stackable.
And yeah of course the blockchance debuff from the bow will removed and instead added to the same "exposed" stats condition.