Art of the Bow (guide): Difference between revisions
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Fletching on Krakiipedia: http://www.krakiipedia.org/wiki/Fletching<br> |
Fletching on Krakiipedia: http://www.krakiipedia.org/wiki/Fletching<br> |
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Nephrenia's Guide to Fletching: http://www.dm.net/~aldamus/Mentors/ |
Nephrenia's Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm |
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== Sample Builds == |
== Sample Builds == |
Revision as of 01:22, 13 February 2011
“The Art of the Bow” By Nuadjha kis'Anthri, the Briar Fox
Written February 2010This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts:
Basic Mechanics
Bows and [[crossbows require ammunition, which can either be purchased at bowyer's shop, bought from other players, or made by the archer (see Fletching). Many people find ammunition to be the most irritating of the requirements for archery and the requirement turns many people off. Done properly, however, it's a very simple adjustment. For additional information, see the AIM and FIRE commands in the game.
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it's free) if you use the READY and UNSHEATHE verbs.
Commands:
For Bows:
To get an arrow from a bundle:
>Get 1 my arrow from my (container) (or get 1 my (adjective) arrow from my container), Ex. Get 1 my faewood arrow from my quiver
To aim at a body part:
>aim (body part) – Ex. Aim right eye.
To fire:
>fire (creature), Ex. Fire third orc
To retrieve arrows on the ground:
>gather (arrows), Ex. Gather faewood arrows
For Crossbows:
Crossbows require two extra steps beyond bows. You must also COCK the crossbow and LOAD the bolt into the crossbow.
Macros:
Some simple macros or scripts can make your life much easier.
Example Macro:
>Get 1 my faewood arrow\r fire\r
This macro will get and fire one arrow at an already targeted creature or the first in attack order in the room. You'd only have to hit F1 or the designated key to activate it.
Example Script:
Put aim right eye
Put get 1 my faewood arrow from my quiver
Put fire %1
This script would aim for the right eye, get an arrow, and fire at the creature you designate in the command line. Ex: .reye orc would fire an arrow at the orc's right eye.
Bows vs. Crossbows
Bows and crossbows come in two categories and five types: short bow, composite bow, long bow, light crossbow and heavy crossbow. Each has its advantages, though most experienced archers prefer the long bow. The basic rule is that the lighter the bow, the faster it fires and the weaker its damage factor (DF), which means that it doesn't do as much damage when it hits. This rule can get complicated, though, because the GS combat system takes into account a number of factors, including the type of bow, the target's armor, the target's natural critical or damage padding (if any), and your Dexterity Bonus (for critical weighting – see Ranged AS). Though crossbows are slower in most cases than bows, they add a +30 AS when fired while kneeling. Many people keep a couple cocked and loaded as backups, even if they normally use a bow. See the tables below for detailed information on calculating damage based on bow type, armor and wound location.
Base weapon weights (courtesy of Mark):
Bows (short, composite, long): 3 pounds
Light crossbow: 8 pounds
Heavy crossbow: 12 pounds
Another note on weights:
In addition to the weights above, a bundle of 100 arrows weighs 10lbs. However, warrior sheaths weigh .5lbs and can hold up to five weapons, reducing their weights by 2lbs each. If you use a warrior-made quiver, you can carry a 3lb bow and four bundles of 20 arrows (2lbs each) at 1.5lbs of encumbrance (.5 quiver weight, 1lb bow weight. With a 2lb bow, you can drop that to the sheath weight alone). If encumbrance is an issue for your character, you might use this method. Props go to Droit for realizing the utility of warrior sheaths for this purpose.
Firing Times
Bows:
Name | Base RT |
---|---|
short bows | 5 seconds |
composite bows | 6 seconds |
long bows | 7 seconds |
Crossbows:
- Cocking time – varies depending on character Strength, wounds, and position (lying, standing, etc.)
- Firing time – 2 seconds
The Base RT of a firing time is modified by character Strength Bonus and Strength spells and enhancives. For each 10 STR Bonus, 1 second is deducted from the firing RT. If an archer aims, this adds one second, and if an archer fires from hiding, this adds another second.
