Explosive Arrow
"This sounds awesome, so we're going to look into making a more interesting interaction between these skills if possible in future. No promises, though. | |
"That is not the case. I am not aware of any such bug being reported, and I have tested now and can confirm that both fire trap's explosion and the ground fire both award you the kill correctly, thus causing your iiq/iir stats to apply. The same is true for explosive arrow. | |
"That's changing yes. Previously we couldn't do this (well, we could, but I personally wouldn't want to, because it wouldn't make sense) because the damage was dealt separately from the arrow, so it didn't make any sense for it to be considered projectile damage. Now we (finally) have the actual art for this skill in and it functions as intended - the arrow itself, which is a projectile, explodes and deals damage. That means that the damage can (and arguably should) be considered projectile damage, just as when a fireball explodes it deals projectile damage. Carl also needed this for balance reasons, so since we now could quite reasonably consider it projectile damage, it is. | |
"The arrow hitting has always been weapon damage. The explosion is not weapon damage (for it to be that, it would need to be dealing the damage of your weapon). "Yes. The change made was that projectile damage modifiers now affect the explosion of the arrow, so now they do. " "It does. The change made was not "make multiple projectiles' penalty affect it" it was "make the explosion damage considered projectile damage and affected by all modifiers to such". | |
"No, chaining is like piercing. It's one arrow chaining through enemies, and then exploding in the final one when it stops. Last edited by Mark_GGG on Nov 15, 2012, 7:05:18 PM
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"Then it (probably) hits some terrain behind that guy somewhere, and then explodes in that. There's no requirement that there be a final target. Wherever the arrow ends up sticking, it will explode. If it doesn't stick into anything, it won't explode. If you fire it out into a big open space it won't stick into anything and there'll thus be no explosion. | |
"No. That specifically says that's the base damage. The damage dealt is affected by all relevant modifiers. | |
"No, because the explosion is not weapon damage. See this thread for details. "No. Every skill that adds base damage based on something calculated at the time of that damage (such as number of fuse charges) displays how much base damage is added. The full damage cannot be calculated because the base is unknown. Assuming we don't end up with modifiers that would affect it differently, we may eventually be able to display an estimate of how much the final damage will change for each charge, but what the charges are fundamentally doing is adding base damage. "Yes. | |
"It's referring to the additional base radius per fuse charge that the skill gives. This applys to each explosion, not only when the target dies, I'l edit the description. | |
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