Windows ammoArrowExploding has the perkDemolitionsExpert tag, but in practice it doesn’t seem to actually increase the explosion damage at all.

d2r

Refugee
Version
v2.5
Platform
Windows
<item name="ammoArrowExploding">
<property name="Extends" value="ammoArrowIron"/>
<property name="Tags" value="ammo,ranged,attAgility,perkArchery,perkPenetrator,perkDemolitionsExpert"/> <!-- Add DemolitionsExpert to affect explosion power -->
<property name="DisplayType" value="ammoArrowExploding"/>
<property name="Meshfile" value="@:Other/Items/Weapons/Ranged/Bows/Arrows/arrow_explodingPrefab.prefab"/>
<property name="HoldType" value="45"/>
<property name="HandMeshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="IsSticky" value="false"/>
<property name="Stacknumber" value="75"/>
<property name="EconomicValue" value="65"/>
<property name="TraderStageTemplate" value="arrowsTier4"/><!-- ammoArrowExploding -->
<property name="EconomicBundleSize" value="1"/>
<property name="UsableUnderwater" value="false"/>
<property name="SoundPickup" value="arrows_grab"/>
<property name="SoundPlace" value="arrows_place"/>
<property name="UnlockedBy" value="perkRangersExplodingBolts"/> <!-- BOOK_PERK -->

<property class="Action1">
<!--<property name="Explosion.ParticleIndex" value="0"/> no expl. -->
<property name="Gravity" value="-5"/>
<property name="Explosion.BlockDamage" value="80"/>
<property name="Explosion.EntityDamage" value="180"/>
<property name="Explosion.ParticleIndex" value="11"/>
<property name="Explosion.RadiusBlocks" value="3"/>
<property name="Explosion.RadiusEntities" value="4"/>
<property name="Explosion.DamageBonus.stone" value=".3"/>
<property name="Explosion.DamageBonus.metal" value=".1"/>
<property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
<property name="Explosion.DamageBonus.wood" value=".5"/>
<property name="Explosion.DamageBonus.water" value="0"/>
</property>

<effect_group name="ammoArrowExploding" tiered="false"> <!-- ammoArrowExploding -->
<passive_effect name="BlockDamage" operation="base_set" value="2" tags="perkArchery"/> <!-- Only affects direct hit damage, explosion damage is above -->
<passive_effect name="BlockDamage" operation="base_add" value="100" tags="barrelExplosive"/>
<passive_effect name="EntityDamage" operation="base_set" value="180" tags="perkArchery"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="wood"/>
<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,water"/>
<!-- do we have damage modifiers for explosions? -->
<passive_effect name="ProjectileVelocity" operation="base_set" value="40" tags="perkArchery"/>
<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>
<display_value name="dExRadius" value="4"/>
<display_value name="dExBlockDamage" value="80"/>
<display_value name="dExEntityDamage" value="180"/>
</effect_group>

<effect_group name="ammoArrowExplodingFuse" tiered="false">
<triggered_effect trigger="onSelfEquipStart" action="AttachParticleEffectToEntity" particle="p_sparks_fuse" parent_transform="Fuse6">
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value="1"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="RemoveParticleEffectFromEntity" particle="p_sparks_fuse"/>
<triggered_effect trigger="onSelfWaterSurface" action="AttachParticleEffectToEntity" particle="p_sparks_fuse" parent_transform="Fuse6"/>
<triggered_effect trigger="onSelfWaterSubmerge" action="RemoveParticleEffectFromEntity" particle="p_sparks_fuse"/>
<triggered_effect trigger="onReloadStop" action="AttachParticleEffectToEntity" particle="p_sparks_fuse" parent_transform="Fuse6">
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value="1"/>
</triggered_effect>
</effect_group>

<effect_group tiered="false">
<!-- Fully drawn bow shots bypass enemy armor, dealing full damage and deal an extra 25% damage. -->
<triggered_effect trigger="onProjectilePreImpact" action="ModifyCVar" cvar="$perkPiercingPrecision" operation="set" value="1">
<requirement name="ProgressionLevel" progression_name="perkAgilityMastery" operation="Equals" value="5"/>
<requirement name="CatapultStrainAmount" operation="GTE" value="1"/>
</triggered_effect>

<passive_effect name="EntityDamage" operation="perc_add" value=".25" tags="perkArchery">
<requirement name="CVarCompare" cvar="$perkPiercingPrecision" operation="EQ" value="1"/>
</passive_effect>

<passive_effect name="TargetArmor" operation="perc_add" value="-1" tags="perkArchery">
<requirement name="CVarCompare" cvar="$perkPiercingPrecision" operation="EQ" value="1"/>
</passive_effect>

<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" cvar="$perkPiercingPrecision" operation="set" value="0"/>
</effect_group>
</item>
 
