Weapon questions
Drayen
Member Posts: 127
Is it me or there are weapons that feel completly worthless.. why grab a dagger that does 1d4 damage when you can use a longsword for 1d8? Why use a staff that does 1d6 when you have two-handed swords and halberds that do 1d10... That's a question I've been asking myself for so long, is there any advantage to using "gimp" weapons with low damage ranges?
Also, another question, I was pretty sure your attack per rounds was fixed depending on your skill points in that weapon, but after testing a bit, i realized my archer with Firetooth +5 and 5 grandmastery points attacked about 2 times per round instead of 3 times as was written in the character sheet... and using a shortbow gave him 3.5 attacks per round?? Can anyone enlighten me on this one : O
Also for Dual wielding, i was wondering, you don'T actually seem to attack twice per attack, how does it actually work? I hear a lot of people say if you dual wield, the way to go is one beefy weapon with another weapon that adds an attack per round like belm.. Does this mean it's stupid to wield flail of ages and stormstar for exemple? I'm getting the impression the second weapon is mostly a stat stick..
Also, another question, I was pretty sure your attack per rounds was fixed depending on your skill points in that weapon, but after testing a bit, i realized my archer with Firetooth +5 and 5 grandmastery points attacked about 2 times per round instead of 3 times as was written in the character sheet... and using a shortbow gave him 3.5 attacks per round?? Can anyone enlighten me on this one : O
Also for Dual wielding, i was wondering, you don'T actually seem to attack twice per attack, how does it actually work? I hear a lot of people say if you dual wield, the way to go is one beefy weapon with another weapon that adds an attack per round like belm.. Does this mean it's stupid to wield flail of ages and stormstar for exemple? I'm getting the impression the second weapon is mostly a stat stick..
0
Comments
2) Bows and throwing daggers have a base APR (attacks per round) of 2, darts have 3, all other weapons have 1. You get +1/2 APR for hitting level 7 and 13 if you're a warrior class (barbarian, ranger, paladin, fighter, and their respective kits). You get +1/2 APR for having 2 pips in a weapon. Depending which game you are playing, 5 pips will give you: no extra attacks (vanilla BG2), +1 (vanilla BG1, BG2 with "True Grandmastery" mod), +1/2 (BG:EE). All these +'s are cumulative.
3) Dual wielding gives you one additional APR with the weapon in your offhand. Due to a bug, if the weapon in your offhand grants an extra attack (Belm, Kundane), you actually get that extra attack with your main hand. The only way to get more than 1 APR with your offhand is Improved Haste.
And i guess 2 APR base for daggers make them not as horrible as i thought.. thou i guess 4APR of 1d4 isnt that impressive vs 3 APR of 1d8... although i guess strenght bonuses make them not too far from eachother.
As for bows I guess ill stick with longbows for my archer then, 1 more APR makes bows a lot stronger than crossbows imo
Also, here's another good thing to keep in mind: a character with good stats and equipment will actually be getting most of his damage from various bonuses (proficiency, strength, a high +X enhancement on the weapon, etc.). The actual base damage of the weapon isn't as important as most people think, especially when you consider that the difference in average damage between a 2 handed sword and a dagger is only 3 (5.5 compared to 2.5).
With ranged weapons, you also have to check out the abilities of the ammo you are using. While there are about a million magic arrows you'll find, there are some crossbow bolts that are absolutely killer (bolts of lightning for example), and darts can be some of the most effective tools for shutting down a group of mages, even for a level one thrower, despite the lowest base damage of all weapons.
One thing this means is that the best magic weapons can be is short supply if you have too many characters using them; that is, if you decide long sword is your favorite weapon so you have three different fighters using long sword, you might have a hard time finding enough long swords! You're better off having everyone in your party focus on something different.
And even the best weapons have some trade offs with the type of damage they do (if all your fighters have slashing weapons, you will be in trouble when you encounter something that is only vulnerable to crushing attacks) or if they're two handed (two handed sword does a lot of base damage, but you can only use one of them at a time and NO shield!).
It is always best to be using a variety of weapons in your party.
Second, the average damage. Abstract dagger's 1d4 vs axe's 1d8 is simply (1+4)/2=2.5 vs (1+8)/2=4.5. As we can see, axe has plainly +2 damage comparing to dagger. That is all axe's damage benefit.
Third is damage type. Blunt, slashing, piercing. Watch out the foe's armor type - any type has/may have its own AC correction depending on a damage type. Blunt is the champion. Only split mail has AC bonus vs blunt. Piercing is the least lucky type.
The fourth may go critical chance. Single weapon style and two handed weapon style both give you a chance to hit a crit in 10% of cases (against regular 5%). Critical hit doubles the damage done, BUT beware helmets, they cancel the damage being doubled.
The rest damage affecting things are - strength, kit abilities, special abilities, bracers, spells, potions and so on.
Erm, only other thing I can think of in bgee is Stupifier, dagger of venom, and ranged weapons that give status effects. These very from gamechangers to situationally worthless, though most enemies can get poisoned or paralyzed, if they fail a save.