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Old 09-16-2002, 09:47 AM   #29
Jim
Quintesson
 

Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 45
Posts: 1,088
wow somebody's been busy! Nice work Dundee [img]smile.gif[/img] I'll throw in my 2 cents to your figures now:

The hammer of thunderbolts and Crom Faeyr actually hits for 2D4 damage, rather than the standard 1D4+1 damage of a normal warhammer. Also upgrading to Crom Faeyr doesn't raise the base damage from the hammer of thunderbolts, so CF hits for 2D4+3 (plus 5 electrical) damage rather than 1D4+6.

Quote:
1d6 + 6 + 2 + 2 + 2 + 2 + 2 dmg( FoA +5)
1d4 + 6 + 5 dmg( CF +5)
5* = +5 dmg
25 STR = +14 dmg
9/2 Attacks per round( Apr)
I don't think you've taken the +2 damage from the gauntlets into consideration, so...

1d6 + 6 + 2 + 2 + 2 + 2 + 2 dmg( FoA +5)
2d4 + 3 + 5 dmg( CF +5)
5* = +5 dmg
gauntlets = +2 dmg
25 STR = +14 dmg
5 Attacks per round( Apr) (extra 1/2 attack from the gauntlets)

so normal hits become:

FoA +5: 1d6 + 6 + 5 + 2 + 14 + 2 + 2 + 2 + 2 + 2 = 38-43 dmg
CF +5: 2d4 + 3 + 5 + 2 + 14 + 5 = 31-37 dmg

and critical hit becomes:

FoA +5: ((1d6 + 6 + 5 + 2 + 14) * 2) + 2 + 2 + 2 + 2 + 2 = 66-76 dmg
CF +5: ((2d4 + 3 + 5 + 2 + 14) * 2) + 5 = 57-69 dmg

We therefore now have 200 hits in 40 rounds, and since the offhand weapon only grants 1 extra attack per round, Crom Faeyr will hit 40 times with the remaining 160 being with the FoE+5.

Minimum damage for FoA +5 in 40 rounds: (152 * 38) + (8 * 66) = 6304 dmg
Maximum damage for FoA +5 in 40 rounds: (152 * 43) + (8 * 76) = 7144 dmg
Average then = (6304+7144)/80 = 168.1 damage per round

Minimum damage for CF +5 in 40 rounds: (38 * 31) + (2 * 57) = 1292 dmg
Maximum damage for CF +5 in 40 rounds: (38 * 37) + (2 * 69) = 1772 dmg
Average then = (1292+1772)/80 = 38.3 damage per round

Average combo damage is then 206.4 damage per round, an overall average of 41.28 dmg per hit

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Staff of the ram calculations are spot on, but I'll just add the extra 1/2 attack from the gauntlets:

1d6 + 12 + 1d4 dmg
5* = +5 dmg
24 STR = +12 dmg
4 Apr
Two-Handed Weapon Style(**) = +1 dmg

so in 40 rounds we now have 160 hits with an average of 16 being critical:

Normal Hit:
1d6 + 12 + 1d4 + 5 + 2 + 14 + 1 = 36-44 dmg

Critical Hit:
(1d6 + 12 + 1d4 + 5 + 2 + 14 + 1) * 2 = 72-88 dmg

Minimum damage for SotR +6 in 40 rounds: (144 * 36) + (16 * 72) = 6192 dmg
Maximum damage for SotR +6 in 40 rounds: (144 * 44) + (16 * 88) = 7744 dmg
Average damage for SotR +6 in 1 round: (6192 + 7744)/80 = 174.2 dmg, an average of 43.55 damage per hit.

So the staff will hit for more damage with each hit, even though the combo has a higher damage per round, making the staff as Dundee quite rightly says, the single most damaging weapon in the game. It's also available far earlier in ToB than the FoE+5 and so can be put to use right after Saradush. The FoA damage is assuming 100% vulnerability to all of the elements, while the staff deals (mostly) raw crushing damage, and I can't think of any foe in the game that has immunity to crushing weapons. So, while I agree 100% with Alson's statement regarding damage per round, I'm still going to stand by my word that the staff is the most damaging weapon (i.e. non plural) in the game [img]smile.gif[/img]

A few more points:

Also, taking the evil path through hell actually does grant +3 to strength. If you give in to the taint when fighting Sarevok's Wraith, you recieve + 1 to your primary attribute, as well as the +2 to STR when you use the tear, so if you're a warrior, you'll be recieving a total of +3 to your strength. Another +1 from the deck of many things, and from the machine of lum the mad will give you a natural (i.e. non magical) strength of 24 (provided you started the game with a STR of 19, either from a half-ord or from a BG1 imported character). You could raise this to 25 using a holy symbol from one of the faiths, but you'd need to be dual/multiclassed with a thief to do so

We should make another thread called "the numbers behind the super weapons" or something since we've drifted somewhat from poor Cristians starter post, placing all these latter posts in there.

Back to Lord Lothar's question about the beastmaster's armour:

Quote:
What about armor?
It isn't in the kit description, but the beastmaster is restricted to non metal armour as well as weapons, so any armour better than hide is unuseable.
Jim is offline   Reply With Quote