The Cathedral of Attnam

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Throwing is the act of (t)hrowing any item in your inventory in any direction. It is generally best used to launch breakable containers such as [[bottles]] or [[Dwarven Gas Grenade|gas grenades]] at enemies or surfaces in order to unleash their contents. However, any item can be thrown to inflict damage on an opponent.
 
 
== '''Maximizing Effectiveness''' ==
To maximize damage:
* '''Improve your ASTR'''
* '''Improve your throwing skill'''
* '''Improve your skill with the item to be thrown'''
** e.g. higher small swords skill results in more damage from thrown daggers, short swords and sickles
* '''Reduce distance to target'''
* '''Throw heavier items or more powerful weapons'''
** Do note that there is a variable point at which an item's weight will drive its thrown to-hit value below zero resulting in it always missing its target.
* '''Note that thrown items will retain any special effects when thrown'''
** For example, a dagger covered in poison will still poison an enemy if thrown at them
 
 
To maximize to-hit value:
* '''Improve your DEX'''
* '''Improve your PER'''
* '''Improve your throwing skill'''
* '''Improve your thrown item skill'''
* '''Reduce thrown item weight'''
* '''Reduce distance to target'''
 
== Details ==
'''Damage''' done is dependent on the players throwing [[skill]], the item's category and your skill in that category, the item's weapon strength, and the [[force]] with which it was thrown divided by the range it traveled.<br>
Therefore, damage is largely dependent on the '''object used.''' <br>
It can be '''improved''' with a higher '''ASTR''', '''throwing skill''' and '''weapon skill''', and reducing your '''distance to target'''.
'''To-hit''' value is also dependent on your throwing skill and item category skill, but is also influenced by your dexterity, perception, burden value, and the object's weight.<br>
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A thrown object's '''range ''' is determined by the '''force ''' with which it is thrown, and the '''item's weight'''.<br>Range can be '''improved''' by having a higher '''ASTR''' and a lower '''item weight'''.
<pre>int Range = Force * 25 / Max(long(sqrt(GetWeight())), 1L);</pre>
[[Category:Game Mechanics]]
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