Many of the crafted thrown weapons, like bombs and flasks, become useless at later levels due to lack of raw damage. If crafting skills added damage bonuses to bombs (tinkering) and flasks (alchemy) this would encourage more builds to incorporate a strategy around using thrown weapons.
Maybe its a problem coming from the fact that thrown things doesnt really at all for anything. This also concerns javelins, throwing axes, ect... Maybe burliness and accuracy could be used to scale thrown damage. ( I dont even understand what accuracy currently does but I havent felt it very useful, I feel it could be nice and 'd make sense to have it affect throwing. )
Accuracy affects how often monsters dodge and, now that you can't ignore dodge with a massive critical chance, is going to be important. Thrown weapons scale to , which doubles on critical hits, unlike crossbows. So they sort of scale to already, just not very well.They're weak early game but can really rip through enemies once you have a diggle god buff, particularly fertility, also unlike crossbows, which only really get a major boost from Death (which, in turn, makes the game a nightmare unless you're well stocked on healing or playing a necromage, in which case you're not a bowman too.) Since the most thrown weapons come from blacksmithing, and that's an underpowered enough skill as it is, I don't see a reason to nerf it's best interaction in the game (javelin + Fertility buff) just so that we can give it's thrown weapons marginal scaling to a crafting skill. Unless Ruigi is proposing we make thrown weapons better depending on crafting rank, and keep the bonus on throwing, in which case I'm all for it.
To clarify, I was referring to AOE and spell mine effects associated with thrown weapons and crossbow ammo. Things like the hand grenade blast and brimestone flask spellmine. These effects do not scale and become useless by floor 6-7. However, if these spell effects gained bonus damage that scaled with craftskill ranks, they would be more viable at later points in the game.
I had wondered about that. Still, God of War gives +12 , which is pretty major. Yeah, I probably should have realized that. In that case I'd say the idea is bloody brilliant.
... fixed! (Someone needs to tell me these things. Or *not* tell me if you'd prefer it to stay overpowered.)
Well, melee power for the god of fertility does make sense, in a pretty disturbing way. Power of thrust and all that... But I'm digressing.
Only other bugs I've noticed that come to mind are (thanks to Dredmorpedia™): Arctic Vortex is reducing instead of Arctic Swirly is reducing instead of Skatha's Roots is reducing instead of