I liked it until I read "armor won't be able to block damage from these piercing arrows". Given how strong armor is, it wouldn't make sense for an arrow (made of lowly iron at that) to pierce armor, both balance-wise and realism-wise (mostly balance-wise). No support.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I liked it until I read "armor won't be able to block damage from these piercing arrows". Given how strong armor is, it wouldn't make sense for an arrow (made of lowly iron at that) to pierce armor, both balance-wise and realism-wise (mostly balance-wise). No support.
It used to be at armor doesn't block all damage but I changed because the community wanted how it is now. If I get enough pressure, I will change it back.
It used to be at armor doesn't block all damage but I changed because the community wanted how it is now. If I get enough pressure, I will change it back.
Ah. Well, unless it gets changed back, no support. Sorry!
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
The core of your idea is awesome. Ranged weapons could use variety and the idea of going through glass panes is neat.
I also like some of the other suggestions the community has put out such as passing through mobs and it being reusable but with a couple of tweaks maybe.
On the idea of passing through mobs: Iron is an abundant renewable resource so I think the arrow should break at some point. Say 5% chance of breaking per mob it hits. So if it goes through three mobs that would be a 15% chance of breaking. This way on a pvp server your enemy may or may not be able to return your arrow
On Armor Piercing: I agree with Kholdstare in that it shouldn't negate all armor. In fact it might be better if the arrow reduced the armor's durability double or triple what a normal arrow would do. Arrows in general are quite deadly in this game whether or not you're wearing armor. I also generally don't like the idea of dolling out more damage since the player (currently) only has ten hearts to his or her name.
The core of your idea is awesome. Ranged weapons could use variety and the idea of going through glass panes is neat.
I also like some of the other suggestions the community has put out such as passing through mobs and it being reusable but with a couple of tweaks maybe.
On the idea of passing through mobs: Iron is an abundant renewable resource so I think the arrow should break at some point. Say 5% chance of breaking per mob it hits. So if it goes through three mobs that would be a 15% chance of breaking. This way on a pvp server your enemy may or may not be able to return your arrow
On Armor Piercing: I agree with Kholdstare in that it shouldn't negate all armor. In fact it might be better if the arrow reduced the armor's durability double or triple what a normal arrow would do. Arrows in general are quite deadly in this game whether or not you're wearing armor. I also generally don't like the idea of dolling out more damage since the player (currently) only has ten hearts to his or her name.
Otherwise I do support this idea.
Thanks for your support. I will add your stats, and your support. Thanks.
If it has a chance of breaking, it should be a 30% rather than 5%. The armor-piercing mechanic should still be used, but it wouldn't completely pierce armor; the 1/2 extra heart should be upgraded to a full extra heart of damage. That heart would completely pierce armor.
In addition, there should be a mob-piercing mechanic (not sure what the one in the OP is if there's one at all). Basically, the game does a calculation whenever the arrow strikes a mob: If 2x the damage of the arrow is greater than the mob's current health, the arrow pierces the mob. If that arrow makes contact with another mob, it does yet another calculation, but slightly different: If 1.5x the damage of the arrow is greater than the mob's current health, it pierces. The trend continues (-.5x modifier per mob) until the arrow is stopped by a mob (it will inevitably stop at the fourth mob).
Sound good? Or is it too math-y?
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
If it has a chance of breaking, it should be a 30% rather than 5%. The armor-piercing mechanic should still be used, but it wouldn't completely pierce armor; the 1/2 extra heart should be upgraded to a full extra heart of damage. That heart would completely pierce armor.
In addition, there should be a mob-piercing mechanic (not sure what the one in the OP is if there's one at all). Basically, the game does a calculation whenever the arrow strikes a mob: If 2x the damage of the arrow is greater than the mob's current health, the arrow pierces the mob. If that arrow makes contact with another mob, it does yet another calculation, but slightly different: If 1.5x the damage of the arrow is greater than the mob's current health, it pierces. The trend continues (-.5x modifier per mob) until the arrow is stopped by a mob (it will inevitably stop at the fourth mob).
Sound good? Or is it too math-y?
30% sounds good!I will add your mechanic into the OP. Thanks for all the help!
