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Old 01-24-2006, 12:28 PM   #21
ister
Drow Warrior
 

Join Date: January 12, 2005
Location: usa
Age: 57
Posts: 291
Quote:
Originally posted by Dundee Slaytern:
Daggers and Axes do.
Hmmm. Makes me wonder if throwing daggers aren't better weapons than slings.

Non-fighter with strength 18 (powergaming of course)
+1 Sling with +1 bullets:
Apr = 1
TH bonus: +2 (+ dexterity etc)
Damage = 2-5 +2 for strength +1 for the bullet, +1 for the sling for 6-9.
Damage per round = (hit prob + 10%) * 7.5

Normal Daggers (lord knows there aren't too many magical one)
Apr = 2
TH bonus: 0 (+ dexterity etc)
Damage = 1-4 + 2 for strength = 3-7
Damage per round = (hit prob)*2*5 = (hit prob)* 10

If your unmodified to hit roll is 14 or less the daggers are better.

Level 7 fighter with 3 stars, 18/76 strength
+1 sling with +1 bullets
Apr = 2
TH bonus = +2 (+dexterity etc.)
Damage = 2-5 +4 strength +1 bullet +1 sling + 3 proficiency for 11-14.
Damage per round = (hit prob+10%) * 2 * 12.5 = (hit prob+10%) * 25

Level 7 fighter with 3 stars, 18/76 strength
throwing daggers
Apr = 3
TH bonus = 0 (+dexterity etc.)
Damage = 1-4 +4 strength + 3 proficiency for 8-11.
Damage per round = (hit prob) * 3 * 9.5 = (hit prob) * 28.5

Again if unadjusted to hit roll is 6 or less the daggers are better.

Level 13 fighter with 3 stars in slings, 18/76 strength
Apr = 2.5
TH bonus = +2 (+dexterity etc.)
Damage = 2-5 +4 strength +1 bullet +1 sling + 3 proficiency for 11-14.
Damage per round = (hit prob+10%) * 2.5 * 12.5 = (hit prob+10%) * 31.25

Level 13 fighter with 5 stars in daggers, 18/76 strength
Apr = 3.5 (I think this is the cap, right? Otherwise this guy gets 4.5 apr)
TH bonus = +2 (+dexterity etc.)
Damage = 2-5 +4 strength +5 proficiency for 11-14.
Damage per round = (hit prob+10%) * 3.5 * 12.5 = (hit prob) * 43.75

If unadjusted to hit is 15 or less the daggers are better.


So I think the sling is better overall, as you really care more about doing damage to things that are hard to hit. But this conclusion relies on my understanding the cap on apr correctly - if the dagger grand master really gets the 4.5 apr he's entitled to, he blows away the slinger.
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