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Bows vs Crossbows, Archers vs Fighters, melee vs ranged, questions answered

nptitimnptitim Member Posts: 111
I decided to do a little experiment with the black pits to contrast the usefulness of some classes and weapons. The point was to see if there were noticeable differences between crossbows and long bows; the Archer kit vs a fighter specializing in bows; two-handed swords vs halberds, and who kills more, hand to hand fighters vs ranged weapons. I'll give a quick summary and then if you want the details read on.

In short crossbows suck ass and can't hold their own to bows. There doesn't appear to be a big difference between the Archer Kit and Fighters, my fighters were slightly better at lower levels and the archer kit gained strength at higher levels. There doesn't appear to be a big difference halberds and two-handed swords. Hand to hand fighters kill more than ranged weapon specialists in my experience (although they die more often as well).

The details: I created a party of 6 members as follows:
1 half orc beserker using a 2 handed sword
1 half orc beserker using a halberd
They had the same stats which were 19 str, 18 dex, 19 con
1 elf archer specializing in long bows
1 elf archer specializing in crossbows
1 elf fighter specializing in long bows
1 elf fighter specializing in crossbows
They had the same stats which which were 18/01-49 str, 19 dex, 17 con

We went through the black pits, everyone used the same equipment. I upgraded to +1 weapons/arrows when appropriate and then +2 after that. Of note is there is no +2 crossbow in the Pits although I think there is a good crossbow in the game but I seriously doubt it would offset the crappiness of crossbows in general.

I didn't buff or pimp anybody out, all fighters wore splint mail and then on round 10 I upgraded the melee fighters to full plate. No magic defenses and potions were used only if I failed in a fight the first time which happened 2 times I think. I started upgrading arrows for the archers when possible and also upgrading bolts although it is worth noting that the options aren't exactly the same for bows and crossbows in that respect.

Every 2 rounds of the Pits I keep track of the %'s of kills, here is a chart that outlines how it went


2-handed sword/Halberd/Archer Bow/Archer Xbow/Fighter Bow/Fighter XBow
Rd 2___41%________11% ______11%_______5%__________17%_________11%
Rd 4___25%________12% ______16%_______12%_________22%_________9%
Rd 6___26%________17% ______17%_______9%__________19%_________9%
Rd 8___23%________17% ______17%_______7%__________19%_________13%
Rd 10__21%________22% ______17%_______9%__________18%_________10%
Rd 12__22%________21% ______20%_______9%__________17%_________9%
Rd 14__22%________24% ______19%_______10%_________15%_________8%

I think the 2 handed sword was so skewed in the first part because that was my first player and the initial guys are so wimpy he just killed most of them right off. There was 1 round where I had to have all the bowmen use maces instead to take out the flesh golems.

As a side note this party was surprisingly effective, they handled the Pits just as well as 3 fighter, mage, mage/thief, cleric party I created and I had to use a lot more buffs to get through for that party

I think the melee fighters would have been even more dominant if I had dumped more money on them, I was spending most of the gold on arrows and such and I was more focused on the ranged attack for this go round. With some buffs the melee fighters become tough to beat.

So that was my experience, thought I would share in case anybody had similar questions as I did.




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Comments

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited January 2013
    Bows blow crossbows away due to MUCH better ammo choices AND higher rate of fire.

    Halberds have a 1 speed advantage at equal enhancement (9 vs 10 base), and the best halberd while strong (and when it's bug is fixed) is restricted to only a single attack. There's also more readily available 2hd swords through out the saga as well. Also Halberds deal piercing, while 2hd swords deal slashing. Piercing resistance/immunity is the most common after missile resistance, while slashing resistance tends to be much less common.