Example:
Nuadjha has a STR bonus of 25 and as a ranger uses Phoen's Strength (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a Wizard's strength spell (509), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:
Open unaimed | 3 seconds | 7 - 5 is 2, but the minimum RT is 3 |
Open aimed | 3 seconds | 8 - 5 |
Hiding unaimed | 3 seconds | 8 - 5 |
Hiding aimed | 4 seconds | 9 - 5 |
Aiming:
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.
Aiming from the open relies solely on the Perception skill, while aiming from hiding relies on the Perception and Ambush skills.
Sighting:
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound.
Naturally sighted woods:
Puncture Damage and Fatal Crit Thresholds
DF Table
Weapon | AG | Cloth | Leather | Scale | Chain | Plate | RT | Min RT | Damage Type | STR/DU | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |||||
Short bow | DF | .325 | .225 | .275 | .250 | .100 | 5 | 3 | Puncture/Slash | 35/180 | ||||||||||||
AvD | 20 | 27 | 26 | 25 | 24 | 20 | 18 | 16 | 14 | 31 | 27 | 23 | 19 | 27 | 21 | 15 | 9 | |||||
Composite bow | DF | .350 | .300 | .325 | .275 | .150 | 6 | 3 | Puncture/Slash | 50/225 | ||||||||||||
AvD | 25 | 35 | 34 | 33 | 32 | 30 | 28 | 26 | 24 | 42 | 38 | 34 | 30 | 36 | 30 | 24 | 18 | |||||
Long bow | DF | .400 | .325 | .350 | .300 | .175 | 7 | 3 | Puncture/Slash | 60/315 | ||||||||||||
AvD | 25 | 33 | 32 | 31 | 30 | 29 | 27 | 25 | 23 | 42 | 38 | 34 | 30 | 38 | 32 | 26 | 20 | |||||
Light crossbow | DF | .350 | .300 | .325 | .275 | .150 | 6 | 4 | Puncture/Slash | 50/285 | ||||||||||||
AvD | 25 | 31 | 30 | 29 | 28 | 25 | 23 | 21 | 19 | 39 | 35 | 31 | 27 | 32 | 26 | 20 | 14 | |||||
Heavy crossbow | DF | .425 | .325 | .375 | .285 | .175 | 7 | 5 | Puncture/Slash | 60/315 | ||||||||||||
AvD | 30 | 36 | 35 | 34 | 33 | 31 | 29 | 27 | 25 | 46 | 42 | 38 | 34 | 40 | 34 | 28 | 22 |
Armor Crit Divisors
ASG | AG | AG Name | Armor Name | Coverage | Crit Divisor |
---|---|---|---|---|---|
1 | 1 | Clothing | Robes | TALH | 5 |
5 | 2 | Leather | Light Leather | T | 6 |
6 | 2 | Leather | Full Leather | TA | 6 |
7 | 2 | Leather | Reinforced Leather | TAL | 6 |
8 | 2 | Leather | Double Leather | TALH | 6 |
9 | 3 | Scale | Leather Breastplate | T | 7 |
10 | 3 | Scales | Cuirbouilli Leather | TA | 7 |
11 | 3 | Scale | Studded Leather | TAL | 7 |
12 | 3 | Scale | Brigandine | TALH | 7 |
13 | 4 | Chain | Chainmail | T | 9 |
14 | 4 | Chain | Double Chain Mail | TA | 9 |
15 | 4 | Chain | Augmented Chain Mail | TAL | 9 |
16 | 4 | Chain | Chain Hauberk | TALH | 9 |
17 | 5 | Plate | Metal Breastplate | T | 11 |
18 | 5 | PLate | Augmented Breastplate | TA | 11 |
19 | 5 | Plate | Half-Plate Armor | TAL | 11 |
20 | 5 | Plate | Plate Mail Armor | TALH | 11 |
AsG – Armor Sub Group
AG – Armor Group
Coverage – Torso, Arms, Legs, Head
Crit Divisor – The amount of damage needed to achieve each critical rank (see crit tables)
Fatal Thresholds for Puncture Criticals:
Eye: 4
Eye: 4
Head: 6
Neck: 6
Chest: 8
Back: 8
Abs: 8
See the Appendix for a full puncture critical table.
