(this is more of an in-general reply to your last few posts than to this post in particular)
When I first brought up adding special effects to throwing earlier on the thread, as a way to do less damage but retain some usefulness at low levels as a way to shoehorn throwing as a backup skill rather than a primary one, I also brought up a concern with it:
Namely, that some work would need to go into preventing stun-locking and similar issues.
It is also a little tougher than adjusting the damage curve to some desired value, it’s harder to give value to special effects and say how much damage they are worth in compensation, tho this is not an unbeatable task.
What are your thoughts on how to prevent those issues? What should the proc-rate of special effects be, roughly? How it should behave as the skill levels and across weapons?
Me? I am of the thought that ‘early’ weapons such as thrown rocks and sticks would be more ‘disable/delay’, so that low throwing is a backup skill to disable/delay foes before either running away or finishing the enemy with some other weapon, while later weapons like throwing axes would be more killing tools.
Ugh, I agree that such a split would be terrible. It’d be far more natural to unlock the effect at certain skill levels rather than split the skill. If the skill is split weapon-wise, something I’m not convinced there’s enough weapons in the category to justify, then in effect, becoming good enough to do special tricks with weapons of skill A would not give you anything for weapons of skill B.