    An archer is better, because an Archer can potentially GM in Bows/X-bows just like a fighter can, and gets a rather substantial to hit/damage bonus on top of that. The fighter will hit 9 a little sooner then the archer will (50k xp sooner) but it's ultimately moot since everything else is identical.
    Post edited by ZanathKariashi on
  • RhymeRhyme Member Posts: 190
    I was expecting to see numbers. This should be in the arena of theorycrafting. It shouldn't be all that difficult to calculate damage per round for various possibilities.
  • PantalionPantalion Member Posts: 2,137
    So.... Where's the half-orc Berserker specialising in Slings?
  • LennisLennis Member Posts: 34
    Well, what it really comes down to is what weapons are available in the game. If there are better and more plentiful two-handed swords than there are halberds, then why would you want to take halberds except as a challenge? It would be nice if there were a +3 variant for every weapon type (except maybe OP katanas) so as not to punish players for wrong proficiency choices.
  • I think the real test would be with all human, or half-elfs.
  • SCARY_WIZARDSCARY_WIZARD Member Posts: 1,438
    Cronatos said:

    I'd like to add to this (and go off on a tangent) that slings are poorly represented in D&D. First in ease of use; IRL, crossbows were, as has been said, idiot-proof. Shortbows were harder to use, but not too bad. Longbows required a lifetime of training and lots of strength. Slings required as much time to master as longbows, not because they needed strength, but because of the rotary movement in firing them; beginners were actually likely to fire bullets directly behind them at least a few times before they got it right.

    Also, range. Slings actually had an effective range between shortbows and longbows.

    Then there's space, although this isn't really modeled in D&D (that I'm aware). With shortbows you needed to be at least kneeling, preferably standing. Longbows required you to be standing. Crossbows could be fired from pretty much any position, including prone. Slings required not only standing, but also a fair amount of room in front of them, behind them and to a side in order to swing it.

    Cost is handled fairly accurately; slings are dirt cheap and easy to make, with river stone ammo only being a little harder to get.

    And damage. This depends on the ammo; we'll start with relatively smooth and round river stones. As ranged bludgeoning weapons, they're fairly unique, and in good hands they can both penetrate flesh and crush bones on impact. They can be compared favorably with bows, really.
    As time advanced, though, more resourceful nations started creating biconical lead bullets. With the same size, 8+ times the density, a more regular shape and a tip, they were capable of far greater range, accuracy and damage. They also spun around the tip like a rifled bullet, which also helped.

    And penetration (though this also isn't really modeled in D&D). Probably it's greatest failing other than ease of use, it's massive contact area meant it couldn't really do much against armor. The biconical lead bullets did far better than river stones, but still weren't that great.

    As a final note, I'd like to mention that the sling is really a launcher; although river stones and lead bullets were the most common uses, it can and has been used for a wide variety of ammunition, including grenades.

    Here's a link for reading on it (my primary, but not only, source of knowledge on slings)

    http://www.chrisharrison.net/index.php/Research/Sling


    Well-researched!
  • atcDaveatcDave Member Posts: 2,154
    Cronatos some great comments on sling. I do think its presentation in the game is okay, I know I've caused some serious mayhem with slingers. And of course in PNP there was the distinction between sling stones and bullets (+1 to damage with bullets).
    More detailed and accurate historical gaming is also an interest of mine. Have you checked out Matrix Games? They have some much more detailed ancient and medieval titles. And those can do the sorts of things D&D was never meant for. (Like mass combat and small distinctions between a variety of weapon and troop types).
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited January 2013
    The problem is...you don't need theories. The only one that is even remotely close is the Halberd vs 2hd Sword. Which really comes down to which damage type is the best overall...piercing is more frequently resisted/immune, and more armors are strong vs it, thus Halberds lose out of hand, before you even touch the fact there simply aren't that many in the first place vs 2hders being far more commonly available for enchanted versions.

    X-Bows: 1d8 (+1 light, +2 Heavy) RoF: 1 light, 1/2 Heavy (yes it takes 2 rounds per shot)
    Biting (poisons)
    Polymorph (polymorphs)
    Lightning (4d4, single target)
    Paralytic (1d10 instead of 1d8, and stuns)

    Bows: 1d6 (+0 short, +0 long, +1 composite) RoF: 2 all
    Detonation (6d6 fireball AoE)
    Biting (poisons)
    Fire (1d2 fire)
    Ice (1d2 cold)
    Acid (1d3 acid)
    Dispelling (dispels)
    Piercing (+6 piercing damage)

    lvl 1 Archer vs lvl 1 fighter, result = Identical stats and weapon picks for all levels, Same
    Lvl 3 Archer vs lvl 3 fighter, result = Archer by +1 hit/+1 damage
    lvl 6 Archer vs lvl 6 fighter, result = Archer by +2 hit/+2 damage
    lvl 9 Archer vs lvl 9 fighter, result = Archer by +3 hit/+3 damage
    This result continues to escalate till the xp cap.
    34 Archer vs lvl 40 fighter, result = Archer by +9 hit/+9 damage