Puncture Immune and Resistant Creatures
Some creatures in GemStone still work on an older model (referred to now as pre-BCS – Basic Creature System). Of these creatures, a handful are immune to puncture damage, and as a result they can be an archer's bane. Examples are nightmare steeds, bone golems, and vaespilons. Most are undead. These creatures are slowly being updated to the BCS, which replaces puncture immunity with puncture resistance, which without going into mechanics, simply means that archers will hurt them, but not a lot. As a result of puncture immune and resistant creatures, some archers train in a supplemental hunting method – either another melee weapon or magic. One of the most popular builds of late is the Voln Fu Archer, since the two skills nicely complement each other and have similar requirements in terms of training. The major difference in that path is that an archer will also have to train in Brawling (see Sample Builds below). Others simply ignore these creatures, of which there aren't many.
Open Aiming vs. Sniping
The basic choice of an archer's existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which adds RT but can protect the archer. The open archery path requires significantly fewer Training Points, and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. Sniping is one of the most effective CvC styles in the game, if that's your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the undead. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.
Ranged AS and DS
Ranged AS and DS are the meat and potatoes of archery. The equation for Ranged AS is fairly simple and well known, but the equation for Ranged DS is complicated and not entirely discovered. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train ranged skill, ambush and perception (each to 2x). For DS, train ranged skill, perception (diminishing returns after 2x), and dodge. Armor and bow enchant add directly to DS, just as bow and arrow enchants (up to 10x combined) add to AS.
The Nitty-Gritty:
The information below is borrowed from Asrial's research posted on the Player's Corner Forum in June 2009, with some edits made to simply it. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.
Ranged AS: DEX Bonus + Bow/Arrow Enchant (+50 max) + Ranged Skill + ((Ambush ranks – 40/4) + Perception ranks – 40/4)) + Spell effects (211, 215, Warcry, 1606, 425, etc.)
Ranged DS: Dodge DS + Ranged DS + Bow enchant + Armor Enchant + Spell effects
Dodge DS: ORDER OF OPERATIONS: base -> armor modifications -> shield modifications (2 different ones) -> stance modifications -> final result (for melee) -> ranged bonus
BASE: dodge ranks + agility bonus + (TRUNC(intuition bonus / 4))
ARMOR MODIFICATIONS: ((TRUNC(maneuver penalty / 2)) + 100) / 100
SHIELD MODIFICATIONS: ((X + 100) / 100)
X = -22 if small, -30 if medium, -38 if large, -46 if tower
FIRST SET: TRUNC(TRUNC(base * armor modifications) * shield modifications) + Y
Y = -5 if large, -10 if tower, 0 if small/medium/rangedattack
STANCE MODIFICATIONS: (75 + (Z / 4)) / 100
Z = 0 if offensive, 20 if advance, 40 if forward, 60 if neutral, 80 if guarded, 100 if defensive
Melee DS = TRUNC(first set * stance modifications)
Ranged DS = TRUNC((melee DS * 1.5) + .5)
MANEUVER PENALTY NOTES: The maneuver penalty, as it pertains to evade DS, is based on the '.5 training rounds up' thought (IE: 130 armor bonus / 20 = 6.5 which rounds up to 7 RT removal). The maneuver penalty becomes worse if you're under trained, but it is not a set loss of DS so someone 1 rank under penalty removal (5.5 in my example) will have a smaller hit than someone 2+ ranks under.
RANGED DS NOTES: This formula has been extensively tested against melee attacks, but not as much with ranged attacks. However, given the influence ranged has on the formula, I can't imagine there being a difference in the results of moderate testing vs. extensive testing.
ARMOR ENCHANT NOTES: This is probably the best location to add armor enchant (1:1 ratio) to DS determination. This goes for any items that add DS and aren't a weapon or a shield (since you can nullify parry/shield DS, but you can't nullify evade DS even with 0 ranks in dodge). Be aware that you can't nullify shield enchant (or the natural +20 DS it has).
