Crommy is WAY worth it! It's excellent as an off-hand weapon for any non-cleric/barbarian/half-orc who lines up as many STR boosts as possible for himself including being evil in hell. Especially if you use the True Grandmastery tweak, which gives fighters an extra APR for reaching GM, nullifying the benefit of dual-wielding belm/kundane/SNT.
Not even sure where to begin there. How is it a good weapon for someone stacking STR in *any way*? It already gives MAXIMUM STR! You can't go over the 25 STR CF gives, so why would you ever want to have other STR boosts on that character? They would do nothing whatsoever!
Also, "true Grandmastery" does not in any way nullify the +APR offhands:
And that is assuming GM should even give another full +1 APR, which is a hotly debated topic. Most evidence points to GM giving +1/2 APR, i.e. a +1 APR total for all your proficiency points (1/2 from Specialized, 1/2 from Grandmaster). That would bring you to 4 APR.
The maximum APR however is 5; you can only reach that with a +APR Offhand (which will add a MH attack, since OH is capped at 1 APR in any case), or with the +1/2 APR Gauntlets from WK (and your "true" Grandmastery).
A kensai turns ANY WEAPON into a One-hit-kill-stick, meaning Crom's bonus hit/damage from str is completely wasted on them since you're going to overkill any enemy in one round and only miss on a 1, even if you have 10 str and you're wielding a dagger (they actually benefit more from using a speed weapon off-hand then any other class, since each extra attack is MASSIVELY powerful).
Actually, out of all the classes, Crom fits a non-evil Wizard slayer best, since they can't equip str belts/gauntlets so they're stuck with that they have.
A kensai turns ANY WEAPON into a One-hit-kill-stick, meaning Crom's bonus hit/damage from str is completely wasted on them since you're going to overkill any enemy in one round and only miss on a 1, even if you have 10 str and you're wielding a dagger (they actually benefit more from using a speed weapon off-hand then any other class, since each extra attack is MASSIVELY powerful).
Actually, out of all the classes, Crom fits a non-evil Wizard slayer best, since they can't equip str belts/gauntlets so they're stuck with that they have.
There is no such thing as overkill in Baldur's Gate
Yes there is, and the game quality suffers because of it since the game has no challenge at all as a result. the fact you have to use mods to make the game challenging within the broken mechanics is a major design fault.
Yes there is, and the game quality suffers because of it since the game has no challenge at all as a result. the fact you have to use mods to make the game challenging within the broken mechanics is a major design fault.
For people who haven't replayed the game extensively and haven't turned studying the game mechanics into an art, Baldur's Gate 2 is a difficult game.
Even in my first run i didn't thought the game as hard, if you don't do stupid mistakes (things that good sense dictate) you will see that the game is not too much hard, specially when i can save and reload after every round.
Crommy is WAY worth it! It's excellent as an off-hand weapon for any non-cleric/barbarian/half-orc who lines up as many STR boosts as possible for himself including being evil in hell. Especially if you use the True Grandmastery tweak, which gives fighters an extra APR for reaching GM, nullifying the benefit of dual-wielding belm/kundane/SNT.
Not even sure where to begin there. How is it a good weapon for someone stacking STR in *any way*? It already gives MAXIMUM STR! You can't go over the 25 STR CF gives, so why would you ever want to have other STR boosts on that character? They would do nothing whatsoever!
Also, "true Grandmastery" does not in any way nullify the +APR offhands:
And that is assuming GM should even give another full +1 APR, which is a hotly debated topic. Most evidence points to GM giving +1/2 APR, i.e. a +1 APR total for all your proficiency points (1/2 from Specialized, 1/2 from Grandmaster). That would bring you to 4 APR.
The maximum APR however is 5; you can only reach that with a +APR Offhand (which will add a MH attack, since OH is capped at 1 APR in any case), or with the +1/2 APR Gauntlets from WK (and your "true" Grandmastery).
Sorry, i guess that was unclear. I was saying DON'T use it for STR stackers. Or Barbs, or Clerics. A Half-Orc Fighter or F/T can get 25 STR without CF, and doesn't need it. Sorry for the ambiguity.