    And yeah...ever played Stronghold Crusader and assaulted the enemy's keep with 800+ slingers?...yeah...it's about as fun to watch as it sounds.
  • RhymeRhyme Member Posts: 190
    In BG:EE, Fire arrows are listed as 1d6 fire, not 1d2. Is that a typo (I remembered it being 1d2 as well, and was surprised to see 1d6).
  • leeho730leeho730 Member Posts: 285
    Well... About Halberd vs. Two handed sword...

    Of course D&D implementation is not historically accurate... Halberd was relatively easier to produce, and train than zweihanders and was quite effective against cavalry troops... Whereas zweihander was much more expensive to produce and train but quite effective in melee against heavily armoured infantry... Many people think zweihander was used to swing and slash but it's actually far from the truth... The medieval armor, especially plate armor was too thick for even zweihander to damage the opponent... So zweihanders was actually used like polearm with one hand on the blade (actually zweihander frequently had grip in the middle of the blade) where each combatant was trying to outwit another through series of faint and manoeuvring, even using feet to take the opponent's balance off or trap opponent using their own arms and weapon and look for vulnerable spots in the armor like armpit or neck. It was kinda like mix between wrestling and UFC.

    Like crossbow, bows and sling there is not much historical basis for various weapons and their stats in D&D let alone BG... But hey it's just game...
  • nptitimnptitim Member Posts: 111

    Bows blow crossbows away due to MUCH better ammo choices AND higher rate of fire.

    An archer is better, because an Archer can potentially GM in Bows/X-bows just like a fighter can, and gets a rather substantial to hit/damage bonus on top of that. The fighter will hit 9 a little sooner then the archer will (50k xp sooner) but it's ultimately moot since everything else is identical.

    Keep in mind one negative of the archer is no heavy armor but I agree with rings/bracers/cloaks whatever it doesn't matter that much and if you want to be a true archer you'll tend to run away from everything and then fire again the armor isn't that big of a deal. My archers didn't die any more frequently than my ranged fighters. So I am agreeing with you but just pointing out the armor thing.
  • nptitimnptitim Member Posts: 111
    Pantalion said:

    So.... Where's the half-orc Berserker specialising in Slings?

    Hmm, I have never tried that one, although IMO (and I know there is a thread about this topic already) it is stupid that slings carry strength damage so I personally would probably not do it just on principle alone but that is just me. I wouldn't fault someone for making use of something that is already in the game.
  • nptitimnptitim Member Posts: 111
    Rhyme said:

    I was expecting to see numbers. This should be in the arena of theorycrafting. It shouldn't be all that difficult to calculate damage per round for various possibilities.

    It wasn't a theory because I didn't post what I expected to happen, I posted what actually did happen. IMO this is actually more valuable than calculating THACO's and estimated damage because you never know for sure what gliche the computer might have.

    No matter how eloquent the theory, one must at some point look at the results
  • nptitimnptitim Member Posts: 111

    I think the real test would be with all human, or half-elfs.

    I was trying to test normal in-game scenarios. I think it is natural if a player wants an archer for example they will consider being an elf because they get the automatic bonus. Half orcs are logical for their extra str and con for melee weapons. I could have made everyone have 11's for stats as well but that didn't seem like it would be applicable because almost no one actually does that (at least no who cares what weapon is more effective than another, obviously for pure role playing experiences than by all means play as one wishes)
  • the_spyderthe_spyder Member Posts: 5,018
    edited January 2013

    Bows blow crossbows away due to MUCH better ammo choices AND higher rate of fire.

    There is a Crossbow of speed you can buy in Bergost (I think) which gives you +1 attack per round. Beyond that, Don't Xbows do D10 whereas Longbows do D8? I could be wrong on that.

    But yeah, on the whole, Longbows are much better.

