01-24-2006, 12:28 PM | #21 | |
Drow Warrior
Join Date: January 12, 2005
Location: usa
Age: 56
Posts: 291
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Quote:
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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01-24-2006, 09:00 PM | #22 |
Lord Ao
Join Date: May 27, 2004
Location: Canada
Age: 42
Posts: 2,061
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With the sling, you also combine the plusses of the sling and the ammo - you could be looking at +6/+6. You don't get a returning throwing dagger until quite late in the game, so I would be reluctant to rely on daggers for my sole missile weapon for any character.
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01-30-2006, 04:43 PM | #23 | |
Symbol of Cyric
Join Date: August 21, 2004
Location: USA
Age: 48
Posts: 1,168
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Quote:
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01-30-2006, 06:41 PM | #24 |
Drow Priestess
Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 54
Posts: 4,037
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In the normal physical world I completely agree. However, within the context of this game's engine other results are possible. [img]graemlins/beigesmilewinkgrin.gif[/img] Besides, you can always just claim that the crossbow is magically enhanced to have a certain effect, including adding in the wielder's strength bonus.
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01-31-2006, 05:56 PM | #25 |
Symbol of Cyric
Join Date: August 21, 2004
Location: USA
Age: 48
Posts: 1,168
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Yeah, except that there are not crossbows in AD&D, or any CRPGs that I know of that increase damage based on the users STR.
Unless you're going to cheat, of course.
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Baruk Khazad! Khazad ai-mênu! "All that is necessary for the triumph of evil is that good men do nothing."-- Edmund Burke |
02-04-2006, 01:18 PM | #26 |
Xanathar Thieves Guild
Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 60
Posts: 4,537
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I believe there are darts of stunning, some poison darts in game. But I think the overall best use for darts would be the stunning variety, in sneak attacks. Whether you dual the rogue or not, a stunned opponent is easy pickings.
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