What kind of saving throw do you have to make with Ixil's Spike +6 For Pinned for 3 Rounds" Effect?
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I'm trying to make a mean average damage comparison chart for the best weapons in each class. But I can't seem to find documentation on what kind of save you have to make to avoid being pinned down. Obviously this is a BG2 weapon. But Spears are kind of under-appreciated and this is a fantastic weapon.
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I'm using this acronym for my chart: Mean (M), Average (A), Damage (DMG)
The Impaler +3 - MADMG 16.5 (10 of which is piercing)
Spear of Withering +4 - MADMG 11.5 (4 of which is poison damage)
Ixill's Spike +6 - MADMG 7.5 + 8.5 once per round in the event of a failed save. (This is impossible to calculate as an average against the changing variable of a saving throw, BUT...it's it's very good when it proc's)
All in all Ixill's spike does less damage on average than the Impaler or the Spear of Withering per attack. But when it proc's it's probably somewhere between the two in terms of damage. The Impaler has a bonus to piercing damage which is the most common for enemies to have bonuses against...and it's a +3, so it won't hurt Kangaxx or enemies of his ilk...but it's a VERY effective weapon otherwise.
I'm finding Staff of the Ram, Carsomyr, Gram the Sword of Grief, etc to be better picks...
I'm calculating halberds now.
and yeah you finish off the with the staff of the ram+boots of speeds/IH and you basically slap them to one side of the room, chase after them and slap them to other side again!
I will do one handed cross reference next...and then put together a chart for calculating mean average damage vs your chosen weapon proficiencies quickly. After that, I might approach someone to make a calculator for the game to host on a web page.
Staff of the Ram kills Carsomyr under most circumstances though...and Ravager potentially outdamages everything when it's proc'd...UNLESS we can verify if Ixill's spike stacks with it's proc damage Vs. Save per hit. That might change things up.
Staves:
Staff of the Ram +6 - 15.5 MADMG + 2.5 MA BONUS PIERCING DMG = 18 MADMG
Two Handed Swords:
Gram the Sword of Grief +5 - 11.8 MADMG + ability to lower enemy level by 1Hit Dice per hit.
Carsomyr +6 - 12.5-18.5 MADMG (Vs Chaotic Evil)
Halberds:
Dragons Bane +3 - 8.5 MADMG + 6 against Dragons (14.5)
Blackmist +4 - 9.5 MADMG
Dragon's Breath +4 - 10 MADMG (5 of which are each one of each type of savable damage, Poison, Fire, Electrical, Ice, & Acid)
Halberd +4 (The Wave) - 15% Chance (No Save) to drain water from victim, 2.25 MA BONUS DMG Per Swing. 7.5 MADMG, 9.75 MADMG with Proc engaged.
Ravaver +6 - 11.5 MADMG + 10.5 poison DMG if opponent fails save. 22 MADMG with Poison damage TOTAL if an opponent fails a save.
1 in 10 swings will result in vorpal decapitation (instant death, no save for lesser creatures), 10% Chance.
Spears:
The Impaler +3, 16.5 MADMG (10 of which is piercing)
Spear of Withering +4, 11.5 MADMG (4 of which is poison damage)
Ixil's Spike +6 - 5-10 DMG, +THAC0, Free Action, Target must save or be pinned for 3 rounds via "sleep" taking 6-11 DMG per round for three rounds while asleep.
7.5 MADMG + 8.5 MA BONUS DMG PER ROUND IF PROC IS ENGAGED. (STACKABLE! IN THEORY EVEYY HIT PER ROUND COULD PROC! Causing it to multiply out, VERY COOL!)
Could be tested though, if you cheat yourself the weapon and punish some of your NPC, maybe even raising their saving throws.
@mjs Insta-kills will be factored in as special abilities with mean averages on rate of proc! So...you'll see just how many swings it will take to get one...and depending on your weapon proficiencies and class, be able to calculate how many per round, or how many rounds it would take to get one!
But it still won't out damage the impaler, just put creatures to sleep.
Most creatures don't have such low (or high~ depending on the view) saving throws anyway, so the weapon seems to be quite awesome.
edit: checked some random ToB creatures, quite a few have very low STthrows. But you'll usually lower them by magic at this point, everything else dies fast anyway...
And it justifies spears as a main weapon class...otherwise Impaler really would have been better than the top tier weapon. (Though, I still think Impaler is EXTREMELY strong for what it is and when you get it)
Spears become viable then with two extremely powerful weapons. And the Spear of Withering which is a good stop gap for creatures who need a +4 weapon until you get Ixill's Spike.