On topic, I like this idea. I think that if the arrow doesn't kill what it hits, it shouldn't go through the target. If it kills the target, but no overkill damage, it should have a 10% chance of penetrating,and a 3% chance of breaking. If it deals 1/2 heart of overkill damage, it should have a 40 percent chance of penetrating and a 12% chance of breaking. If it deals 1 heart of overkill damage, it should have a 70% chance of penetrating, and a 21% chance of breaking. If it deals 1 1/2 hearts of damage or more, it should have a 100% chance of penetrating and a 30% change of breaking.
If the arrow breaks, it would do so on the next impact (unless it fails to penetrate, in which case it would break then).
On topic, I like this idea. I think that if the arrow doesn't kill what it hits, it shouldn't go through the target. If it kills the target, but no overkill damage, it should have a 10% chance of penetrating,and a 3% chance of breaking. If it deals 1/2 heart of overkill damage, it should have a 40 percent chance of penetrating and a 12% chance of breaking. If it deals 1 heart of overkill damage, it should have a 70% chance of penetrating, and a 21% chance of breaking. If it deals 1 1/2 hearts of damage or more, it should have a 100% chance of penetrating and a 30% change of breaking.
If the arrow breaks, it would do so on the next impact (unless it fails to penetrate, in which case it would break then).
Thanks for telling me how to make a spoiler. I will add your idea to the OP. Thanks.
Iron is easy to get though, for me at least... thought I may have a chest full of Iron blocks in survival... in my farmhouse... oh by the way support.
I think it would be to easy to get such a powerful weapon if it went like that.
It used to be at armor doesn't block all damage but I changed because the community wanted how it is now. If I get enough pressure, I will change it back.
Ah. Well, unless it gets changed back, no support. Sorry!
I can change that.
I also like some of the other suggestions the community has put out such as passing through mobs and it being reusable but with a couple of tweaks maybe.
On the idea of passing through mobs: Iron is an abundant renewable resource so I think the arrow should break at some point. Say 5% chance of breaking per mob it hits. So if it goes through three mobs that would be a 15% chance of breaking. This way on a pvp server your enemy may or may not be able to return your arrow
On Armor Piercing: I agree with Kholdstare in that it shouldn't negate all armor. In fact it might be better if the arrow reduced the armor's durability double or triple what a normal arrow would do. Arrows in general are quite deadly in this game whether or not you're wearing armor. I also generally don't like the idea of dolling out more damage since the player (currently) only has ten hearts to his or her name.
Otherwise I do support this idea.
Thanks for your support. I will add your stats, and your support. Thanks.
In addition, there should be a mob-piercing mechanic (not sure what the one in the OP is if there's one at all). Basically, the game does a calculation whenever the arrow strikes a mob: If 2x the damage of the arrow is greater than the mob's current health, the arrow pierces the mob. If that arrow makes contact with another mob, it does yet another calculation, but slightly different: If 1.5x the damage of the arrow is greater than the mob's current health, it pierces. The trend continues (-.5x modifier per mob) until the arrow is stopped by a mob (it will inevitably stop at the fourth mob).
Sound good? Or is it too math-y?
While I'm not sure about the bow, the break after five uses is a good idea!
For flying farther I would rather a new bow, explosive bows could be a new suggestion.
30% sounds good!I will add your mechanic into the OP. Thanks for all the help!
You make a spoiler by typing What I put would make
On topic, I like this idea. I think that if the arrow doesn't kill what it hits, it shouldn't go through the target. If it kills the target, but no overkill damage, it should have a 10% chance of penetrating,and a 3% chance of breaking. If it deals 1/2 heart of overkill damage, it should have a 40 percent chance of penetrating and a 12% chance of breaking. If it deals 1 heart of overkill damage, it should have a 70% chance of penetrating, and a 21% chance of breaking. If it deals 1 1/2 hearts of damage or more, it should have a 100% chance of penetrating and a 30% change of breaking.
If the arrow breaks, it would do so on the next impact (unless it fails to penetrate, in which case it would break then).
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
Please click the dragons, they need to grow. Also, my fully grown dragons can be found in my bio.
Thanks for the support!
Thanks for telling me how to make a spoiler. I will add your idea to the OP. Thanks.