11-24-2002, 12:55 PM | #1 |
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ToB Items Spoilers
~ ~ ~ ~ There was an atmosphere of foreboding in the inn, as two figures sat at a table facing each other and talking in hushed tones. "Oh fair Foebane, surely you cannot be serious about this? What can this twig of a pretender hope to offer you?" "Crom Faeyr... you know I will not promise my hand in marriage until I am certain that my partner is the best there is on offer. You have been so faithful to me all these years, but I have received word that Equaliser can make a stronger union." "BAH! I will crush him with my bare hands!" "I have no doubt that you can, but... this is not about how powerful you are compared to him, but how powerful you and I are compared to me and him. Unions bring a whole new different perspective. Prepare yourself, Crom Faeyr. For the hour draws near and we shall all see who shall emerge victorious." "I have been ready for a long time already... I shall relish pounding this... Equaliser, into the ground." *Fast forward several days at a fairground* "Ladiessss and gentle knights. I present to you a clash of misfit proportions! As per the rules, each contestant gets to pair up with a clone of Lady Foebane. The target is of chaotic evil, non-planar origins, everybody's base STR is 22, everybody is assumed to have grandmastered in his or her weapons of choice, everybody has the Gauntlets of Extraordinary Specialisation, everybody has been altered to be level 13+ and the target has been enchanted so that they will always hit unless they fumble of course, heh, heh... ... They have 20 rounds to do their best. The pair that deals the most damage is the winner! On your marks... get set... GO!" -------- Miscellanous Information: -------- Attacks per Round, Base: 1 Warrior Bonuses: 2 GoES: 5/2 5*: 3 Dualwield: 4 Belm: 5 STR Damage Bonuses, STR 22: +10 damage STR 25: +14 damage Foebane +5 & Belm +2: -------- 100 Attacks in 20 Rounds. 80 will be Foebane, 20 will be Belm. Out of 80 potential hits, Foebane will miss 4 times and score 4 critical hits. Belm will miss once and score one critical hit. Foebane's Average Damage On A Normal Hit: 2d4 +5, +10, +3, +2, +1d4 = 27.5 Foebane's Average Damage On A Critical Hit: ( ( 27.5 - 2.5 ) * 2 ) + 2.5 = 52.5 20 Rounds Later: ( 27.5 * 72 ) + ( 52.5 * 4 ) = 2190 Belm's Average Damage On A Normal Hit: 1d8 +2, +10, +3, +2 = 21.5 Belm's Average Damage On A Critical Hit: 21.5 * 2 = 43 20 Rounds Later: ( 21.5 * 18 ) + 43 = 430 Grand Total: 2620 Average Damage per Round: 2620 / 20 = 131 -------- Foebane +5 & Equaliser +3: -------- 80 Attacks in 20 Rounds. 60 will be Foebane, 20 will be the Equaliser. Out of 60 potential hits, Foebane will miss 3 times and score 3 critical hits. Equaliser will miss once and score one critical hit. Foebane's Average Damage On A Normal Hit: 2d4 +5, +10, +3, +2, +6, +1d4 = 33.5 Foebane's Average Damage On A Critical Hit: ( ( 33.5 - 2.5 ) * 2 ) + 2.5 = 64.5 20 Rounds Later: ( 33.5 * 54 ) + ( 64.5 * 3 ) = 2002.5 Equaliser's Average Damage On A Normal Hit: 1d8 +6, +10, +3, +2 = 25.5 Equaliser's Average Damage On A Critical Hit: 25.5 * 2 = 51 20 Rounds Later: ( 25.5 * 18 ) + 51 = 510 Grand Total: 2512.5 Average Damage per Round: 2512.5 / 20 = 125.625 -------- Foebane +5 & Crom Faeyr +5: -------- 80 Attacks in 20 Rounds. 60 will be Foebane, 20 will be Crom Faeyr. Out of 60 potential hits, Foebane will miss 3 times and score 3 critical hits. Crom Faeyr will miss once and score one critical hit. Foebane's Average Damage On A Normal Hit: 2d4 +5, +14, +3, +2, +1d4 = 31.5 Foebane's Average Damage On A Critical Hit: ( ( 31.5 - 2.5 ) * 2 ) + 2.5 = 60.5 20 Rounds Later: ( 31.5 * 54 ) + ( 60.5 * 3 ) = 1882.5 Crom Faeyr's Average Damage On A Normal Hit: 2d4 +3, +14, +3, +2, +5 = 32 Crom Faeyr's Average Damage On A Critical Hit: ( ( 32 - 5 ) * 2 ) + 5 = 59 20 Rounds Later: ( 32 * 18 ) + 59 = 635 Grand Total: 2517.5 Average Damage per Round: 2517.5 / 20 = 125.875 It was a close fight, but Crom Faeyr prevailed. Equaliser was shamed to no end, despite all the advantages that was given to him. Alas... it was a bittersweet ending, for in the end, both were losers. Fair Lady Foebane rode off with Belm, who was not as enchanting as the rest, but a fast worker in more ways than one. THE END? [ 11-29-2002, 01:42 AM: Message edited by: Dundee Slaytern ] |
11-24-2002, 01:19 PM | #2 | |||
Galvatron
Join Date: December 14, 2001
Location: Israel
Age: 36
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First, Dundee, thank you for doing the tests.
