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I can see STR making sense for the range of the weapon, but when testing last night I honestly didn't notice a big difference on range between a mage with 8 STR and a cleric with a 16 STR so I'm not convinced STR is even used to determine range of thrown weapons.
Any weapon that does not have the "thrown" property is thrown as an Improvised weapon.
Improvised weapons are thrown as if making a "ranged weapon attack"
Ranged weapons use Dexterity for their attack and damage.
Therefor, throwing a table, a concrete bust of Abraham Lincoln, A Manhole Cover, or a Crate of flamin hot cheetos, is better done by an elf or a halfling and not a beefy barbarian... Provided they can LIFT the object.
Now, How BG3 handles this I'll need to do a deep dive and do some testing.
Not as interested in objects, but it appears random thrown objects do a flat unmodified 1D4 bludgeoning here.
Throwing a greataxe is using improvised weapon rules since it counts as an object rather than a weapon hence the 1 or potentially 1D4 bludgeoning.
That was on barbarian with 16 STR, so I'm pretty sure I wasn't getting STR bonus to it or DEX bonus either. May still get the falling damage that's being applied if thrown from height, but honestly haven't tried. Thrown weapons certainly do, and so do thrown people it seems.
BUt i do remember reading somewhere that normal throwing items do damage based on wight and yeah it was 1d4 a few patchs back so the whole the heavier they are the more damage they do wasn't working yet... but didn't test it out in this patch so ... so far i'm only throwing stuff with throw tag. The range looks the same as for bows and crossbows abit to much if you ask me but ok. and +2 archery doesn't work with axes hehe
True, neither do most other things it seems.
Also a little disappointing that thrown spears use the 1D6 die and not the 1D8. I mean, I guess it makes sense but at the same time it would be nice to be slightly better than a short bow. I feel like range should be less for thrown, and damage should be very slightly higher (with the fall damage removed, of course. Surely that isn't intentional?)
All things considered, throwing weapons don't really add a whole lot to most of the classes you might want to pair it with. Can't sneak attack with it, can't use fighter superiority die on it, can't use any ranger path perks, and overall not very high damage without the high ground fall damage glitch.
Fun for STR cleric/fighter types that want to ignore DEX completely but otherwise not very useful. A good first pass, for sure, but needs improvement and fine tuning.
new entry "Throw_Throw"
type "SpellData"
data "SpellType" "Throw"
data "SpellProperties" "GROUND:DealDamage(1,Bludgeoning)"
data "TargetFloor" "-1"
data "TargetRadius" "ThrownObjectRange"
data "AreaRadius" "1"
data "SpellRoll" "Attack(AttackType.MeleeUnarmedAttack)"
data "SpellSuccess" "TARGET:IF(IsLightThrownObject(context.HitDescription.ThrownObject)):DealDamage(1,Bludgeoning);TARGET:IF(IsMediumThrownObject(context.HitDescription.ThrownObject)):DealDamage(1d4,Bludgeoning);TARGET:IF(IsHeavyThrownObject(context.HitDescription.ThrownObject)):DealDamage(2d4,Bludgeoning);TARGET:IF(HasWeaponProperty(WeaponProperties.Thrown,context.HitDescription.ThrownObject)):DealDamage(ThrownWeapon, ThrownWeaponDamageType);TARGET:IF(HasWeightGreaterThan(context.Target.Weight/2, context.HitDescription.ThrownObject)):Force(2);TARGET:IF(HasWeightGreaterThan(context.Target.Weight, context.HitDescription.ThrownObject)):ApplyStatus(PRONE,100,1)"
data "TargetConditions" "not Self() and not (not Player(context.Source) and Item())"
data "Template" "a82d0147-9ecd-455a-a9ef-c6d2b8119777"
data "Trajectories" "a82d0147-9ecd-455a-a9ef-c6d2b8119777,48362660-28e7-2af1-62fe-49fc4cb6cc70,bfd9fe10-124d-6b01-53e0-824346204638"
data "Icon" "Action_Throw"
data "DisplayName" "Shared_Throw_Throw_DisplayName"
data "Description" "Shared_Throw_Throw_Description"
data "PreviewCursor" "Cast"
data "CastTextEvent" "Cast"
data "UseCosts" "ActionPoint:1"
data "SpellAnimation" "b1befe57-ee3e-4126-8c9d-3b6cec7eb3f4(CMBT_Skill_Throw_Generic_01_Prepare),,;f2803838-31cf-471b-85d1-92fa2d0eb7c2(CMBT_Skill_Throw_Tiny_01_Antic),,;4be0751c-9fca-4c35-9337-6bf8a321c516(CMBT_Skill_Throw_Tiny_01_Attack),,;86b52093-596c-4054-bb1d-2dbdfcdc4347(CMBT_Skill_Throw_Tiny_01_Recover),,;5b4905be-03fd-42fb-9652-c2d1c772f4d3(CMBT_Skill_Throw_Generic_01_Loop),,;9673b7c5-9928-44ce-ae4f-a85be2683981(CMBT_Skill_Throw_Tiny_01_Dash),,;e81ffae4-6be0-47fd-8502-48b9961004e9(CMBT_Skill_Throw_Generic_01_Cancel),,;,,;,,"
data "VerbalIntent" "Utility"
data "SpellFlags" "InventorySelection;RangeIgnoreVerticalThreshold;IsHarmful;HasHighGroundRangeExtension;IgnoreSilence;IgnoreVisionBlock;AddFallDamageOnLand"
data "SpellActionType" "Throw"
data "HitAnimationType" "PhysicalDamage"
data "ThrowableTargetConditions" "CanThrowWeight() and not Grounded() and not IsItemDisabled() and not HasAttribute('InventoryBound') and (IsMovable() or Character() or Dead()) and CanMove(context.Target, context.Source, false) and (not IsEquipped() or IsEquipmentSlot(EquipmentSlot.MeleeMainHand) or IsEquipmentSlot(EquipmentSlot.MeleeOffHand) or IsEquipmentSlot(EquipmentSlot.Boots))"
data "PrepareEffect" "ede0c318-7f5d-43b4-bc73-a50e0a528d55"
data "SpellAnimationType" "Throwing"
right now this whole sytem is more like "just for fun" than anything else. Not really a full polished combat system.
At the end it's combined with throw everything and some stuff does no damage at all or 1... i would separate throw weapons from normal improvised throw or whatever it's called where you can throw flowers and whatnot.
Just make a Throw weapons only set like we have for bows and mele weapons and move from there by adding feats and so on.
That way you can at least make weapons like javelins or daggers more usefull and have a good polished stremlined system for throwing.
TARGET:IF(HasWeaponProperty(WeaponProperties.Thrown,context.HitDescription.ThrownObject)):DealDamage(ThrownWeapon, ThrownWeaponDamageType);
//so what would this do the other two are fine but this force 2? what could that be like extra range push back i guess?
TARGET:IF(HasWeightGreaterThan(context.Target.Weight/2, context.HitDescription.ThrownObject)):Force(2);
TARGET:IF(HasWeightGreaterThan(context.Target.Weight, context.HitDescription.ThrownObject)):ApplyStatus(PRONE,100,1)"
Light = 1 bludgeoning
Medium = 1D4 bludgeoning
heavy = 2D4 bludgeoning
Weapon = Damage die of weapon
I don't see anything in that wall that indicates that any of these get stat bonuses to damage or to hit, but I can say that weapons in particular do get those.
I can also say I never saw any stat damage bonus when throwing light objects, since they always did 1 point of damage even with high STR.