STANCE/2 NOTES: I have long felt that the STANCE/2 part of the parry DS formula is better represented here, as the only time it's nullified is when you're attacked by a ranged weapon and you're wielding a weapon that YOU'RE TRAINED FOR (see note in above post for explanation).
Spells that improve attempts to Dodge include Mobility, Mass Blur, Temporal Reversion, and Song of Mirrors.
Ranged DS:
Ranged DS = TRUNC((ranged SKILL + perception RANKS) * stance modifier)
OFFENSIVE BOW = .15
ADVANCE BOW = .21
FORWARD BOW = .27
NEUTRAL BOW = .33
GUARDED BOW = .39
DEFENSIVE BOW = .45
OFFENSIVE CROSSBOW = .12
ADVANCE CROSSBOW = .17
FORWARD CROSSBOW = .22
NEUTRAL CROSSBOW = .27
GUARDED CROSSBOW = .32
DEFENSIVE CROSSBOW = .37
NOTES: Notice the SKILL/RANKS emphasis. This formula is 100% accurate for ranged skill, but every so often is +1 DS off when adding perception ranks (no more than +1). Further, the formula slows down when you're at 2x+ perception. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).
BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio irregardless of stance (except against a ranged attack).
CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing. This loss applies only to ranged/perception DS in the form of a smaller stance modifier.
Modifying Skills and Spells
A large variety of skills and spells can effect archery, but some of the basic ones are:
- Multi-Fire (a combat maneuver): Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets. However, I suggest you avoid this maneuver except for shits and giggles, since you can fire aimed single arrows faster.
- Surge of Strength (a combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus
- Shadow Mastery (a combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *Camouflage (608) to retain some of the AS bonus when sneaking.
- Phoen's Strength (606): Reduces firing time by increasing STR Bonus by +10
- Strength (509): Reduces firing time by increasing STR Bonus by +15
- Camouflage (608): Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.
- Self Control (613): Adds bonuses to aiming
- Sneaking (617): Adds bonuses to hiding (increased with Blessings Lore)
- Presence (402): Adds a bonus to aiming
- Disarm Enhancement (404): Adds a bonus to aiming
Animal Companion (630): Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.
Enhancive Items:
With the release of enhancive items through the treasure system, it's become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a skill and +40 bonus to a stat (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.
Some of the most common enhancives for ranged weaponry are the "leather wrist guards" released at the Winterfest Caravan of 2008. They're +4 Ranged Weapons Bonus and one can wear two of them on the wrists. They cost about 2400 Bounty Points to recharge at the Adventurer's Guild.
Fletching
An archer has the capability to make his or her own arrows with a natural +5 bonus after mastering the artisan skill of fletching. The advantage of such arrows is that one can use faewood (natural 4x) to make 5x blessed arrows. With a 5x bow, an archer is at the maximum +50 AS. Many archers find it simpler to avoid undead creatures and use a 6x bow with e-bladed (+20 flaring) ordinary arrows for a flaring +50 weapon, however. For comprehensive information on this ability, see:
Fletching on Krakiipedia: http://www.krakiipedia.org/wiki/Fletching
Nephrenia's Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm
Sample Builds
Sniping Rogue
- 2x ranged
- 2x to 3x Perception
- 2x Ambush
- 1x to 2x CM (incl. Surge of Strength)
- 2x to 3x Dodging
- 3x Stalking and Hiding
Hasted Wizard
- 1x ranged
- 2x Perception
- DS is provided by spells and Haste (506) allows deep RT reductions
Voln Fu Archer Ranger
- 2x ranged
- 2x Brawling
- 2x Perception
- 1x Dodging
- 1x to 2x Ambush
External Links
Thanks
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.
