Explosive arrows need a buff

grz__

Scavenger
Explosive arrows need to be more effective now that 90% of zombies are colored. Explosive arrows are a waste of resources; it's like shooting candy. I'm level 8 in perception and have 3 points in explosives, and they're useless against blue and orange irradiated zombies.
 
The damage caused by explosive arrows is determined by the archery perk, not the explosions perk.

I found a reddit thread from A19 where someone made tests and damage was determined by both perks. And I had the impression that archery increases direct damage to the target and explosion perk increases damage of the AOE effect. Was that changed some time later?

Anyway, my question was about the rad remover debuff, not the damage. IMHO if the rad remover debuff were distributed over all zombies in the explosion radius (and I suspect it currently isn't though I don't know), that would make the explosive arrows have a real use even with colored zombies.
 
Anyway, my question was about the rad remover debuff, not the damage.
Was feeling generous (or bored enough, take your pick), so I hopped in and tested that for you.

V2.5(b23)
2 iron crossbows, 2 compound bows (modded and not), from creative menu (f1:cm, 'u')
2 rads to shoot at from F6
AI off
Numpad 0 for health info display

Placing the rads next to one another, blasting away with the unmodded bow until they both show healing.
Follow up with a modded shot while healing.

Result, taking the direct hit with the exploding arrow/bolt counts as a modded hit, the resulting explosion doesn't.


Sidenote.. causing a single bleed with a bone knife causes a Rad Bowler to heal for a hundred health or so (including the stab damage).
 
Maybe they need two kinds of explosive arrows, the current ones and then a nastier one to be unlocked later and/or crafted with more of something?
 
An interesting question would be: Does the explosive arrow also give the debuff of the rad remover (installed in the bow) as an aoe effect or only to the direct target? Does the rocket launcher?
I don't know, but any weapon is more effective without the mod than arrows. Explosives should be more powerful, perhaps so that they are not too OP. The damage to normal zombies can remain as it is. Also, zombies should be blown away by the explosion so you can control the masses, even if they don't die. But the irradiated ones don't react to the explosion, only sometimes if you hit them squarely. They just keep going as if nothing happened. I don't know what the rocket launcher is like; I never use it, except to demolish buildings.
Post automatically merged:

The damage caused by explosive arrows is determined by the archery perk, not the explosions perk.
Really? I'm level 10 agility, 5 points in archery, hunter. I'm going with a compound crossbow.
 
I found a reddit thread from A19 where someone made tests and damage was determined by both perks. And I had the impression that archery increases direct damage to the target and explosion perk increases damage of the AOE effect. Was that changed some time later?

Anyway, my question was about the rad remover debuff, not the damage. IMHO if the rad remover debuff were distributed over all zombies in the explosion radius (and I suspect it currently isn't though I don't know), that would make the explosive arrows have a real use even with colored zombies.
It makes sense. I haven't tested it in creative mode, but my impression is that the radius damage is negligible, sufficient for normal zombies but not for blue and orange ones.
 
Explosive arrows need to be more effective now that 90% of zombies are colored. Explosive arrows are a waste of resources; it's like shooting candy. I'm level 8 in perception and have 3 points in explosives, and they're useless against blue and orange irradiated zombies.
If you talking about a buff . Fire arrows need it bad.

Most things are kinda useless agest blue and orange zombies. Explosives at most slow them down
 
If you talking about a buff . Fire arrows need it bad.

Most things are kinda useless agest blue and orange zombies. Explosives at most slow them down
Fire arrows probably need it too, but the thing is, it's not worth shooting those explosives at the colored zombies when another weapon is more effective without raising the perk level. In general, I know they're sponges, but there could be an alternative to running and climbing onto a building.
 
Hmm, best I can come up with, between the current and not-exactly-overpowered, would be to have the primary target ignite nearby zeds for a while. Not an single aoe like a molotov, but igniting every zed it comes into contact with for something like 5-10 seconds.
That what i was thinking
 
An interesting question would be: Does the explosive arrow also give the debuff of the rad remover (installed in the bow) as an aoe effect or only to the direct target? Does the rocket launcher?
Definitely curious about the latter, as I use the rocket launcher quite a bit at later levels, to soften up groups of zombies. Prior to that I use the explosive bolts, and normally have a rad remover on both a crossbow and a rocket launcher.
 
Name Entity Damage Block Damage
| Timed Charges | 800 | 3000 |
| Frag Rockets | 700 | 10 |
| Rocket HE | 420 | 2500 |
| Dynamite | 550 | 3000 |
| Pipe Bomb | 253 | 5 |
| Grenade | 341 | 10 |
| Contact Grenade | 341 | 10 |
| Tin Land Mine | 250 | 10 |
| Cooking Pot Mine | 300 | 10 |
| Hub Cap Mine | 450 | 10 |
| Air Filter Mine | 690 | 10 |
| Molotov Cocktail | 250 | 5 |
| Exploding Bolt | 250 | 2 |
| Exploding Arrow | 180 | 2 |
| Barrels | 250 | 500 |

These definitly could use a buff arrows only do 25.71% the damage of the frag rockets.
 
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