droid327
Well-known member
I think ranged weapon ammo is low hanging fruit in a lot of ways, and properly reimagined could add some fun new gameplay to ranged builds, improve QOL by reducing inventory waste and chest loot clutter, and create crafting economies, without inflating power creep substantially. Here's what I would suggest:
- remove ammo drops from chest loot entirely
- make basic +0 100% returning ammo available from somewhere for plat, as a basic fallback option
- flame arrow summons a 100% returning flame arrow that does fire damage, scaling with caster level on the same curve as fire damage affix on weapons/rubies
- summon arrow/bolts summon 100% returning ammo, and the scaling bonus to Enchantment becomes a similarly scaling Competence bonus to Ranged Hit and Damage, a la the Marksmanship affix
- crafted ammo now follows Cannith crafting formulas, with mlvl shards, a functional affix shard, a returning shard, and a bonus shard.
- Crafted ammo functional shard recipes added/updated to modern relevant numbers. Typed damage on hit, scaling as per Flame Arrow above. Material and alignment affixes. Proc-chance CC effects possibly including web, flesh to stone, blind, entangle, etc., with DC = 3*mlvl. More exotic effects like EBT, confuse, vuln, etc. could be possible using rarer ingredients and/or locked to higher mlvls. (Could get really creative here too if you wanted...chance on hit to cast CLW Mass around target at clvl=mlvl, chance to proc an additional attack against a nearby enemy a la scattershot, chance to add a stack of some kind of buff that decays stackwise, etc.) Typed bane/slayer ammo with damage and DC scaling as above.
- returning shards start at 80% and scale up to 90, 92, 94, 96, 98, 99%, with the latter being at or near max crafter level. No 100% returning for crafted ammo. Crafts in stacks of 1000. The goal is to make stack size sustainable for regular play (100k shots at 99%) but still require you to purchase refills from crafters and/or craft your own. Also reward investment in crafting level with more valuable products.
- bonus shard requires purified dragonshards, doubles your on-hit damage effects and/or improves your DCs from 3 * mlvl to 4 *
- remove ammo drops from chest loot entirely
- make basic +0 100% returning ammo available from somewhere for plat, as a basic fallback option
- flame arrow summons a 100% returning flame arrow that does fire damage, scaling with caster level on the same curve as fire damage affix on weapons/rubies
- summon arrow/bolts summon 100% returning ammo, and the scaling bonus to Enchantment becomes a similarly scaling Competence bonus to Ranged Hit and Damage, a la the Marksmanship affix
- crafted ammo now follows Cannith crafting formulas, with mlvl shards, a functional affix shard, a returning shard, and a bonus shard.
- Crafted ammo functional shard recipes added/updated to modern relevant numbers. Typed damage on hit, scaling as per Flame Arrow above. Material and alignment affixes. Proc-chance CC effects possibly including web, flesh to stone, blind, entangle, etc., with DC = 3*mlvl. More exotic effects like EBT, confuse, vuln, etc. could be possible using rarer ingredients and/or locked to higher mlvls. (Could get really creative here too if you wanted...chance on hit to cast CLW Mass around target at clvl=mlvl, chance to proc an additional attack against a nearby enemy a la scattershot, chance to add a stack of some kind of buff that decays stackwise, etc.) Typed bane/slayer ammo with damage and DC scaling as above.
- returning shards start at 80% and scale up to 90, 92, 94, 96, 98, 99%, with the latter being at or near max crafter level. No 100% returning for crafted ammo. Crafts in stacks of 1000. The goal is to make stack size sustainable for regular play (100k shots at 99%) but still require you to purchase refills from crafters and/or craft your own. Also reward investment in crafting level with more valuable products.
- bonus shard requires purified dragonshards, doubles your on-hit damage effects and/or improves your DCs from 3 * mlvl to 4 *
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