And I know some people feel the G3 True GM is a misinterpretation of the rules. I'm personally on the fence, as I've dug through a number of old source books and their wording is ambiguous at best. But considering a F/M can use Improved Alacrity+GWW+Critical Strike and make any weapon get 10 crits per round, I'd say pure fighters being able to get 5 APR without belm/kundane isn't all that OP, especially when they have to use the GoES to get there. If you prefer to use one of the other "true GM" mods, that's up to you, I just used the one from G3 Tweaks cause it's one of my "must-install" mods anyway, and I miss BG1 style GM without it.
The main things I really wanted to convey though, were just: 1. Crom Faeyr isn't worthwhile for any character that can get 25 STR any other way, and 2. People often think CF is a bad mainhand weapon, due to an inaccurate item description, when actually it's the 4th most damaging mainhand in the game. i still see people misquoting Crommy's damage on a DAILY basis. We should really spread the word.
Dual wield weapon with CF in left hand (to keep the 25 str bonus perma) and that give a nice damage boost.
Main chars can go for 25str by other means (half orc - 19, tome of strengh in BG 1 - 20, sarevok tear in chapter 7 - 22, machine of Lum the Mad - 23... well maybe not 25 )
But for anomen for example, or viconia, CF is truly something worth to wield.
Dual wield weapon with CF in left hand (to keep the 25 str bonus perma) and that give a nice damage boost.
Main chars can go for 25str by other means (half orc - 19, tome of strengh in BG 1 - 20, sarevok tear in chapter 7 - 22, machine of Lum the Mad - 23... well maybe not 25 )
But for anomen for example, or viconia, CF is truly something worth to wield.
How is it useful for Anomen? He can practically buff himself to 25 strength for every battle anyway.
And I know some people feel the G3 True GM is a misinterpretation of the rules. I'm personally on the fence, as I've dug through a number of old source books and their wording is ambiguous at best. But considering a F/M can use Improved Alacrity+GWW+Critical Strike and make any weapon get 10 crits per round, I'd say pure fighters being able to get 5 APR without belm/kundane isn't all that OP, especially when they have to use the GoES to get there. If you prefer to use one of the other "true GM" mods, that's up to you, I just used the one from G3 Tweaks cause it's one of my "must-install" mods anyway, and I miss BG1 style GM without it.
The main things I really wanted to convey though, were just: 1. Crom Faeyr isn't worthwhile for any character that can get 25 STR any other way, and 2. People often think CF is a bad mainhand weapon, due to an inaccurate item description, when actually it's the 4th most damaging mainhand in the game. i still see people misquoting Crommy's damage on a DAILY basis. We should really spread the word.
Using GWW is a waste. Improved Haste with naturallly high APR is far, far better (longer duration, no activation time). Also, since GWW only lasts 1 round, you'd basically NEED Improved Alacrity to EVER pair GWW+Critical Strike - a lot of work for something you can achieve by just having max APR + Improved Haste, not to mention you are wasting 3 HLAs in the process when you could only be using a single one. How does that not give a huge advantage to the +APR weapons?
I've done some testing with CF regarding its damage; now, my own game is HEAVILY modded, but it seems that for me at least CF does not, in fact, do the damage you described. I wouldn't presume on having the exact numbers, but something is off. It was outperformed by most of the alternative MHs. I could possibly see a use for it as an OH for a 5th melee (3 dual-wield with +APR OH/1 cleric already in party), but that's about it. It certainly wouldn't be impressive by any means - plus, it could very well be that spreading around the +STR equipment on people with max APR instead might in fact increase overall party damage output. And in the end, that is what matters, not individual numbers.
25 strength is really not needed overall. Sure it's nice to have though.
I usually make Minsc Dual wield flails, FoA+3 in the main hand, Defender of Easthaven in the other, with some supplementary weapons in the main hand (Mace of Disruption usually, for ultimate vampire hunting)
I can't see Crom being that useful in the main hand, so I'd rather have it in the offhand - except for areas like Suldanesselar where I want to clear out the golems as fast as possible - it's quite useful at that.
Considering it's a +5 weapon with decent damage, having it in the main hand for certain foes can help too. So I tend to mix it up if you will.
