[suggestion] Boomerang Update

Ideas for cool stuff in the future.
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lunitin
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[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
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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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tangar
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Re: [suggestion] Boomerang Update

Post by tangar » Wed Dec 12, 2018 3:30 pm

I suppose before reporting possible problem, we (community) should try boomerangs build in 'real' game. If they would be definitely of no use - we could report devs and they surely would react.
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lunitin
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Re: [suggestion] Boomerang Update

Post by lunitin » Thu Dec 13, 2018 6:06 pm

I had a 40+ goblin Anti-magic warrior with boomerangs maxxed and it was a worthless spend in points. Using an (x)bow with xtra shots was a far better choice for picking off creatures with range. Of course, that character wasn't martial arts, so bows were actually an option.

I suggest you go ahead and give it a try, it's probably worth exploring :MA + Boomerang configuration as well.

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tangar
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Re: [suggestion] Boomerang Update

Post by tangar » Thu Dec 13, 2018 6:56 pm

Yeah, I suppose I'll do it soon (tm). Btw it's also very easy to lost boomerang - if you shoot it and recall out of dungeon shortly afterwards. I lost '..of Power' boomerang at my 'soloist' char yesterday, quite cruel ) And also in general boomerang are also quite easy to loose (they do not return always, unless it's arts), it's yet another problem.

But the cool thing about boomerangs that they could have a lot of magic properties and resistances, much more than bows/crossbows.. So I suppose it was initial idea of developers - to have 'ranged' weapon with powerful properties which makes less damage.. So if devs would buff it's damage, maybe it would become too powerful?
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lunitin
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Re: [suggestion] Boomerang Update

Post by lunitin » Fri Dec 14, 2018 11:40 pm

tangar wrote:
Thu Dec 13, 2018 6:56 pm
Yeah, I suppose I'll do it soon (tm). Btw it's also very easy to lost boomerang - if you shoot it and recall out of dungeon shortly afterwards. I lost '..of Power' boomerang at my 'soloist' char yesterday, quite cruel ) And also in general boomerang are also quite easy to loose (they do not return always, unless it's arts), it's yet another problem.
You can use !L inscription on a boomerang in your inventory to auto-wield your backup.
It would be cool if you could put a backup in your quiver though...
tangar wrote:
Thu Dec 13, 2018 6:56 pm
But the cool thing about boomerangs that they could have a lot of magic properties and resistances, much more than bows/crossbows.. So I suppose it was initial idea of developers - to have 'ranged' weapon with powerful properties which makes less damage.. So if devs would buff it's damage, maybe it would become too powerful?
They should definitely be the least damaging ranged weapon, especially for folks that do not skill. Yes, you can score boomerangs with a prefix/suffix combination that has a lot of auxiliary abilities. However, someone who devotes skill points to Boomerang shouldn't have a ranged weapon that is basically useless in the mid and late game.

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tangar
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Re: [suggestion] Boomerang Update

Post by tangar » Fri Dec 14, 2018 11:54 pm

hm.. maybe they should have the smallest range and high dps? maybe even higher than other ranged weapon. It would make sense and would give boomerangs very different unique gameplay. Like 4-5 tiles max?
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PowerWyrm
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Re: [suggestion] Boomerang Update

Post by PowerWyrm » Mon Dec 17, 2018 12:22 am

Boomerangs do what? Single digit damage? Better throw a stick at monsters… :lol:

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tokariew
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Re: [suggestion] Boomerang Update

Post by tokariew » Mon Dec 17, 2018 1:29 am

Damn maxed boomerang skill and+30 to dam boomerang is around 56 dmg per shoot, with 4 shoot per round without any brand/kill… so we have around 224 dmg per round…

when untrained heave crossbow (+30 to dmg) with bolt (+15 to dmg) will deal around ~190

And i wanted to do MA from warrior…

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