    And if you give Kivan a composite bow and the gaunts that give you +2 with ranged attacks, he will totally dominate. At level 6 he has something like a THACO of 6 and 5/3 rounds and +2 to base damage. So he hits everything multiple times per round.

  • deltagodeltago Member Posts: 7,811
    Here is something for you to consider. The two handed sword is slower than the bow. An archer can get off two shots before the two hander even swings. If the two shots hit, it reduces the targets HP (2d8 with normal arrows) where the next attack (from the two hander) gets the kill.
    You are fighting as a team, and your actions (get the archer to ping the mage so he can't get his spell off while the two-hander bull rushes his minions) can also skew the results.

    Looking at the damage dealt per attack may be inaccurate as well as the two handed sword can over kill the target. (wasted damage)

    A more accurate way to determine if there is a difference between long bows and cross bows and the different kits is to load up a multiplayer game with one Dummy PC with a set amount of HP (50) and AC (0 perferably with no modifiers and a helmet). Go into feedback (under options) and set your pause to after each round.

    Attack your dummy PC and see how many rounds it takes to kill him with each weapon. Repeat a couple of times (to weed out luck) and see which one fairs better. You can then replace the the Dummy NPC with different armor or sheilds or even spell buffs to see, which weapons work better in different scenarios.
  • RhymeRhyme Member Posts: 190
    nptitim said:


    It wasn't a theory because I didn't post what I expected to happen, I posted what actually did happen. IMO this is actually more valuable than calculating THACO's and estimated damage because you never know for sure what gliche the computer might have.

    No matter how eloquent the theory, one must at some point look at the results

    Deltago's post sums it up nicely. Your results could easily have been affected by something as simple as the party order. Where do the characters spawn, and where do the monsters spawn? Who reaches the monsters first, and how much damage have they done before that point?

    If one of your characters is a mage that casts a spell that reduces the HP of all enemies in the area to 1, and the other character is a fighter specialized in darts, you might find that the dart thrower has almost 100% of the kills. But that doesn't mean the dart thrower is more powerful.

    I get what you're saying about the possibility that the calculations might be glitched, but your stats don't tell us anything at all about those calculations. It's just anecdotal information.

    Assuming the math doesn't lie, what I'm saying is that the answers to the bows/crossbows/archers/fighters/melee/ranged questions SHOULD be a matter of running the numbers. Best case scenario of character/equipment X versus character/equipment Y. Best average damage of character/equipment X versus character/equipment Y. Other mitigating factors.

    For example... Bows are better than Crossbows, but does that still hold true for the Light Crossbow of Speed that grants an extra attack per round? Compare it to either the Composite Long Bow+1 (3 damage/2 thac0), or the Long Bow of Marksmanship (2 damage/3 thac0), which are the best bows in the game.

    How many attacks per round?
    What sort of damage potential per attack?
    What sort of damage potential per round?
    What's going to do the most damage most often?

    Those are the questions. If the thread is "...questions ANSWERED," then those are the questions for which we need to find answers.
  • the_spyderthe_spyder Member Posts: 5,018
    deltago said:

    Here is something for you to consider. The two handed sword is slower than the bow. An archer can get off two shots before the two hander even swings. If the two shots hit, it reduces the targets HP (2d8 with normal arrows) where the next attack (from the two hander) gets the kill.
    You are fighting as a team, and your actions (get the archer to ping the mage so he can't get his spell off while the two-hander bull rushes his minions) can also skew the results.

    Looking at the damage dealt per attack may be inaccurate as well as the two handed sword can over kill the target. (wasted damage)

    A more accurate way to determine if there is a difference between long bows and cross bows and the different kits is to load up a multiplayer game with one Dummy PC with a set amount of HP (50) and AC (0 perferably with no modifiers and a helmet). Go into feedback (under options) and set your pause to after each round.

    Attack your dummy PC and see how many rounds it takes to kill him with each weapon. Repeat a couple of times (to weed out luck) and see which one fairs better. You can then replace the the Dummy NPC with different armor or sheilds or even spell buffs to see, which weapons work better in different scenarios.