But usually, unless my character is a cleric (which can achieve 25 strength easily with Holy Power, Righteous Magic and Draw Upon Holy Might easily) I'll tend to use Belm(Scarlet Ninja-to if Rogue)-Kundane with some higher enchantment weapons as an alternative.
So is Crom useful? Depends entirely on the given situation. Against golem? Yes. Against people immune to +4 weapons? Yes. Against average bobbies? Nope.
To someone who has never read a single guide and doesn't understand how the stats work, Baldur's Gate is a difficult game, because you're very likely to look at your companions to see what sorts of stats they have, and make your own decisions accordingly...which does result in a challenging, yet fun playthrough because you're not a power-gamed character, and instead are at a level of power to which 2nd edition is more closely balanced.
I actually very much encourage people to NOT ask questions and to play blind until you've beaten the game (There's plenty of hints and information in game, if you just look around for them), because that will likely be the best playthrough you ever do. Once you let Power-gaming and meta-knowledge taint the experience, you really can't go back, no matter how much you try to do so.
So many items set stats in 2nd edition because the average PC is going to have middling stats...in the 12-16 range, BG inherits those assumptions, but also includes a bunch of ways to cheat the system...classes automatically bump up rolls to reach class/race minimums, letting you move points around, rather then rolling first and picking your race/class for the ones you meet the requirements for, and there's no limit on rolls (not that it would help, given how easy it is to cheat the Ironman mode in ToEE).
Of course, one of my other gripes about Crom Faeyr is that it doesn't do what it's supposed to (since it's just a fully powered Hammer of Thunderbolts with the bracers and belt permanently attached)
It's abilities should be as followed.
Crom Faeyr (Maul (2hd warhammer))
Sets str to 24
Melee: 2d4+5 +1 electrical On-hit: Any troll or giant struck must save or die
Ranged: 2d4+5 +1d10 electrical (Uses a lightning bolt projectile animation with a lightning strike and screen shake animation on impact) On-hit: Any troll or giant struck dies, no save. All creatures within 10ft of the target must save vs spells or be stunned for 1 round. Returns to thrower Sets attacks per round to 1.
Dual wield weapon with CF in left hand (to keep the 25 str bonus perma) and that give a nice damage boost.
Main chars can go for 25str by other means (half orc - 19, tome of strengh in BG 1 - 20, sarevok tear in chapter 7 - 22, machine of Lum the Mad - 23... well maybe not 25 )
But for anomen for example, or viconia, CF is truly something worth to wield.
How is it useful for Anomen? He can practically buff himself to 25 strength for every battle anyway.
Everyone can buff themself to 25, just put a girdle of giant strengh and it's done, but i rather prefer to not bother myself in buff before every battle, and spell slots not used for buff strenght can be used for other things.
It works for me, if you don't think it's useful, ok, just giving my opinion.
Actually, out of all the classes, Crom fits a non-evil Wizard slayer best, since they can't equip str belts/gauntlets so they're stuck with that they have.
Why non-evil? Because of the Tears of Bhaal bonuses?
Anyway, I gave it to Korgan on an evil playthrough, and one-hitting golems in Suldanessellar was fun. For an evil party, between him, Edwin, Viconia and (secret TOB companion), no one needs the Belt of Frost Giant Strength or the Gauntlets of Ogre Power. Neither does Jan, if he's your thief.
Though giving the hammer to Viconia might make more sense, since she has only 10 strength. I had her wielding a sling and didn't even think of it. That still leaves her with 8 constitution, though... Girdle of Fortitude can set it to 18 for 8 hours a day, but I haven't found anything more reliable.
Using GWW is a waste. Improved Haste with naturallly high APR is far, far better (longer duration, no activation time). Also, since GWW only lasts 1 round, you'd basically NEED Improved Alacrity to EVER pair GWW+Critical Strike - a lot of work for something you can achieve by just having max APR + Improved Haste, not to mention you are wasting 3 HLAs in the process when you could only be using a single one. How does that not give a huge advantage to the +APR weapons?
