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The Harrower +1 and skeletons (spoilers)

I have my assassin weilding the Harrower +1 whenever we meet up with undead creatures but we just had a battle with some skeletons and it appears the damage he does with it is getting reduced by half?

P-attack roll 11+5 = 16: hit
P did 3 damage to skeleton (6-3)

P- attack roll 12+5=17:hit
P did 7 damage (13-6)

P-attack roll 6=9=15:hit
p did 4 damage to skeleton (8-4)

Is this an issue with the sword or is this just the skeletons resistance to slashing weapons coming into play?

Comments

  • NifftNifft Member Posts: 1,065
    Slashing resistance.
  • AnduinAnduin Member Posts: 5,745
    With skeletons, try mace...

    Hang on...

    Do skeletons have eyes?
  • FlashburnFlashburn Member Posts: 1,847
    Skeletons have 50% slashing and piercing resistance but none vs blunt.
  • WanderonWanderon Member Posts: 1,418
    Anduin said:

    With skeletons, try mace...

    Hang on...

    Do skeletons have eyes?

    Go for the sockets Boo!
  • WanderonWanderon Member Posts: 1,418
    Flashburn said:

    Skeletons have 50% slashing and piercing resistance but none vs blunt.

    They take extra damage from blunt don't they?

    So it looks like with the Harrower +1 you sort of break even with skellys - gaining back most of what you would have lost to their resistance - for instance the first one posted in the OP that did 3 damage would not have done any without the +3 damage from Harrower.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Wanderon said:

    Flashburn said:

    Skeletons have 50% slashing and piercing resistance but none vs blunt.

    They take extra damage from blunt don't they?

    So it looks like with the Harrower +1 you sort of break even with skellys - gaining back most of what you would have lost to their resistance - for instance the first one posted in the OP that did 3 damage would not have done any without the +3 damage from Harrower.
    I think they just take normal damage from blunt.

    Also, the extra damage damage from the Harrower doesn't really do much to compensate for damage resistance unless your pre-resistance damage is small, and overall the weapon isn't terribly effective against skeletal undead. With the Harrower, you'd be doing an average of (4.5+1+3)/2=4.25 damage. Even a mundane mace or flail will do 4.5 damage on average. So blunt weapons are still your best bet.
  • WanderonWanderon Member Posts: 1,418
    edited April 2013
    TJ_Hooker said:

    Wanderon said:

    Flashburn said:

    Skeletons have 50% slashing and piercing resistance but none vs blunt.

    They take extra damage from blunt don't they?

    So it looks like with the Harrower +1 you sort of break even with skellys - gaining back most of what you would have lost to their resistance - for instance the first one posted in the OP that did 3 damage would not have done any without the +3 damage from Harrower.
    I think they just take normal damage from blunt.

    Also, the extra damage damage from the Harrower doesn't really do much to compensate for damage resistance unless your pre-resistance damage is small, and overall the weapon isn't terribly effective against skeletal undead. With the Harrower, you'd be doing an average of (4.5+1+3)/2=4.25 damage. Even a mundane mace or flail will do 4.5 damage on average. So blunt weapons are still your best bet.
    But for an assassin with proficiency in long sword and dagger & sling - I'm thinking the Harrower trumps Varscona for Melee with the +3 to both Thac0 and damage vs undead.

    I think it may trump the sling as well becuase the damage is missle and not blunt IIRC.

    (just ran into some skellies and had him keep sling equipped:

    P- attack roll 19 +8 = 27:hit
    P did 1 damage to sleleton (5-4) LOL
  • WowoWowo Member Posts: 2,064
    Club +2 or Staff +3 for an Assassin will do the trick nicely.
  • [Deleted User][Deleted User] Posts: 3,675
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  • KilivitzKilivitz Member Posts: 1,459
    I always assumed they were dead warriors raised by evil necromancers or some other mysterious force.
  • WanderonWanderon Member Posts: 1,418
    Wowo said:

    Club +2 or Staff +3 for an Assassin will do the trick nicely.

    Unless of course you are not proficient in either clubs or staff - as is the case here.
  • WanderonWanderon Member Posts: 1,418
    Bhaaldog said:

    Interesting how skeletons you meet in the wild are always well equipped with swords, shields, bows and arrows...

    Yes apparently they do not fight among themselves or they would all carry blunt weapons...perhaps made from the bones of their vanquished foes...
  • DJKajuruDJKajuru Member Posts: 3,300
    Bhaaldog said:

    Interesting how skeletons you meet in the wild are always well equipped with swords, shields, bows and arrows...

    It took months for Bassilus to populate the sword coast with undead!
  • AnduinAnduin Member Posts: 5,745
    DJKajuru said:

    Bhaaldog said:

    Interesting how skeletons you meet in the wild are always well equipped with swords, shields, bows and arrows...

    It took months for Bassilus to populate the sword coast with undead!
    I think it is presumed that people are buried with the tools that they will need in the afterlife...

    So big sword, throwing knives and a shield.

    If I was brought back, I would be hitting adventurers with a cheese and onion baguette, an inflatable dinghy and a bucket and spade...

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