Weapon Attachments: Difference between revisions

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values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up.
values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.


==Melee==
==Melee==
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==Special Ammo==
==Special Ammo==


??
*Incendiary Ammo - 50% Fire Damage
*Tracer Ammo - 5% HCI






==Poisons & Toxins==
==Poisons & Toxins==
(can be added directly to a melee weapon, or to arrows to create poison arrows which can then be added to a bow/crossbow type weapon)


??
*Weak Poison - 25% Poison Damage
*Poison - 50% Poison Damage
*Strong Poison  - 75% Poison Damage
*Deadly Poison - 100% Poison Damage

Revision as of 12:16, 14 March 2025

values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.

Melee

  • Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%
  • Basket Hilt (All Non-Wrestling) - DCI 5%
  • Whetstone (Bladed and Piercing Weapons) - +5 Base Damage
  • Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage
  • Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage
  • Balanced Haft (Axe, Hammer, Spear) - HCI 5%

Ranged

  • Bayonet (Rifles, Shotguns) - DCI 5%
  • Scope (Rifles) - 5% HCI
  • Gun Oil (all firearms) - 5% Swing Speed Increase
  • Weighted Grip (Pistols) - 5% HCI


Special Ammo

  • Incendiary Ammo - 50% Fire Damage
  • Tracer Ammo - 5% HCI


Poisons & Toxins

(can be added directly to a melee weapon, or to arrows to create poison arrows which can then be added to a bow/crossbow type weapon)

  • Weak Poison - 25% Poison Damage
  • Poison - 50% Poison Damage
  • Strong Poison - 75% Poison Damage
  • Deadly Poison - 100% Poison Damage