Different Types of Ammo

Elviron - Dreamweaver
Elviron - Dreamweaver Posts: 812 Arc User
edited May 2010 in Suggestion Box
Currently we just have ammo with just difference in attack values or crit %.

I would like to different types of ammo (arrows, bolts, shots) which can be manufactured using crafting. Like...

1.) Stun arrows -> Has 5% chance to stun the target
2.) Seal Arrows -> Has 5% chance to seal the target in place
3.) Poison Arrow -> Has 5% chance to poison a target where target suffers wood damage of 600 over 12 seconds.
4.) Bleed Arrow -> Has 5% chance to bleed a target where target bleeds 600 hp over 12 seconds.
5.) Curse Arrow -> Has 5% chance to inflict poison and drain mana
6.) Fire/Water/Earth/Wood/Metal Arrow -> Inflicts 5% more damage to the element thats weak against it. So if I use fire arrow against a metal mob, I would do 5% more damage.

These would require either mats or DQ items to manufacture at a craftsman. Would add some good variation to the existing gameplay. Since the chance/percentage isnt too high, it wouldnt make the archer class incredibly OP either.
Post edited by Elviron - Dreamweaver on

Comments

  • XChrono - Sanctuary
    XChrono - Sanctuary Posts: 135 Arc User
    edited May 2010
    great idea
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  • Silvychar - Sanctuary
    Silvychar - Sanctuary Posts: 3,576 Arc User
    edited May 2010
    Hm, well... all those new ammo types you listed are actually existing archer skills. So would those effects overwrite the archer's skill effects? And if so, aren't those then not completely useless? Or another example, if you use a stunning skill + a bleed arrow, wouldn't that be kinda imbalanced and unfair?
  • Elviron - Dreamweaver
    Elviron - Dreamweaver Posts: 812 Arc User
    edited May 2010
    stun + a 5% chance to bleed a target 600 hp over 12 seconds imbalanced and unfair? b:shocked
  • MagicHamsta - Lost City
    MagicHamsta - Lost City Posts: 10,466 Arc User
    edited May 2010
    think mah normal hp regen as a wizzy would heal back like half of that.
    b:chuckle
    all archers would probably run around with stun arrows for pvp though.
    xD
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  • GoldTiger - Dreamweaver
    GoldTiger - Dreamweaver Posts: 24 Arc User
    edited May 2010
    i'm barb, but i like archers and this is good idea, If assasin can stun, and be imune to stun, why archer than cant have Posion arrows or something, at least Slowing arrows, freezeing on few sec...

    Assassin VS (any class) is unfair!!!

    Sorry assassins, but honesty, they are PK class!
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  • Sirrobert - Dreamweaver
    Sirrobert - Dreamweaver Posts: 3,395 Arc User
    edited May 2010
    Archers already have blazing arrow, can get frostblade, and have skils that stun, bleed, or anything

    And eehm, if you seal the target can't attack but can run around. You'r talking about freeze, which is completly the oposite (and has a skill, aim low)
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  • Yulk - Heavens Tear
    Yulk - Heavens Tear Posts: 1,951 Arc User
    edited May 2010
    Use your damn skills instead of following that failed archer guide then.
    i'm barb, but i like archers and this is good idea, If assasin can stun, and be imune to stun, why archer than cant have Posion arrows or something, at least Slowing arrows, freezeing on few sec...

    Assassin VS (any class) is unfair!!!

    Sorry assassins, but honesty, they are PK class!

    Viscous arrow = poison arrow Frost arrow = slowing arrows Aim low = freezing arrow

    Sins may have some overpowered skills (I really looked at the skill list, A.K.A puncture wound and that skill that gives 50 chi) which deserves a little nerf. But they are light armored melee, which venoes are better than sins in light armor b:bye then again venoes can tank better than sins in arcane robes... lol

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  • Elviron - Dreamweaver
    Elviron - Dreamweaver Posts: 812 Arc User
    edited May 2010
    Ah everyone, why the hate? Its not like am asking for like 25% or 50% or 100% chance to inflict those statuses. Is 5% asking for too much over here?

    Sheesh what a bunch.

    That 5% chance is the same chance that a stun would go off of a chained jail, a gloom from CH:S, a frenzy from Broad Land, etc. Trust me its not that often. Its not even as OP as genies <.<.
  • XChrono - Sanctuary
    XChrono - Sanctuary Posts: 135 Arc User
    edited May 2010
    well I still think its a good idea...
    and im a sin o.0
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  • Goorin - Heavens Tear
    Goorin - Heavens Tear Posts: 4 Arc User
    edited May 2010
    I have to agree, I'm not going into archers' **** defences in end game, but this would help take the edge off of it.

    I suggest the arrows are required to be altered at the apoth such like att/def charms to where you use certain apoth herbs/chistones to create different types.

    List (arrows altered only contain 1 effect; effects can be chosen)
    9
    Lv1 arrows only add poison or bleed
    Lv2 arrows add above, slow, and seal
    Lv3 arrows add above, elemental dmg, and stun
    Lv4 arrows add above, and reduced chn/atk rates
    Lv5 arrows add above, and random (increased chance for but arrow alteration is randome effect)



    If people think this is too powerful you could always use the altered arrows to boost the skills they match up with instead of adding the effect. In no peticular order.... (Note: for all ammo not solely arrows.)

    Equippable arrows
    Poison Tipped Arrows : 15% more DoT damage dealt with Vicious Arrow
    Talon Tipped Arrows : 15% more DoT damage dealt with Serrated Arrow
    Frost Edge Arrows : 5% slowing effect added with Frost Arrow
    Plasma Arrows : 5% more damage with Metal attacks
    Magma Arrows : 5% added to effect of Blazing Arrow
    Blunt Tipped Arrows : 5% lengthen time in Stun/Seal for Stunning Arrow, Aim Low, or stun effects from weapon
    Trauma Arrows : attack level +1 (would obviously be available for endgame ammo only)

    (chose 15% for the DoT arrows b/c archer DoT's suck, they're useless and anybody over lv 19 levelling those skills should hang up their bow)