TinyMage Posted July 31, 2005 Share Posted July 31, 2005 It gives +1 attack in both melee mode and ranged mode. Link to comment
Rastor Posted July 31, 2005 Share Posted July 31, 2005 I've never used this dagger, so I never saw that. Yes, it should have the description in it's bio. STRING_SET 39528 ~Dagger of Throwing +3 Firetooth This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings." STATISTICS: Combat Abilities: dagger returns to the thrower Special: +1 Attack per Round THAC0: +3 bonus, 1D2 fire damage Damage: 2D4 + 3 Damage type: missile (piercing) Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ Fixed. Link to comment
Ghreyfain Posted July 31, 2005 Share Posted July 31, 2005 Don't all throwing daggers increase attacks by 1? Darts by 2? Link to comment
devSin Posted July 31, 2005 Share Posted July 31, 2005 Actually, they're all supposed to set (crossbows to 1, slings to 1, daggers to 2, darts to 3, bows to 2). I've always worked under the assumption that the increment done for these daggers was a bug (since they operate contrary to every other similar item in the game). I think the Boomerang dagger (or whatever the other never-run-out-o dagger is) is similarly affected. Link to comment
Drew Posted July 31, 2005 Share Posted July 31, 2005 Actually, they're all supposed to set (crossbows to 1, slings to 1, daggers to 2, darts to 3, bows to 2). I've always worked under the assumption that the increment done for these daggers was a bug (since they operate contrary to every other similar item in the game). I think the Boomerang dagger (or whatever the other never-run-out-o dagger is) is similarly affected. <{POST_SNAPBACK}> Ranged weapons don't set attacks ingame. A specialized warrior with the tuigan bow gets 4.5 apr if he's level 13 or above. He gets 3.5 with a standard shortbow or any other standard bow he's specialized in. He would only be limited in ApR with a ranged weapon if he isn't proficient with it. I would say that the bug with the boomerang dagger and firetooth is that each weapon still grants the extra attack in melee. It should when thrown, but in melee it shouldn't. I think that could be fixed by adding the extra attack as an effect to the ranged aspect of the weapon instead of adding it to the weapon as a whole. Link to comment
devSin Posted August 1, 2005 Share Posted August 1, 2005 I don't know what to tell you. The Tuigan bow sets the wielder's attacks to 3/round. I've never cared at all to see how these actually work in-game, or how the attack bonuses (number of attacks, damage, and speed factor) all interoperate, but the fact remains that the majority of ranged items set the wielder's attack rate to a predetermined amount. Link to comment
Drew Posted August 1, 2005 Share Posted August 1, 2005 OK. Ranged weapons are also affected by any extra attacks gained from specialization and warrior levels. The "extra attack" for firetooth and the boomerang dagger is likely due to bioware being too lazy to diferentiate between the melee and thrown versions of the weapon. Link to comment
CamDawg Posted January 3, 2006 Share Posted January 3, 2006 Did some looking into this. All throwing daggers set APR to 2, except the two mixed-use daggers (Boomerang and Fire Tooth) which grant a +1 APR bonus instead. Melee-only daggers have no APR changes. I'm content taking no action for the core bugfixes since it seems the two mixed-use daggers have a hacky Bioware consistency. However, I do think a good optional-but-cool fix goes here: remove melee abilities from both (as they essentially get +1 APR melee bonus for no reason), change APR to match other throwing daggers (set to 2), and tone down Fire Tooth to a more reasonable 1d4 base damage instead of its current 2d4 (and adjust its description accordingly). // removes melee abilities from Fire Tooth, Boomerang dagger; change APR to be consistent // with other throwing daggers; alters base Fire Tooth damage to 1d4 COPY_EXISTING ~dagg11.itm~ ~override~ ~dagg12.itm~ ~override~ READ_LONG 0x64 "abil_off" READ_SHORT 0x68 "abil_num" READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" SET "fx_delta" = 0 FOR (index = 0; index < fx_num; index = index + 1) BEGIN READ_SHORT ("%fx_off%" + ("%index%" * 0x30)) "opcode" PATCH_IF ("%opcode%" = 1) BEGIN // attacks per round WRITE_LONG ("%fx_off%" + 0x04 + ("%index%" * 0x30)) 2 // number of attacks WRITE_LONG ("%fx_off%" + 0x08 + ("%index%" * 0x30)) 1 // set to value END END FOR (index = 0; index < abil_num; index = index + 1) BEGIN // looks for melee ability header READ_BYTE ("%abil_off%" + ("%index%" * 0x38)) "type" PATCH_IF ("%type%" = 1) BEGIN // melee ability check WRITE_BYTE ("%abil_off%" + ("%index%" * 0x38)) 0 READ_SHORT (0x1e + "%abil_off%" + ("%index%" * 0x38)) "abil_fx_num" READ_SHORT (0x20 + "%abil_off%" + ("%index%" * 0x38)) "abil_fx_idx" DELETE_BYTES ("%fx_off%" + (0x30 * ("%abil_fx_idx%" - "%fx_delta%"))) (0x30 * "%abil_fx_num%") // deletes all associated effects DELETE_BYTES ("%abil_off%" + ("%index%" * 0x38)) 0x38 // deletes ability itself SET "fx_delta" = ("%fx_delta%" + "%abil_fx_num%") SET "abil_num" = ("%abil_num%" - 1) SET "index" = ("%index%" - 1) SET "fx_off" = ("%fx_off%" - 0x38) END ELSE BEGIN // if non-melee ability, need to adjust effect indices READ_SHORT (0x20 + "%abil_off%" + ("%index%" * 0x38)) "abil_fx_idx" WRITE_SHORT (0x20 + "%abil_off%" + ("%index%" * 0x38)) ("%abil_fx_idx%" - "%fx_delta%") PATCH_IF (("%type%" = 2) AND ("%SOURCE_RES%" STRING_COMPARE_CASE "dagg12" = 0)) BEGIN // ranged damage adjustment for Fire Tooth WRITE_SHORT (0x18 + "%abil_off%" + ("%index%" * 0x38)) 1 // only 1d4, not 2d4 SAY 0x54 @132 // adjusts description END END END WRITE_SHORT 0x68 "%abil_num%" WRITE_LONG 0x6a "%fx_off%" BUT_ONLY_IF_IT_CHANGES While researching, I also found an error with the Shadow Thief dagger (Bodhi asks you to plant this as one of her quests against Aran). Though a melee-only dagger, it did have the standard ranged APR set effect which is now disabled. This is for core fixes. // shadow thief dagger has ranged APR effect though a melee weapon COPY_EXISTING ~dagg18.itm~ ~override~ READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" FOR (index = 0; index < fx_num; index = index + 1) BEGIN READ_SHORT ("%fx_off%" + (0x30 * "%index%")) "opcode" PATCH_IF ("%opcode%" = 1) BEGIN // set attacks per round WRITE_BYTE ("%fx_off%" + 0x12 + (0x30 * "%index%")) 0 // probability = 0 END END BUT_ONLY_IF_IT_CHANGES Added to the wiki. Link to comment
Idobek Posted January 3, 2006 Share Posted January 3, 2006 Can we have a keep-melee-and-ranged-abilities-but-remove-any-APR-settings and/or-bonuses-to-make-them-consistent-with-melee-daggers option please? Link to comment
Drew Posted January 7, 2006 Share Posted January 7, 2006 There is actually a canonical explanation for why the throwing daggers do 2d4 damage. Per the 2e DM's guide......... "A succesful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade......." That was probably what bioware was thinking about when they set the weapon's damage at 2d4. Link to comment
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