I've done some testing with CF regarding its damage; now, my own game is HEAVILY modded, but it seems that for me at least CF does not, in fact, do the damage you described. I wouldn't presume on having the exact numbers, but something is off. It was outperformed by most of the alternative MHs. I could possibly see a use for it as an OH for a 5th melee (3 dual-wield with +APR OH/1 cleric already in party), but that's about it. It certainly wouldn't be impressive by any means - plus, it could very well be that spreading around the +STR equipment on people with max APR instead might in fact increase overall party damage output. And in the end, that is what matters, not individual numbers.
I absolutely agree about GWW being infinitely worse than IH+CS, I was just giving an example. And if you haven't tried a gnome Fighter/Illusionist getting 10 APR with the Staff of the Ram, all doing crits, let me just say, it's delicious. But you're very right, my standard setup for any warrior is to use the GoES, Grandmastery, Belm or Kundane, or some combo of the above to hit a natural 5 APR, then improved haste+Critical strike for a bloodbath. Though it isn't quite as devastatingly powerful compared to GWW as it should be merely because many of the toughest enemies you face wear helmets.
As far as your version of CF not doing +5 Electrical damage, I don't know what mods you use, but IN THE ORIGINAL GAME (in addition to the original game + the BG2 Fixpack) CF does 2d4+3, +5 Elec damage. You're clearly an experienced player, but giving out information relevant only to your specific mod setup doesn't necessarily help other players. But it is indeed the 4th most damaging 1 hand weapon (not counting a few weapons which have a small percent chance to do huge damage or which have damage which can be saved against.) I actually made up a table for my own reference with all the weapons in BG1/2 and their average damage.
(Not sure it uploaded correctly, but it's an excel spreadsheet)
Anyway, by ToB time, Flail of Ages, Foebane, and the Club of Detonation are the only one-handed weapons which deal more average damage than Crom Faeyr. It ties with the Storm Star, Spectral Brand, and Angurvadal, with an average of 13 damage per swing. However, it's guaranteed 25 strength easily puts it above most of those weapons (depending on what means the character has to boost their strength)
Though it isn't quite as devastatingly powerful compared to GWW as it should be merely because many of the toughest enemies you face wear helmets.
Not sure I understand that. Helmets matter for Critical Strike to be sure, but why would they make GWW better than IH? Also, I'm not convinced that you'd do more damage with a SoR on 10 APR if you had to spend 3 HLAs to do it. Damage output does have a time component to it after all (as in Damage Per Second), so while your version might be doing more damage throughout the duration of the buffs, once you look at an equal time-frame the time lost getting those buffs will likely result in lower overall damage output.
Regarding CF: I wasn't intentionally giving out wrong information; CF just never did any kind of impressive damage for me, for as long as I can remember. The last time I played the game without at least something along the lines of 10+ mods was about 10 years ago... I have no idea what changed CF's stats, but it's good to know that it's supposed to be better than it is. I will try and track down what mod is responsible, as it seems that it's doing exactly the same damage as the unmodified Hammer of Thunderbolts for me.
Also, while it may have a high average damage, you have to take into account that its components would add to your overall party damage, too. If, say, you were using Angurvadal+5 instead (22 STR, about same average damage) but also gave the CF components to other people to boost their damage, you might end up with higher total party damage than you would using CF. This, of course, depends a lot on your setup. But it's something to keep in mind.
Though it isn't quite as devastatingly powerful compared to GWW as it should be merely because many of the toughest enemies you face wear helmets.
Not sure I understand that. Helmets matter for Critical Strike to be sure, but why would they make GWW better than IH? Also, I'm not convinced that you'd do more damage with a SoR on 10 APR if you had to spend 3 HLAs to do it. Damage output does have a time component to it after all (as in Damage Per Second), so while your version might be doing more damage throughout the duration of the buffs, once you look at an equal time-frame the time lost getting those buffs will likely result in lower overall damage output.
Regarding CF: I wasn't intentionally giving out wrong information; CF just never did any kind of impressive damage for me, for as long as I can remember. The last time I played the game without at least something along the lines of 10+ mods was about 10 years ago... I have no idea what changed CF's stats, but it's good to know that it's supposed to be better than it is. I will try and track down what mod is responsible, as it seems that it's doing exactly the same damage as the unmodified Hammer of Thunderbolts for me.
