Thac0 or damage?
Royce1987
Member Posts: 89
Which would most folk consider more important...for example, my cavalier (** in long sword and bastard swords) has arsconna (spelling) and albruin, vis does less damage but has a thac0 of 7 while albruin has a thac0 of 8 but does more damage...thoughts?
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In BG1 for arrows the ones with damage get better around mid game if you have a good archer.
If you can't hit your target, all the damage in the world won't help. Granted you always hit on a Critical. But yes, lowing your THAC0 is almost always better than raising your damage, all other things being equal. Eventually fighter-types get such good THAC0 that Armor Class and THAC0 Boosters are largely moot, but that's not til, like, Throne of Bhaal.
And no, warrior's reach the moot point at lvl 8. Drizzt has the highest AC in the entire saga, by a large margin, and a single class xp capped warrior using this lowbie gear can hit him better then half the time......you can literally beat the entire saga at lvl 8...solo. By the time you get to the end, you can't miss any enemy, except Drizzt, but by rolling a 1...still at lvl 8...just using gear you've picked up along the way, which will almost always have the highest damage potential (aside from pieces that never boost damage).
(A lvl 8 berserker or 6 dual'd F/M is recommended if you want to attempt this challenge)
Rule 1)
Always favor damage when you have a 1:1 relationship between THAC0 and damage:
Consider (100 attacks against AC 0):
(a) THAC0 = 10, Damage = d8 + 1
(b) THAC0 = 9, Damage = d8
(a) will hit 50 times for a damage of 50d8 + 50. Average Damage = 225
(b) will hit 55 times for a damage of 55d8. Average Damage = 220
As you can see, despite hitting more often, the -1 increase in THAC0 you get from (b) isn't enough to shadow the +1 damage increase in (a). This is because THAC0 progression needs to take into account the 20-sided dice used to hit, whereas damage is a straightforward progression.
Rule 2)
Always favor damage if the increase in damage is greater than the increase in THAC0
A consequence of Rule 1)
Rule 3)
Always favor THAC0 if the increase in THAC0 is at greater than the increase in damage
The may not always be true, but only for big numbers, which is something you won't expect to see often on AD&D.
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In case of doubt apply something like the above and you'll get an idea of which weapon to choose. Here's how to do it:
20 - THAC0 / 20 * 100 = Number of times you hit per 100 attacks
For mages and rogue characters, THAC0 bonus is slightly more important IMHO. Since it helps them to hit at the first place. Melf's Minute Meteors is a great spell as it gives +5 to hit to the mage. (the fact that you can chuck them at a rate of 5/round is great, too!) and will still be very useful even if it did less damage per hit.
Disrupting spellcasting is one of the single most important things your
lowly peonsphysical damage specialists can be doing, and the sooner you hit the target, the sooner the added effects can be piled on and the faster they die.But consider this case:
(100 attacks against AC 0):
(a) THAC0 = 18, Damage = d8 + 1
(b) THAC0 = 17, Damage = d8
(a) 15 hits of which 5 are criticals makes 20 hits (Considering damage)
20(d8+1) = 20*4.5+20 = 110
(b) 25 hits (counting criticals as 2)
25d8 = 25*4.5 = 112,5
Clearly we need a more general approach.
I will count damage in the unit damage per 20 attacks (D/20A)), as it gives the nicest formula.
The formula is the following:
((21-THAC0+Targets AC)+1) * (Average Damage) = D/(20A)
Average Damage = (Minimum Damage+Maximum Damage)/2
If THAC0-Targets AC is above 20, set it to 20 when calculating, if it's below 2 set it to 2
The plus on represents the critical hits. If you're having crits on both 19 & 20 change the 1 to a 2 and use 19 as maximum THAC0-Targets AC.
That said, this is only damage/attack and there's more to it than that. I totally agree with points @Pantalion makes. Also remember that every successful remove one Stoneskin or one Mirror Image.
Edit: Forgot to add the enemy AC into the mix, now fixed.