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The rework is aimed at several aspects:

1) making darts cheaper to produce and more oriented on increasing melee weapons efficiency instead of being primary weapon

2) improving effects of existing darts, especially of underused ones like fire and sleep darts

3) making darts work similar to actual darts, having duration of effect instead of instant effect

Darts are split from blow pipe, which has infinite durability and can be crafted from driftwood, reeds and ropes. Blow pipe can be loaded with feathered darts.

Basic darts are crafted with 1 twig + 1 tip. Tip is either flint, stinger or hound tooth. Tip affects duration of effect applied to mob - 20 seconds for flint, 25 for stinger and 30 for hound tooth.

In order to be loadable into blowpipe, basic darts have to be upgraded with a single feather by hovering a feather over them in inventory. Type of feather define effect applied to mob struck with dart.

Black feathers work similarly to sleep darts, applying grogginess (mechanic introduced in DST but currently exclusive to players) to mobs for dart's duration of effect, eventually putting them to sleep if enough darts are attached. Groggy mobs have reduced walk and attack speed. Total sleeping duration once a mob is put to sleep is based on total remaining duration of all sleep darts. More sleep darts can be fired to increase sleeping duration without awakening the mob.

Blue feathers reduce mob's resistance to freezing and instantly add coldness. Single or several darts fired in quick succession are able to freeze a mob. Freezing time is calculated the same way as sleeping time and can also be increased with more freeze darts.

Red feathers combust upon reaching the target, applying non-spreadable fire damage (5 hp/sec) to a mob for dart's duration of effect. Fire damage can be stacked with more fire darts shot. Mob is not set on fire and as such drops regular loot instead of cooked one. Additionally, mob begins to panic unless it was prone to fire damage (red hounds, dragonfly).

Yellow feathers deal additional damage every time the mob is attacked with electric weapon. Each attached electric dart deals 5% of weapon's damage to a mob and these can be stacked. Additionally, they deal passive stackable damage to wet mobs (similar to wx-78 damage from rain).

Unlike bird feathers, Down and malbatross feathers apply instant damage - 100 hp for down dart and 150 hp for malbatross dart.

All darts (with exception of red) drop feathers when dart's duration effect is over or mob is killed, allowing to reuse feathers to craft more darts. Basic darts are consumed and their crafting ingredients are not returned. Red feathers are turned to ash and as such can't be reused.

Mobs have a certain limit of darts they can have on them. The limit is mostly based on mob's size. Darts attached when the limit has been reached cause darts with lowest duration remaining to fall off prematurely, returning feathers or ashes. The limit is highest for boss mobs and giants (~20 darts) and lowest for small mobs like rabbits (~1-2 darts).

Feathered darts stack to 40 (up from 20) because they are similar in size to twigs they are made from.

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