    Not sure if it is in the BG:EE version, but in the regular version you can actually click on a button on the character screen to see the percent kills and most powerful enemy killed. In my game Kivan uses Long Bow exclusively and Kalid uses dual wielding Bastard Sword/Long Sword. Kivan does 50% or more of the party damage. Kalid does about 30% and the remaining 20%+/- gets spread out by the remaining 4.

    Kivan and Longbow ROCKS the house.
  • nptitimnptitim Member Posts: 111
    deltago said:

    Here is something for you to consider. The two handed sword is slower than the bow. An archer can get off two shots before the two hander even swings. If the two shots hit, it reduces the targets HP (2d8 with normal arrows) where the next attack (from the two hander) gets the kill.
    You are fighting as a team, and your actions (get the archer to ping the mage so he can't get his spell off while the two-hander bull rushes his minions) can also skew the results.

    Looking at the damage dealt per attack may be inaccurate as well as the two handed sword can over kill the target. (wasted damage)

    A more accurate way to determine if there is a difference between long bows and cross bows and the different kits is to load up a multiplayer game with one Dummy PC with a set amount of HP (50) and AC (0 perferably with no modifiers and a helmet). Go into feedback (under options) and set your pause to after each round.

    Attack your dummy PC and see how many rounds it takes to kill him with each weapon. Repeat a couple of times (to weed out luck) and see which one fairs better. You can then replace the the Dummy NPC with different armor or sheilds or even spell buffs to see, which weapons work better in different scenarios.

    The method you suggest might indeed be a good one but I don't feel your criticisms are really valid. The black pits is long enough to weed out the luck, which is why the numbers were quite consistent. You are killing over 100 targets as you progress through the game which is a pretty good sample size. It is true that bows are more likely to strike first but it is just as likely that the melee fighters bring the opponent down to just a few hit points and the bow hits it and gets credit for the kill. i didn't look at damage per attack (bows do 2d6 BTW) just percent of kills.
  • IsairIsair Member Posts: 217
    It's pretty common knowledge that Bows beat Crossbows in BG1, regarding @Rhyme remark - The fire damage in BG1 was 1D6 whereas in BG2 & TOB it was scalled down to 1D2, which is part of the reason why bows do so well in BG1. Acid arrows or arrows of det certainly help.

    But the Light Crossbow of speed is a fantastic weapon, especially with Bolts of Lightning.

    Once you reach BG2 the arguement is more grey, Shortbows largely beat Longbows & Crossbows can be fantastic (Archer + Whirlwind). I've played through an Archer that switched between both, which worked like a charm.

    But um yeah, bows in BG1 = good/old news.
  • nptitimnptitim Member Posts: 111
    Rhyme said:

    nptitim said:



    Deltago's post sums it up nicely. Your results could easily have been affected by something as simple as the party order. Where do the characters spawn, and where do the monsters spawn? Who reaches the monsters first, and how much damage have they done before that point?

    How many attacks per round?
    What sort of damage potential per attack?
    What sort of damage potential per round?
    What's going to do the most damage most often?

    Those are the questions. If the thread is "...questions ANSWERED," then those are the questions for which we need to find answers.

    I see what you are saying, I think we had different 'questions' that we were trying to answer. The answers to the questions you posted are available for anybody that wants to look up that info in the manual. I was trying to see how things played out in the actual game, which item works better, not WHY it works better. Most of my information didn't go against common sense (bows are statistically better, melee fighters generally do more damage and get more kills than the ranged weapon at least in all the games I have played and they should on paper as well).

    The 2 bows you have mentioned are not available in the black pits so I couldn't use them for this experiment.

    The results can not be explained by party order, I mentioned in a previous post you are dealing with over 100 targets. I don't know if you have played the black pits but actually the positioning of where the monsters spawn is very favorable to the archers (enemies always start somewhat far away from the group) and the group begins spread out in some weird style. It is actually a very nice system to "test" something which is why I chose to use it.

    There might be very minor elements of luck or other things that should be factored in but if you look at how consistent the results are (the melee fighters are consistent with each other, the bowmen are pretty consistent, the crossbow are pretty consistent) I don't think it is valid to suggest that the set up is flawed enough to render the results not applicable.
  • PugPugPugPug Member Posts: 560

    Also Halberds deal piercing, while 2hd swords deal slashing. Piercing resistance/immunity is the most common after missile resistance, while slashing resistance tends to be much less common.