Also, while it may have a high average damage, you have to take into account that its components would add to your overall party damage, too. If, say, you were using Angurvadal+5 instead (22 STR, about same average damage) but also gave the CF components to other people to boost their damage, you might end up with higher total party damage than you would using CF. This, of course, depends a lot on your setup. But it's something to keep in mind.
I wasn't saying they make GWW *better*, (it's certainly worse) just that it isn't AS FAR behind IH+CS as it appears to be. And I absolutely agree about the fact that you waste time using three HLA's in quick succession, but damage per second isn't that big because literally any creature you attack using that combo can only stand up to it for a few seconds. And the staff of the ram is a ridiculously good weapon under critical strike, simply because SO MUCH of its damage gets doubled on a crit (this is also why it makes a great backstab weapon).
I don't know off the top of my head any weapons that mod Crommy's damage, but I've no doubt there is one. are you just basing your perception off of its description (which I previously mentioned is wrong wrong wrong) or have you actually confirmed this in your game. And if you send me your WeiDU log I might be able to find out which mod is nerfing Crom.
About spreading STR items around, obviously for the whole party to have a higher average strength is nice, but personally I usually only have 3 or 4 melee fighters. Take for instance, my standard evil party:
Me (Half-Orc Fighter/Thief), Korgan, Mr. ToB, Viconia, Edwin, Imoen.
Do Edwin, Imoen, and Viccy really NEED +STR items? Viconia can get her strength to 25 using 2-3 spells, plus i usually give her the girdle of CON, and Edwin and Immy usually can't be bothered with melee. But if I have my F/T with 25 STR (19+1 (tome)+1 (lum) +1 (steal a holy symbol) +3 (hell test)), and Korgan has Crom Faeyr, and Mr. ToB has the Girdle of Fire Giant Strength, I still have Angurvadal and the girdles of Stone and Hill strength. Do I really need the bracers and yet another girdle?
@leeowensoas: Can you clarify what you mean by the +1 Str from 'stealing a holy symbol'? I don't know if I'm aware of that stat increase!
Temple of Lathander supposedly has a safe that if you try to steal from it it has a symbol of lathander in it. I think if it does exist it may only trigger after you do a number of quests for the temple, including the beholder/sewer mission.
Edit: I think the link I gave is someone confusing the lathander statuette with the symbol. So I have no idea where you go about stealing a holy symbol (though obviously clerics can get one normally at level 25).
Mauler's Arm is a fairly cheap +2 mace that sets str to 18/00 while equipped, that can be bought right after you meet Galen, I usually have Viccy use that, until everyone else has a str boosting item (if I use her, or Anomen...they're both proficient in maces at the start).
2 slings get a str bonus, thrown daggers and axes/hammer get a str bonus, 3 types of darts get a str bonus (sadly they cap at +1, so not very useful in the long run, the other darts don't).
Usually the clerics/druids will use the 2 slings, any pure mage gets the Firetooth (dagger) (up to +1 darts before then). My thieves and fighters generally use melee (the thieves spamming BSs of course) unless there's a REALLY tough enemy (Fire giants are the only ones that hit hard enough that it really matters), in which case I just slap whatever ranged weapons I have to spare on them.
I've just never really been able to justify losing two really good str items for one great str item, especially since whoever I give it to is never going to really justify having it since my main is usually an unstoppable engine of destruction about 3 chapters before you could even finish the hammer and splitting my attention between them is largely wasted effort, when just slapping ranged weapons on everyone else tends to work even better.
Comments
Also, "true Grandmastery" does not in any way nullify the +APR offhands:
Fighter lvl 13: 2 APR
Specialization: +1/2 APR
"True" Grandmastery: +1 APR
Offhand: +1 APR (with OH)
= 9/2 APR
And that is assuming GM should even give another full +1 APR, which is a hotly debated topic. Most evidence points to GM giving +1/2 APR, i.e. a +1 APR total for all your proficiency points (1/2 from Specialized, 1/2 from Grandmaster). That would bring you to 4 APR.
The maximum APR however is 5; you can only reach that with a +APR Offhand (which will add a MH attack, since OH is capped at 1 APR in any case), or with the +1/2 APR Gauntlets from WK (and your "true" Grandmastery).
