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 Post subject: Arrows shouldn't run out
PostPosted: Wed Jan 27, 2010 8:08 pm 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 971
It adds nothing to the game except an annoyance to anyone who uses arrows/bolts. It can be made to have indefinite arrows, I don't know how it's done, but d2pk did it.


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 Post subject: Re: Arrows shouldn't run out
PostPosted: Wed Jan 27, 2010 8:58 pm 

Joined: Sun Oct 11, 2009 10:21 am
Posts: 197
If you're gonna do that then fix the fact that ethereal bows have unlimited durability.


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 Post subject: Re: Arrows shouldn't run out
PostPosted: Wed Jan 27, 2010 11:17 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
The fix is to just set all bow skills to not use ammo. It's just a column in Skills.txt, set it to 1 I think.

That aside, the large numbers of arrows in stacks, and the ease of getting them generally isn't a problem. You can even use Magic Arrow skill if you run out of arrows. That skill typically does more damage than Guided Arrow anyways, since monsters won't resist the magic damage nearly as easily as they do physical damage. That assumes that you're playing a Multishot/GA bowzon though, which seems a pretty safe bet nowadays.


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 Post subject: Re: Arrows shouldn't run out
PostPosted: Wed Jan 27, 2010 11:28 pm 
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Joined: Thu Dec 24, 2009 2:55 pm
Posts: 447
Location: Reno, NV
Arrows aren't a problem. You can keep extra stacks in your cube, or switch. Plus they drop like candy.

It's throwing weapons that really get the bone.

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 Post subject: Re: Arrows shouldn't run out
PostPosted: Thu Jan 28, 2010 10:35 am 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
Throwing weapon skills have the same column in skills.txt, so the same "infinite ammo" solution should apply.

When characters get low on throwing weapons, they can change to melee attacks to preserve the remaining durability until they get to a repair point. For weapons that replenish (just about all uniques), they will replenish faster than melee attacks use them up. Also, throwing weapons can be fixed with forge runes up to 255 quantity. I agree that throwing weapons are a lot more tedius to work with (this is why my throw-barbs rarely get out of Normal difficulty, just too lame to play as anything other than Frenzy Barbs).

When in melee, Javs use SpearMastery, ThrowingAxes use Axe mastery, and Throwing Knives use PoisonStrike ("Dagger Mastery" - but for ED and Critical strike only).


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