Carbineer Archive
Thread: Point of wound chance?
Hey guys, I was just musing to myself while weaponsmithing, and was wondering why bother with wound chance. I can see the point of most of the other stats, and how they'll boost effectiveness in combat. Damage and speed are obvious, which is probably why those powerups sell the best. But, as an ex-EQ ranger who's used to attack buffs, I also am well familliar withthe value of chance-to-hit modifiers, so I can see the point of seeking out good range mods, too.
But why bother with wound chance? From where I'm sitting, it seems pretty useless. It won't make a smidge of difference at all in PvE, because once you've hurt a critter, he's either going to die or you will -- thus his maximum pool size doesn't come into play at all. And I just don't see average wounds making a big enough difference in secondary stats to make regen rate or move costs change significantly.
And then in PvP, again, the small size of wounds seems like they won't change a fight significantly -- even when you consider that he might sustain that 5% wound chance several times over the course of many people shooting at him -- and then getting miraculously killed so that he can survive and see what effect the wounds have on him.
So, as a weaponsmith -- why would anybody want to purchase, say, a scoped gun? The ranged attack modifier difference is fairly small, it's the wound chance that gets up into the 3-5 point range on my scopes -- but this doesn't seem worth the 15 move cost increase across the board that the scope carries.
I came to you guys because, frankly, I use a carbine, and this board of the three seems the most unbiased and straight-forward.
I didn't see much point either, until SOJ posted this in another thread:
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As for wounds. Wound percent means your chance of doing wounds to your target. If you wound your target, you make them lose their maximum stats. Also, if you wound them, you can cause the target to bleed. The higher the wound chance the higher the chance you will be able to do this.
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(Emphasis mine)
If causing wounds has the potential to cause bleeding, I can see how a high wound chance would be pretty useful.
Ah, now that's interesting to hear, Shadusdarkmour. Yeah, if I saw something with a 40% wound chance, I'd see the point in that, too. But I didn't realize there was stuff out there with that high of a chance, so I was assuming the average carbine wound chance of around 5% was pretty standard -- which is a useless wound rate.
But that's heartening to know that there's high wound stuff out there, as I can easily see the value there.
most of the higher end carbines are 15% and higher wound chance. Mine is 17+%
-Gravaar
I've used +30% wound chance weapon buffs on my rifle and on vibroknucklers and I've yet to see a creature bleed from them. Perhaps another broken feature? As a weaponcrafter I've also crafted weapons that have a 40% wound chance. Couple that with a 30% wound buff and if you did indeed whack on a person pretty good there is a good chance they will be spending a bit of time with a medic. ![]()
Mua Fa'Shizo - Kauri