Nuff said
Actually, out of all the classes, Crom fits a non-evil Wizard slayer best, since they can't equip str belts/gauntlets so they're stuck with that they have.
There is no such thing as overkill in Baldur's Gate
:DD
Does someone use war hammer in your party? If someone use, don't even think twice, make the upgrade of Crom Fayer.
An +5 warhammer and 25 str (believe me this IS overpower), you don't need pretty much anything else.
And I know some people feel the G3 True GM is a misinterpretation of the rules. I'm personally on the fence, as I've dug through a number of old source books and their wording is ambiguous at best. But considering a F/M can use Improved Alacrity+GWW+Critical Strike and make any weapon get 10 crits per round, I'd say pure fighters being able to get 5 APR without belm/kundane isn't all that OP, especially when they have to use the GoES to get there. If you prefer to use one of the other "true GM" mods, that's up to you, I just used the one from G3 Tweaks cause it's one of my "must-install" mods anyway, and I miss BG1 style GM without it.
The main things I really wanted to convey though, were just:
1. Crom Faeyr isn't worthwhile for any character that can get 25 STR any other way, and
2. People often think CF is a bad mainhand weapon, due to an inaccurate item description, when actually it's the 4th most damaging mainhand in the game. i still see people misquoting Crommy's damage on a DAILY basis. We should really spread the word.
Main chars can go for 25str by other means (half orc - 19, tome of strengh in BG 1 - 20, sarevok tear in chapter 7 - 22, machine of Lum the Mad - 23... well maybe not 25 )
But for anomen for example, or viconia, CF is truly something worth to wield.
I've done some testing with CF regarding its damage; now, my own game is HEAVILY modded, but it seems that for me at least CF does not, in fact, do the damage you described. I wouldn't presume on having the exact numbers, but something is off. It was outperformed by most of the alternative MHs. I could possibly see a use for it as an OH for a 5th melee (3 dual-wield with +APR OH/1 cleric already in party), but that's about it. It certainly wouldn't be impressive by any means - plus, it could very well be that spreading around the +STR equipment on people with max APR instead might in fact increase overall party damage output. And in the end, that is what matters, not individual numbers.
I actually very much encourage people to NOT ask questions and to play blind until you've beaten the game (There's plenty of hints and information in game, if you just look around for them), because that will likely be the best playthrough you ever do. Once you let Power-gaming and meta-knowledge taint the experience, you really can't go back, no matter how much you try to do so.
So many items set stats in 2nd edition because the average PC is going to have middling stats...in the 12-16 range, BG inherits those assumptions, but also includes a bunch of ways to cheat the system...classes automatically bump up rolls to reach class/race minimums, letting you move points around, rather then rolling first and picking your race/class for the ones you meet the requirements for, and there's no limit on rolls (not that it would help, given how easy it is to cheat the Ironman mode in ToEE).
Of course, one of my other gripes about Crom Faeyr is that it doesn't do what it's supposed to (since it's just a fully powered Hammer of Thunderbolts with the bracers and belt permanently attached)
It's abilities should be as followed.
Crom Faeyr (Maul (2hd warhammer))
Sets str to 24
Melee:
2d4+5 +1 electrical
On-hit:
Any troll or giant struck must save or die
Ranged:
2d4+5 +1d10 electrical (Uses a lightning bolt projectile animation with a lightning strike and screen shake animation on impact)
On-hit:
Any troll or giant struck dies, no save.
All creatures within 10ft of the target must save vs spells or be stunned for 1 round.
Returns to thrower
Sets attacks per round to 1.
It works for me, if you don't think it's useful, ok, just giving my opinion.
Anyway, I gave it to Korgan on an evil playthrough, and one-hitting golems in Suldanessellar was fun. For an evil party, between him, Edwin, Viconia and (secret TOB companion), no one needs the Belt of Frost Giant Strength or the Gauntlets of Ogre Power. Neither does Jan, if he's your thief.
Though giving the hammer to Viconia might make more sense, since she has only 10 strength. I had her wielding a sling and didn't even think of it. That still leaves her with 8 constitution, though... Girdle of Fortitude can set it to 18 for 8 hours a day, but I haven't found anything more reliable.
