As of now, there isn't a huge increase in AP when you equip the basic ammos (wooden arrow, bean bullet, cannon shell) to the best ones (storm, poison, blaze). Unbuffed, Bean bullets to Poison bullets give an additional 62 ap, Cannon Shells to Poison Shells (didnt have Blaze to test) give 56 ap. Not a lot of bang for the buck.
I don't want to overpower them, since some ranged characters already have high ap and status effects already, but given the low ap differential there should be another characteristic that the user can choose their ammo by, instead of just choosing the highest AP and be done with it. Diversity to the ammo selection is what i'm aiming for.
Some theoretical short, low %, status effect examples would be:
Poison bullets and shells - 2s Poison damage (300mg/s) (5% chance success) (non-cumulative, eg: each success does not overlap/stack)
Blaze Shells - 2s Burn damage (500dmg/s) (5% chance success)
Fire bullets - 1s Burn damage (500dmg/s) (5%)
Storm Arrows - 3s Weaken (-15%def) (5%)
Cold bullets - 3s Freeze (-25%mspd) (5%)
Elven Arrows - 3s Slow (-20%aspd) (5%)
Lightning Arrows - 3s Dodge Down (-20%dodge) (5%)
(Of course, these are subject to vary upon development and not set in stone.)
Various weaker forms of the status effects/debuffs can be added to the middle and lower tier ammos (less total time, less dmg/s, and/or weaker status effect).
Edit: Adjusted %s and damages.
Edited by ZookeeperAndy, 03 February 2011 - 08:06 AM.