[suggestion] Boomerang Update

Ideas for cool stuff in the future.
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lunitin
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Joined: Sat Jun 13, 2015 5:28 am

[suggestion] Boomerang Update

Post by lunitin » Sat Dec 08, 2018 1:40 am

For those that would skill Boomerang, they are pretty lackluster in their current state. Even with 4 or 5 throws a round, and the skill maxxed at 50, the damage is very limited, and far under what slings can output. Which is as it should be, but they should be a little more competitive.

Perhaps for those that skill boomerang, either increase the damage bump per skill, or add an Extra Might at some breakpoint. Not too early that some builds can dip and get a big power boost, but not so late that it drops off in effectiveness in the midgame. 25? 33?

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tangar
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Re: [suggestion] Boomerang Update

Post by tangar » Sat Dec 08, 2018 10:04 am

I didn't try lvlup this skill. Which build do you use for it? I suppose to correct it's balance we should collect several possible builds and compare them with others to notice weaknesses/advantages
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lunitin
Posts: 10
Joined: Sat Jun 13, 2015 5:28 am

Re: [suggestion] Boomerang Update

Post by lunitin » Sat Dec 08, 2018 7:55 pm

I used a development server and created a collection of boomerangs and tested things out at various skill levels. I modified the code to have 2x and 3x extra might as the skill advanced. 3x seemed like overkill dealing over 600-700 damage a round before slays (4 throws), but with 2x the numbers were more like 300-400 a round(4 throws). Though, I neglected to test increasing the +1 damage every 2.5 levels the skill currently gives.

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