Appendix
Puncture Critical Table:
- HEAD
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Thrust catches chin. Leaves an impression but no cut. |
1 | 5 | Glancing strike to the head! |
2 | 8 | Nice shot to the head gouges the critter's cheek! |
3 | 10 | Beautiful head shot! That ear will be missed! |
4 | 15 | Strike to temple! Saved by thick skull! |
5 | 20 | Beautiful shot pierces skull! Amazing the critter wasn't killed outright! |
6 | 25 | Amazing shot through the critter's nose enters the brain! |
7 | 30 | Strike though both ears, foe is quite dead! |
8 | 35 | Strike pierces temple and kills foe instantly! |
9 | 40 | Awesome shot skewers skull! The critter blinks once and falls quite dead! |
- NECK
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Talk about a close shave! Let's try closer next time. |
1 | 3 | Minor strike to neck. |
2 | 5 | Well placed shot to the neck. |
3 | 7 | Strike just below the jaw, nice shot to the neck! |
4 | 10 | Pierced through the neck, a fine shot! |
5 | 15 | Neck skewered, sliding past the throat and spine! That looks painful. |
6 | 15 | Fine shot pierces jugular vein! The brain wonders where all its oxygen went, briefly. |
7 | 20 | Strike clean through neck, what a shot! Good form! |
8 | 25 | Strike punctures throat and ruins vocal cords! |
9 | 30 | Incredible shot clean through the throat severs the spine! |
- CHEST
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Blow slides along ribs. Probably tickles. |
1 | 5 | Minor puncture to the chest. |
2 | 10 | Strike to the chest breaks a rib! |
3 | 15 | Loud *crack* as the critter's sternum breaks! |
4 | 20 | Well placed strike shatters a rib! |
5 | 25 | Damaging strike to chest, several ribs shattered! |
6 | 30 | Strong strike, punctures lung! |
7 | 35 | Awesome shot shatters ribs and punctures lung! |
8 | 40 | Beautiful shot pierces both lungs, the critter makes a wheezing noise, and drops dead! |
9 | 50 | Incredible strike pierces heart and runs the critter clean through! |
- ABDOMEN
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Poked in the tummy. Hehehe. |
1 | 5 | Minor puncture to abdomen. |
2 | 10 | Nice puncture to the abdomen, just missed vital organs! |
3 | 15 | Strike pierces gall bladder! That's gotta hurt! |
4 | 20 | Strike to abdomen punctures stomach! |
5 | 25 | Vicious strike punctures intestines! |
6 | 30 | Bladder impaled, what a mess! |
7 | 35 | Deft strike to abdomen penetrates several useful organs! |
8 | 40 | Strike to abdomen skewers the critter quite nicely! |
9 | 50 | Perfect strike to the abdomen. The critter howls in pain and drops quite dead! |
- BACK
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Thrust slides along the back. Cuts a nagging itch. |
1 | 5 | Minor puncture to the back. |
2 | 10 | Nice puncture to the back, just grazed the spine! |
3 | 15 | Strike connects with shoulder blade! |
4 | 20 | Nailed in the lower back! |
5 | 25 | Well placed strike to back shatters vertebrae! |
6 | 30 | Deft strike to the back cracks vertebrae! |
7 | 35 | Awesome shot shatters spine and punctures lung! |
8 | 40 | Shot to back shatters bone and vertebrae! |
9 | 50 | Incredible shot impales a kidney. Too painful to even scream. |
- RIGHT EYE
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Attack bumps an eyebrow. Oh! So close! |
1 | 1 | Minor strike under the right eye, that was close! |
2 | 5 | Well aimed shot almost removes an eye! |
3 | 10 | Slash across right eye! Hope the left is working. |
4 | 17 | Attack punctures the eye and connects with something really vital! |
5 | 20 | Shot knocks the critter's head back by pushing on the inside of the skull! |
6 | 25 | Incredible shot to the eye penetrates deep into skull! |
7 | 30 | Shot destroys eye and the brain behind it! |
8 | 35 | Strike through eye, the critter is lobotomized! |
9 | 40 | Strike to the eye penetrates skull, ocular fluid sprays widely! |
- LEFT EYE