And why wouldn't Jan need STR? Thieves get the same THAC0/Damage bonuses from STR as everybody else, don't they?
As far as your version of CF not doing +5 Electrical damage, I don't know what mods you use, but IN THE ORIGINAL GAME (in addition to the original game + the BG2 Fixpack) CF does 2d4+3, +5 Elec damage. You're clearly an experienced player, but giving out information relevant only to your specific mod setup doesn't necessarily help other players. But it is indeed the 4th most damaging 1 hand weapon (not counting a few weapons which have a small percent chance to do huge damage or which have damage which can be saved against.) I actually made up a table for my own reference with all the weapons in BG1/2 and their average damage.
(Not sure it uploaded correctly, but it's an excel spreadsheet)
Anyway, by ToB time, Flail of Ages, Foebane, and the Club of Detonation are the only one-handed weapons which deal more average damage than Crom Faeyr. It ties with the Storm Star, Spectral Brand, and Angurvadal, with an average of 13 damage per swing. However, it's guaranteed 25 strength easily puts it above most of those weapons (depending on what means the character has to boost their strength)
Regarding CF: I wasn't intentionally giving out wrong information; CF just never did any kind of impressive damage for me, for as long as I can remember. The last time I played the game without at least something along the lines of 10+ mods was about 10 years ago... I have no idea what changed CF's stats, but it's good to know that it's supposed to be better than it is. I will try and track down what mod is responsible, as it seems that it's doing exactly the same damage as the unmodified Hammer of Thunderbolts for me.
Also, while it may have a high average damage, you have to take into account that its components would add to your overall party damage, too. If, say, you were using Angurvadal+5 instead (22 STR, about same average damage) but also gave the CF components to other people to boost their damage, you might end up with higher total party damage than you would using CF. This, of course, depends a lot on your setup. But it's something to keep in mind.
I don't know off the top of my head any weapons that mod Crommy's damage, but I've no doubt there is one. are you just basing your perception off of its description (which I previously mentioned is wrong wrong wrong) or have you actually confirmed this in your game. And if you send me your WeiDU log I might be able to find out which mod is nerfing Crom.
About spreading STR items around, obviously for the whole party to have a higher average strength is nice, but personally I usually only have 3 or 4 melee fighters. Take for instance, my standard evil party:
Me (Half-Orc Fighter/Thief), Korgan, Mr. ToB, Viconia, Edwin, Imoen.
Do Edwin, Imoen, and Viccy really NEED +STR items? Viconia can get her strength to 25 using 2-3 spells, plus i usually give her the girdle of CON, and Edwin and Immy usually can't be bothered with melee. But if I have my F/T with 25 STR (19+1 (tome)+1 (lum) +1 (steal a holy symbol) +3 (hell test)), and Korgan has Crom Faeyr, and Mr. ToB has the Girdle of Fire Giant Strength, I still have Angurvadal and the girdles of Stone and Hill strength. Do I really need the bracers and yet another girdle?
http://www.gamebanshee.com/forums/threads/holy-symbol-of-lathander.13276/
Edit: I think the link I gave is someone confusing the lathander statuette with the symbol. So I have no idea where you go about stealing a holy symbol (though obviously clerics can get one normally at level 25).
2 slings get a str bonus, thrown daggers and axes/hammer get a str bonus, 3 types of darts get a str bonus (sadly they cap at +1, so not very useful in the long run, the other darts don't).
Usually the clerics/druids will use the 2 slings, any pure mage gets the Firetooth (dagger) (up to +1 darts before then). My thieves and fighters generally use melee (the thieves spamming BSs of course) unless there's a REALLY tough enemy (Fire giants are the only ones that hit hard enough that it really matters), in which case I just slap whatever ranged weapons I have to spare on them.
I've just never really been able to justify losing two really good str items for one great str item, especially since whoever I give it to is never going to really justify having it since my main is usually an unstoppable engine of destruction about 3 chapters before you could even finish the hammer and splitting my attention between them is largely wasted effort, when just slapping ranged weapons on everyone else tends to work even better.