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Thrown Weapons?

Discussion in 'Dungeons of Dredmor General' started by TheMagpie, Dec 31, 2011.

  1. TheMagpie

    TheMagpie Member

    Sorry if this has been discussed to death before, do Thrown Weapons gain bonuses from ranged(or melee) attack?

    Do they get any bonuses from the Archery skill tree and do Assassination, Viking Rage and Berserker Rage on-hit procs work with them?
     
  2. Null

    Null Will Mod for Digglebucks

    They get all of the bonuses you see in ranged attack, but subtracting the damage bonuses from your crossbow and archery skill if applicable.
    The only procs that activate are those in the thrown tree, and those on certain special gloves.
     
  3. TheMagpie

    TheMagpie Member

    Hmm, somewhat underwhelming, but frees up space for crafting.

    You lost me a bit on the "subtracting the damage bonuses from your crossbow and archery skill if applicable" bit. When does that apply?
     
  4. Null

    Null Will Mod for Digglebucks

    Whatever you see on ranged damage, excluding damage that comes from your crossbow, or any that comes from the crossbow skill tree, if you have it.
    And then you have to add the bonuses from the thrown tree, which aren't shown there.

    Really anything that affects all damage (non-weapon skills, buffs, damage on non-weapons) will affect thrown, but anything that specifically affects melee or crossbows will not.
     
  5. J-Factor

    J-Factor Member

    Basically it comes down to:
    • Throwing gets damage from :melee_power: and benefits greatly from :crit:
    • Archery gets damage from your crossbow but barely gets anything from :crit:
     
  6. TheMagpie

    TheMagpie Member

    Ah got it, thanks for the quick replies.
    Edit: One very last thing. Does dual wielding without the Dual Wield skill affect the damage of Thrown Weapons? Or does it just give a penalty to melee strikes?
     
  7. Null

    Null Will Mod for Digglebucks

    It only affects melee. It used to be bugged to affect ranged but it's fine now.
     
  8. TheMagpie

    TheMagpie Member

    All right, and very last question since these things seem to pop up as I progress further(although I am fairly certain this is the last of the last of the last).

    Poison Bottles, Grenades etc, I can't recover them like Throwing Knives and Bolts... can I?
    And to that extent, only the melee modifiers affect only the initial toss hit and not the subsequent "spell" effects?
     
  9. Null

    Null Will Mod for Digglebucks

    Yeah they only affect the hit.

    And anything that can target the floor can't be recovered.
     
  10. TheMagpie

    TheMagpie Member

    Man that is slightly underwhelming, not to mention all craftable throwing weapons are spread across three threes and only the Thrown Weapon skill and Smithing skill give bonuses to it, plus Thrown Weapon skill is a Rogue skill. Makes sense not to recover Bombs and Flasks but degrades choosing the Throwing Weapon skill, you usually craft more bolts, Crossbow Blast is a proc on hit compared to Monster Toss(only dealt 1 damage, enemies resisting it).

    At max Throwing and Smithing I was hitting for 24+10 damage javelins which was quite good but for some reason I was unable to recover any of them and Fleshbore activating only twice out of 30 Javs. Gonna reroll this character with either Tinkering or Alchemy in lieu of Thrown Weapons.

    tl;dr - Thrown Weapons great, Thrown Weapon Skill not so great.
     
  11. Essence

    Essence Will Mod for Digglebucks

    It's like deja vu all over again.