I appreciate the work. [img]smile.gif[/img] Now, to the comments. [img]tongue.gif[/img] Minor ToB Item Spoilers * * * * * Quote:
I'm surprised i did not noticed that in my testing... Quote:
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But! [img]tongue.gif[/img] Don't forget this, Dundee - ~95% of the monsters are Evil. And the majority of the Evil monsters are Chaotic or Lawful. When fighting Chaotic/Lawful Evil opponents, the Equalizer is a better off hand weapon than Crom or Belm. You just proved it. The Equalizer is just not as bad as we thought. [img]smile.gif[/img] |
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11-24-2002, 01:49 PM | #3 | |||
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I suppose I should give it a shot. I was thinking though, this also gives a lot of implications to backstabbing Assassin->Fighters. An additional 84 damage is not to be sniffed at, especially on a critical( 168 damage). What is the most damaging backstabbable one-handed weapon in terms of physical damage? I think Jim and I have to revisit on what is the single most damaging strike possible in the game. |
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11-24-2002, 02:02 PM | #4 | |||
Galvatron
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I will remember this the next time i test something like this. I trust that you did not forget to subtract their bonuses, right? Quote:
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I think it's a tie between Hindo's Doom +4 (1D10 +4) and Angurvadal +5 (1D8 +5) - both have a 9.5 average, but Angurvadal +5 will also cause fire damage that, unfortunately, will not be multiplied. So i think he have a winner. [img]smile.gif[/img] [ 11-24-2002, 02:05 PM: Message edited by: Alson ] |
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11-24-2002, 02:13 PM | #5 | |||
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With Equaliser - Without Equaliser = Equaliser's Bonuses Quote:
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11-24-2002, 03:24 PM | #6 |
Manshoon
Join Date: November 4, 2002
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My character uses a sword and shield style of fighting. So, would the Equaliser be any good in just one hand?
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11-24-2002, 03:31 PM | #7 |
Quintesson
Join Date: May 1, 2001
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Age: 43
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Nice work boys. I've not had time to scrutinise every line of this thread, I'll try and take a closer look at it tomorrow. The point I just quickly want to make is this:
Dundee, you play on insane difficulty. When you attack a party member, the damage is also doubled. Is it possible that when you deduced the equilisers bonus damage values, you left it on insane? That would explain why these damage values are exactly double what they should be.....? |
11-24-2002, 05:02 PM | #8 | |
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Now I understand why my criticals were 3 digits... ... Sorry Alson, but... this means the Equaliser is once again... sub-par. Since it needs a +8 bonus to match the other combinations, and +6 is its' maximum... ... |
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11-25-2002, 11:50 AM | #9 | ||||
Galvatron
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But i will not give up! I will NOT submit!! [img]graemlins/evillaughter1.gif[/img] MWAHAHAHAHA!!! [img]graemlins/evillaughter2.gif[/img] Hear me, then: Quote:
Crom Faeyr's physical damage is 2D4+3 - which is ((5+11)/2), not ((5+11)/2)+3. Ergo, Crom's average physical damage is 8, not 11. Quote:
Foebane +5 is 2D4+5, which is ((7+13)/2) = 10. The +6 is only legitimate versus several kinds of monsters - they are hardly the majority. Of course, you can say that about the Equalizer's bonuses, too - but they cover a much larger range of monsters. Giving that +6 bonus to Foebane gives an immense advantage to the Belm, obviously. Quote:
Cheers. [img]smile.gif[/img] |
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11-26-2002, 08:47 AM | #10 | ||||
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