Slayer Bows

This is where you can make suggestions or report bugs that you've found
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Faqop
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Slayer Bows

Post by Faqop »

Making some slayer bows today... which are automatically supposed to have at least one slayer ability on it..... and made a couple with no slayer ability.

So yeah, something to look into.

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Death
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Slayer Bows

Post by Death »

Faqop wrote:Making some slayer bows today... which are automatically supposed to have at least one slayer ability on it..... and made a couple with no slayer ability.

So yeah, something to look into.
Were they juka slayer bows (The ones with the gears) or slayer bows that require brilliant ambers?

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Kwan
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Slayer Bows

Post by Kwan »

juka bows are a known bug in runuo i'm not sure if that has been fixed here at AoV but in theory those blank bows should be undead slayers

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Faqop
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Slayer Bows

Post by Faqop »

Death wrote:
Faqop wrote:Making some slayer bows today... which are automatically supposed to have at least one slayer ability on it..... and made a couple with no slayer ability.

So yeah, something to look into.
Were they juka slayer bows (The ones with the gears) or slayer bows that require brilliant ambers?
Slayer bows that require brilliant ambers, feel free to come to my character if you want to see.

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Nexus Graveheart
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Slayer Bows

Post by Nexus Graveheart »

Perhaps the slayer mod is canceling out. Wasn't there a similar problem with ecru citrine rings once they were released here? Whereas if the ring got EP as an extra mod, it canceled out the inherent EP.

Maybe that is the problem.

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onykage
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Slayer Bows

Post by onykage »

im pretty sure the inherent mods do not stack, As I wish they would. Kind of the point of spending extra resources is a chance at getting higher then normal mods or in this case the possibility for a double slayer.

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Nexus Graveheart
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Slayer Bows

Post by Nexus Graveheart »

onykage wrote:im pretty sure the inherent mods do not stack, As I wish they would. Kind of the point of spending extra resources is a chance at getting higher then normal mods or in this case the possibility for a double slayer.
I know that is the case on OSI. The Ecru Citrine ring has an inherent amount of EP, and if you get lucky, a bonus mod will be EP, thus allowing the ring to get up to 75% EP. I like your thoughts on the the slayer bow as well, it would be nice to be able to stack slayers. Similar to the Vanquisher, but it would be a weapon (of course). And this may be possible, but I haven't experimented enough to know.

I'm not entirely sure that all inherent mods work with bonus mods here. Although I know I have crafted not a small amount of bows with 20 DCI (or HCI, not sure at the moment), due to the stacking of inherent and bonus mods.

But I do know that when the Ecru Citrine rings were introduced, there was a problem with the inherent and bonus mods cancelling each other out. (Resulting in a ring with 0 EP) It was fixed after the devs were notified, but I might log on test sometime in the next few days to see whether or not all of the items with inherent mods work with bonus mods as well.

Unless Red or Death can confirm that these problems are either recognized, non-existant, or fixed.

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Faqop
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Slayer Bows

Post by Faqop »

Double slayers is possible on OSI by making slayer bows.

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Red Squirrel
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Slayer Bows

Post by Red Squirrel »

We had this here before, like if you have demon slayer talisman and demon slayer bow, you'd do like 400x di in slayers alone but it was just too much. The 300di cap would take affect mind you, but 300di with just 2 items was too much.

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Death
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Slayer Bows

Post by Death »

onykage wrote:im pretty sure the inherent mods do not stack, As I wish they would. Kind of the point of spending extra resources is a chance at getting higher then normal mods or in this case the possibility for a double slayer.
The mods do stack but there are cases where it does not act properly. Most mods such as damage increase or hit spells (Or any mod that can be incremented percent wise) do indeed stack with runic/material/lore bonuses (As this is pretty much the point).

Slayers are different though as they are slayer types and work differently. They overwrite instead of stacking. There's a couple of other properties that work the same when that's not the way they were meant to be. Could add conditions to the script to correct the way they are intended to work but that would be a temporary solution as the property system is going to be receiving a massive face lift to make bonuses easier to apply to pretty much anything.

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