Reproduction Steps
1 With no points invested, the explosion damage was around 170.
2 After taking perkDemolitionsExpert, the explosion damage was still around 170.
Link to Logs
https://pastebin.com/uxBKhT1q
Link to Screenshot/Video
https://youtu.be/-VUhuSgHknE
<item name="ammoArrowExploding">
<property name="Extends" value="ammoArrowIron"/>
<property name="Tags" value="ammo,ranged,attAgility,perkArchery,perkPenetrator,perkDemolitionsExpert"/> <!-- Add DemolitionsExpert to affect explosion power -->
<property name="DisplayType" value="ammoArrowExploding"/>
<property name="Meshfile" value="@:Other/Items/Weapons/Ranged/Bows/Arrows/arrow_explodingPrefab.prefab"/>
<property name="HoldType" value="45"/>
<property name="HandMeshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="IsSticky" value="false"/>
<property name="Stacknumber" value="75"/>
<property name="EconomicValue" value="65"/>
<property name="TraderStageTemplate" value="arrowsTier4"/><!-- ammoArrowExploding -->
<property name="EconomicBundleSize" value="1"/>
<property name="UsableUnderwater" value="false"/>
<property name="SoundPickup" value="arrows_grab"/>
<property name="SoundPlace" value="arrows_place"/>
<property name="UnlockedBy" value="perkRangersExplodingBolts"/> <!-- BOOK_PERK -->

<property class="Action1">
<!--<property name="Explosion.ParticleIndex" value="0"/> no expl. -->
<property name="Gravity" value="-5"/>
<property name="Explosion.BlockDamage" value="80"/>
<property name="Explosion.EntityDamage" value="180"/>
<property name="Explosion.ParticleIndex" value="11"/>
<property name="Explosion.RadiusBlocks" value="3"/>
<property name="Explosion.RadiusEntities" value="4"/>
<property name="Explosion.DamageBonus.stone" value=".3"/>
<property name="Explosion.DamageBonus.metal" value=".1"/>
<property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
<property name="Explosion.DamageBonus.wood" value=".5"/>
<property name="Explosion.DamageBonus.water" value="0"/>
</property>

<effect_group name="ammoArrowExploding" tiered="false"> <!-- ammoArrowExploding -->
<passive_effect name="BlockDamage" operation="base_set" value="2" tags="perkArchery"/> <!-- Only affects direct hit damage, explosion damage is above -->
<passive_effect name="BlockDamage" operation="base_add" value="100" tags="barrelExplosive"/>
<passive_effect name="EntityDamage" operation="base_set" value="180" tags="perkArchery"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="wood"/>
<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,water"/>
<!-- do we have damage modifiers for explosions? -->
<passive_effect name="ProjectileVelocity" operation="base_set" value="40" tags="perkArchery"/>
<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>
<display_value name="dExRadius" value="4"/>
<display_value name="dExBlockDamage" value="80"/>
<display_value name="dExEntityDamage" value="180"/>
</effect_group>

<effect_group name="ammoArrowExplodingFuse" tiered="false">
<triggered_effect trigger="onSelfEquipStart" action="AttachParticleEffectToEntity" particle="p_sparks_fuse" parent_transform="Fuse6">
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value="1"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="RemoveParticleEffectFromEntity" particle="p_sparks_fuse"/>
<triggered_effect trigger="onSelfWaterSurface" action="AttachParticleEffectToEntity" particle="p_sparks_fuse" parent_transform="Fuse6"/>
<triggered_effect trigger="onSelfWaterSubmerge" action="RemoveParticleEffectFromEntity" particle="p_sparks_fuse"/>
<triggered_effect trigger="onReloadStop" action="AttachParticleEffectToEntity" particle="p_sparks_fuse" parent_transform="Fuse6">
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value="1"/>
</triggered_effect>
</effect_group>

<effect_group tiered="false">
<!-- Fully drawn bow shots bypass enemy armor, dealing full damage and deal an extra 25% damage. -->
<triggered_effect trigger="onProjectilePreImpact" action="ModifyCVar" cvar="$perkPiercingPrecision" operation="set" value="1">
<requirement name="ProgressionLevel" progression_name="perkAgilityMastery" operation="Equals" value="5"/>
<requirement name="CatapultStrainAmount" operation="GTE" value="1"/>
</triggered_effect>

<passive_effect name="EntityDamage" operation="perc_add" value=".25" tags="perkArchery">
<requirement name="CVarCompare" cvar="$perkPiercingPrecision" operation="EQ" value="1"/>
</passive_effect>

<passive_effect name="TargetArmor" operation="perc_add" value="-1" tags="perkArchery">
<requirement name="CVarCompare" cvar="$perkPiercingPrecision" operation="EQ" value="1"/>
</passive_effect>

<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" cvar="$perkPiercingPrecision" operation="set" value="0"/>
</effect_group>
</item>

Hello d2r,
after checking with the explosive arrows for both bows and crossbows I can confirm that the demolition perks do not affect this specific explosion.
Thanks for the post, it will be reported internally!
 
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