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Discussion in 'UO Developer Feed' started by UODevTracker, Nov 12, 2010.
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Well you're range formula seems right. And Lord GOD is correct that the min strength for max range was lowered to 140.
So if you're running less than 140 str you'll never hit max range, but at the same time enhancing with dull copper should give you some range benefit for lower strength levels.
I probably wouldnt waste the property on the lower requirements.
At 120 strength you'll throw at 10 range with either glaive.
At 110 you'll throw at 10 with the dull copper, 9 with the unenhanced.
Below that you'll throw at 9 range for both until about 70 or 80 strength.
One of the more interesting quirks of throwing since it has the range calculation formula, which pulls the strength req based on the weapon itself instead of the weapon template. I guess if there was a 100% lower req throwing weapon, (I think that reduces it to 10) probably be able to throw at 1 below max range with pretty low strength.
The easiest thing to do with throwing would have been to simply identify throwing weapons as gargoyle bows and basically be archery with different graphics.
The goal with throwing wasn't to make archery for gargoyles. The goal was and still is to make a more dynamic and interesting ranged combat option as an alternative to archery, but not "re-hued" archery.
Hence throwing has a few more considerations.
So throwing has some advantages and disadvantages that archery doesn't.
Throwing weapons have a greater max range than archery weapons, but you have to invest in stats in order to get that bonus.
At close range you suffer a hit chance penalty, but you have a wide "sweet spot" where you're actually getting a hit chance bonus, and at max range you are not getting any modifiers.
Gargoyles have fewer artifacts at this point in time, but gargoyles also have higher base stats on most of their armour so its a bit easier for them to build suits, while humans/elves may have to rely a bit more on artifacts.