    No way. Slashing immunity is just as, if not more, common. Clay golems, some of the jellies... Plus it gets the worst penalties to hit vs. the various armor types, including -4 to full plate.

    That's why slashers tend to have the best damage/speed ratio.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    PugPug said:

    Also Halberds deal piercing, while 2hd swords deal slashing. Piercing resistance/immunity is the most common after missile resistance, while slashing resistance tends to be much less common.

    No way. Slashing immunity is just as, if not more, common. Clay golems, some of the jellies... Plus it gets the worst penalties to hit vs. the various armor types, including -4 to full plate.

    That's why slashers tend to have the best damage/speed ratio.
    Aren't clay golems and some jellies (the same ones that are immune to slashing) also immune to piercing? And I think full plate has minus 3 or 4 vs. piercing as well.
  • AllbrotherAllbrother Member Posts: 261
    I'd just like to point out the lack of staff representation
    And they are the best 2handed melee weapons (blunt damage ftw)
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    BTW
    nptitim said:


    1 elf archer specializing in long bows
    1 elf archer specializing in crossbows
    1 elf fighter specializing in long bows
    1 elf fighter specializing in crossbows

    Don't forget elves get +1 THAC0 with all bows *apart from* crossbows, so will hit better with them than other races... Halflings get +1 THAC0 with slings BTW

    The default bows are mostly better than crossbows, but in BG1 it's hard to beat the Crossbow of Speed, with it's extra attack, and the Heavy Crossbow of Accuracy with +5 THAC0 is hard to miss with (great for a Bard to get the odd shot off with, can then resume singing without losing the song bonus)

    Another factor is that currently in BG2 neither magic bows or magic arrows get the +x modifier for damage (only to hit), whereas magic crossbows get the +x damage (but not magic bolts). *Both* slings and bullets get the +x damage modifier. This may change with BG2EE, of course.

    Also in BG2, or at least the later stages, the problem is with bows in general is finding magic ammo with a high enough +x to damage enemies immune to, say, +2 weapons. This is why the Gesen shortbow is one of the best ranged weapons in BG2, as it counts as a +4 weapon (unlimited ammo).
  • Oxford_GuyOxford_Guy Member Posts: 3,729

    Bows blow crossbows away due to MUCH better ammo choices AND higher rate of fire.

    There is a Crossbow of speed you can buy in Bergost (I think) which gives you +1 attack per round. Beyond that, Don't Xbows do D10 whereas Longbows do D8? I could be wrong on that.
    a THACO of 6 and 5/3 rounds and +2 to base damage. So he hits everything multiple times per round.
    With normal ammo:

    Shortbow does 1d6 damage - 2 APR
    Longbow does 1d6 damage (but gets +1THAC0) - 2 APR
    Composite bow does 1d6+2 damage (also gets +1THAC0) - 2 APR
    Light Crossbow does 1d8 damage - 1 APR
    Heavy Crossbow does 1d8+2 damage - 1 APR (not 1/2 APR as @ZanathKariashi said, unless I'm missing something?)


  • valkyvalky Member Posts: 386
    edited January 2013


    Also in BG2, or at least the later stages, the problem is with bows in general is finding magic ammo with a high enough +x to damage enemies immune to, say, +2 weapons. This is why the Gesen shortbow is one of the best ranged weapons in BG2, as it counts as a +4 weapon (unlimited ammo).

    And so is FireTooth, as it counts as a +6 weapon or upgraded +7 (!). And the damage bonus easily made up for the missing ApR compared to bows. Plus it can be acquired very early ingame :)

    For magic ammo, you can get at least the 2 unlimited +1 things easily. Still it doesn't make sense why the best armor/weapon-smith in Athkatla can't even improve a simple quiver or case o' plenty...^^ (but BG-tweaks can and it does only make sense!)
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    That's working incorrectly then. Heavy crossbows are supposed to have a 1/2 attack base attack speed, since they hit harder then light cross bows but have a slower rate of fire (at least in PnP)...AH...I see why...BG cannot apply an attack rate lower then 1. So..Heavy crossbows are actually a lot more powerful then they should be.
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