Ammoless ranged weapons use up ammo
taltamir
Member Posts: 288
The String of Everard +5 has an ability which makes it NOT require or use any ammunition.
However, making any change to carried ammo after equipping it causes it to use up that ammo, even if it has no benefits (ammo that has no benefit for that weapon are: mundane, +1, +2, +3, +4, +5; there ARE ammo types that would provide a benefit, only those should be sued)
Also, it seems the AI is much more likely to swap out an ammoless weapon for a melee weapon if I don't carry any ammunition for it to consume.
However, making any change to carried ammo after equipping it causes it to use up that ammo, even if it has no benefits (ammo that has no benefit for that weapon are: mundane, +1, +2, +3, +4, +5; there ARE ammo types that would provide a benefit, only those should be sued)
Also, it seems the AI is much more likely to swap out an ammoless weapon for a melee weapon if I don't carry any ammunition for it to consume.
Post edited by taltamir on
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I'll just have a go at it and you let me know if its acceptable.
Current Behaviour: Sling of Everard is causing characters to swap it as a weapon in favour of a melee weapon, even though the sling doesn't actually require consumable ammo.
Expected Behaviour:
You should be able to run out of consumable ammo with it and still continue attacking from range with the sling without interruption.
Ammo that adds +3 acid damage will stack because its a different damage type. But +1 ammo shouldn't because there is already a +5 bonus that supersedes it, and only the better of two identical bonuses is used
However, it occured to me that this is not PnP... Looking it up, it seems the interaction is more complex than I thought:
http://forum.baldursgate.com/discussion/6535/clarification-about-how-magic-arrows-bolts-bullets-work
According to that link
1. Magic Bow +1 with normal arrows
+1 bonus to thac0, no bonus to damage, considered nonmagical for resistance penetration
2. Magic Bow +1 with arrows +1
+2 bonus to thac0, +1 bonus to damage, considered a +1 weapon for resistance penetration
3. Magic Bow +1 that self generates ammo
+1 bonus to thac0, +1 bonus to damage, considered +1 weapon for resistances
4. Magic Bow +1 that self generates ammo with arrows +1
+2 bonus to thac0, +1 bonus to damage, considered +1 weapon for resistance
This suggests that using a self generating weapon with non magical ammo would hugely nerf it.
This needs testing
Iron golem.
Everard Sling +5 with mundane ammo: No damage
Everard Sling +5 with summoned ammo: 2 Damage (always the same)
Everard Sling +5 with +3 ammo: 4 damage (always the same)
Sling +2 with mundane ammo: No damage
Sling +2 with +1 ammo: No damage
Sling +2 with +2 ammo: No damage
Sling +2 with +3 ammo: 3 Damage a hit (always the same)
From this I gotta say:
1. Non ammo summoning ranged weapons suck!
2. Equipping mundane ammo for a weapon that summons its own ammo is a huge nerf
2) I'm pretty sure that using non-magical ammo with a launcher that generates is own ammo wouldn't make a difference, other than in cases where enemies are immune to non-magical weapons. So I wouldn't call it a "huge" nerf, but yeah you're better off letting the weapon create its own ammo rather than equipping mundane.