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Attack bumps an eyebrow. Oh! So close! |
1 | 1 | Minor strike under the left eye, that was close! |
2 | 5 | Well aimed shot almost removes an eye! |
3 | 10 | Surgical strike removes the critter's left eye! |
4 | 17 | Attack punctures the eye and connects with something really vital! |
5 | 20 | Shot knocks the critter's head back by pushing on the inside of the skull! |
6 | 25 | Incredible shot to the eye penetrates deep into skull! |
7 | 30 | Shot destroys eye and the brain behind it! |
8 | 35 | Strike through eye, the critter is lobotomized! |
9 | 40 | Strike to the eye penetrates skull, ocular fluid sprays widely! |
- RIGHT LEG
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Thrust glances off the critter's knee without a lot of effect. |
1 | 5 | Minor puncture to the right leg. |
2 | 9 | Strike pierces thigh! |
3 | 13 | Well aimed shot, punctures calf! |
4 | 17 | Strike pierces calf! |
5 | 20 | Well placed shot pierces knee, that hurt! |
6 | 23 | Great shot penetrates thigh and shatters bone! |
7 | 27 | Blow shatters knee and severs lower leg! |
8 | 30 | Strike punctures thigh and shatters femur! |
9 | 35 | Shot shatters hip and severs right leg! |
- LEFT LEG
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Thrust glances off the critter's knee without a lot of effect. |
1 | 5 | Minor puncture to the left leg. |
2 | 9 | Strike pierces thigh! |
3 | 13 | Well aimed shot, punctures calf! |
4 | 17 | Strike pierces calf! |
5 | 20 | Well placed shot pierces knee, that hurt! |
6 | 23 | Great shot penetrates thigh and shatters bone! |
7 | 27 | Blow shatters knee and severs lower leg! |
8 | 30 | Strike punctures thigh and shatters femur! |
9 | 35 | Shot shatters hip and severs left leg! |
- RIGHT ARM
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Tap to the arm pricks some interest but not much else. |
1 | 3 | Minor puncture to the right arm. |
2 | 5 | Strike pierces upper arm! |
3 | 7 | Well aimed shot, punctures upper arm! |
4 | 10 | Strike pierces forearm! |
5 | 14 | Elbow punctured, oh what pain! |
6 | 17 | Well aimed strike shatters bone in right arm! |
7 | 22 | Strike to right arm cleanly severs it at the shoulder! |
8 | 25 | Strike to right arm shatters elbow and severs forearm! |
9 | 25 | Shot shatters shoulder and severs right arm! |
- LEFT ARM
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Tap to the arm pricks some interest but not much else. |
1 | 3 | Minor puncture to the left arm. |
2 | 5 | 2 5 Strike pierces upper arm! |
3 | 7 | Well aimed shot, punctures upper arm! |
4 | 10 | Strike pierces forearm! |
5 | 14 | Elbow punctured, oh what pain! |
6 | 17 | Well aimed strike shatters bone in left arm! |
0 | 0 | Strike to the left arm cleanly severs it at the shoulder! |
8 | 25 | Strike to the left arm shatters elbow and severs forearm! |
9 | 25 | Shot shatters shoulder and severs left arm! |
- RIGHT HAND
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Strikes a fingernail. Bet it'll lose it now. |
1 | 1 | Strike to right hand breaks a fingernail! |
2 | 3 | Strike through the palm! |
3 | 5 | Shot to the hand slices a finger to the bone! |
4 | 7 | Shot pierces a wrist! |
5 | 9 | Slash across back of hand, tendons sliced! |
6 | 12 | Impressive shot shatters wrist! |
7 | 15 | Strike to wrist severs right hand! |
8 | 18 | Strike to wrist severs right hand! |
9 | 20 | Strike to wrist severs right hand quite neatly! |
- LEF HAND
Rank | Damage | Messaging |
---|---|---|
0 | 0 | Strikes a fingernail. Bet it'll lose it now. |
1 | 1 | Strike to left hand breaks a fingernail! |
2 | 3 | Strike through palm! |
3 | 5 | Shot to the hand slices a finger to the bone! |
4 | 7 | Shot pierces a wrist! |
5 | 9 | Slash across back of hand, tendons sliced! |
6 | 12 | Impressive shot shatters wrist! |
7 | 15 | Strike to wrist severs left hand! |
8 | 18 | Strike to wrist severs left hand! |
9 | 20 | Strike to wrist severs left hand quite neatly! |