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Carsomyr!! (Warning: Math ahead)

DeeDee Member Posts: 10,447
edited September 2013 in Archive (General Discussion)
This discussion was created from comments split from: Does the Blackguard get anything special?.
Post edited by Dee on
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  • SionIVSionIV Member Posts: 2,689
    Carsomyr is without doubt one of the best weapons in game, and you'll be hard to find any weapons that are better.

    1.) FoA +5
    2.) Ravager / Carsomyr
    3.) Everything else
  • JoeyJoey Member Posts: 201
    SionIV said:

    Carsomyr is without doubt one of the best weapons in game, and you'll be hard to find any weapons that are better.

    1.) FoA +5
    2.) Ravager / Carsomyr
    3.) Everything else

    Yes but that's balanced by only having one weapon. A dual-weilder, even with mediocre weapons, will be getting a much higher damage per second than the Holy Avenger, its (admittedly huge) advantages would only come into play vs spellcasters.
  • SionIVSionIV Member Posts: 2,689
    edited September 2013
    Joey said:

    SionIV said:

    Carsomyr is without doubt one of the best weapons in game, and you'll be hard to find any weapons that are better.

    1.) FoA +5
    2.) Ravager / Carsomyr
    3.) Everything else

    Yes but that's balanced by only having one weapon. A dual-weilder, even with mediocre weapons, will be getting a much higher damage per second than the Holy Avenger, its (admittedly huge) advantages would only come into play vs spellcasters.
    There is a point in game where damage is so high that anything more than that isn't needed. A paladin wielding Carsomyr +5/+6 with 10 APR and 25 STR won't need anything else.

    The reason FoA +5, Carsomyr +5/+6 and Ravager ranks so high are because of their special abilities.

    FoA +5 = That elemental damage is insane, but the slow part is the most amazing thing with this weapon. It slows golems, spell casters, dragons, everything. Not to mention the elemental damage goes through shields so it's one of the most efficient weapons to fight mages with.

    Carsomyr = 50% magic resistance would make this weapon worth it alone. But you also have a wonderful ability to dispel magic on hit with no save throw. This weapon shreds mages and everything else that either buffs or casts spells.

    Ravager = Amazing damage but look at that instant kill ability. That thing takes down Draconis and all the other frustrating bosses in one hit. It's like a vorpal blade on steroids.

    The only hard enemies in this game are spell casters. Carsomyr and FoA +5 are the most efficient weapons to deal with spell casters, so that's why they are the best weapons in the game.
  • taltamirtaltamir Member Posts: 288
    edited September 2013
    SionIV said:

    Joey said:

    SionIV said:

    Carsomyr is without doubt one of the best weapons in game, and you'll be hard to find any weapons that are better.

    1.) FoA +5
    2.) Ravager / Carsomyr
    3.) Everything else

    Yes but that's balanced by only having one weapon. A dual-weilder, even with mediocre weapons, will be getting a much higher damage per second than the Holy Avenger, its (admittedly huge) advantages would only come into play vs spellcasters.
    There is a point in game where damage is so high that anything more than that isn't needed. A paladin wielding Carsomyr +5/+6 with 10 APR and 25 STR won't need anything else.
    Where is the paladin getting 10 APR and 25 str while wielding carsomyr?
    I can tell you where he would if he had been wielding 2 weapons, but not with carsomyr.
    The damage it deals is one of the better in the game... but the overall damage dealt is much lower compared to any high tier 2 weapons character.
    Its real advantage is the 50% MR and casting dispel each hit.

    I am curious as to what caster level this dispell works as, if it is a low caster level then it is a mere 1% chance per hit per spell effect to dispell an effect with is simply awful.

    Lots of weapons insta kill enemies with save, insta kill enemies without save, double damage vs particular enemy, provide a plethora of immunities (I really like the level drain immunity because the spell providing it only lasts a few rounds), etc etc.
  • SionIVSionIV Member Posts: 2,689
    edited September 2013
    taltamir said:

    SionIV said:

    Joey said:

    SionIV said:

    Carsomyr is without doubt one of the best weapons in game, and you'll be hard to find any weapons that are better.

    1.) FoA +5
    2.) Ravager / Carsomyr
    3.) Everything else

    Yes but that's balanced by only having one weapon. A dual-weilder, even with mediocre weapons, will be getting a much higher damage per second than the Holy Avenger, its (admittedly huge) advantages would only come into play vs spellcasters.
    There is a point in game where damage is so high that anything more than that isn't needed. A paladin wielding Carsomyr +5/+6 with 10 APR and 25 STR won't need anything else.
    Where is the paladin getting 10 APR and 25 str while wielding carsomyr?
    I can tell you where he would if he had been wielding 2 weapons, but not with carsomyr.
    25 STR : DUHM
    10 APR : Whirlwind

    You can also throw improved haste on him instead of whirlwind and sacrifice some APR for another epic ability.
    Joey said:

    SionIV said:

    Joey said:

    SionIV said:

    Carsomyr is without doubt one of the best weapons in game, and you'll be hard to find any weapons that are better.

    1.) FoA +5
    2.) Ravager / Carsomyr
    3.) Everything else

    Yes but that's balanced by only having one weapon. A dual-weilder, even with mediocre weapons, will be getting a much higher damage per second than the Holy Avenger, its (admittedly huge) advantages would only come into play vs spellcasters.
    There is a point in game where damage is so high that anything more than that isn't needed. A paladin wielding Carsomyr +5/+6 with 10 APR and 25 STR won't need anything else.

    The reason FoA +5, Carsomyr +5/+6 and Ravager ranks so high are because of their special abilities.

    FoA +5 = That elemental damage is insane, but the slow part is the most amazing thing with this weapon. It slows golems, spell casters, dragons, everything. Not to mention the elemental damage goes through shields so it's one of the most efficient weapons to fight mages with.

    Carsomyr = 50% magic resistance would make this weapon worth it alone. But you also have a wonderful ability to dispel magic on hit with no save throw. This weapon shreds mages and everything else that either buffs or casts spells.

    Ravager = Amazing damage but look at that instant kill ability. That thing takes down Draconis and all the other frustrating bosses in one hit. It's like a vorpal blade on steroids.

    The only hard enemies in this game are spell casters. Carsomyr and FoA +5 are the most efficient weapons to deal with spell casters, so that's why they are the best weapons in the game.
    I have no idea why you took the time to make this post. You haven't agreed or disagreed with anything I've said and simply regurgitated information.

    Yes, a Paladin with 10 APR will have a huge damage output but realistically for most of BG 2 he does not have 10 APR so that's irrelevent. His damage per second output will still be far lower that someone duel-weilding, which the Holy Avenger's abilities compensate for.

    By contrast the two-handed sword above does not have such abilities, so Blackguards seem pretty crappy.

    A paladin with carsomyr in SoA will have higher output than anyone dual wielding as there are no weapons other than FoA +3 that will deal any decent damage for most of SoA. Carsomyr +5 with Improved haste will wreck just about any dual wielding combination in SoA.

    DUHM
    Improved haste

    Enough damage to bring anything in BG2 down.

    [Edited] : You get 2 APR more (Improved haste) from dual wielding. But there are no one handed weapons in SoA with the exception of FoA +3 that will make it worth using instead of 1d12 Carsomyr.

    4 APR if you're using Belm in of hand, but that will hamper your damage in the end.

    A two weapon build wielding FoA in main hand will deal the most damage out of all builds in the game. But there is nothing in this game that can stand up against a Carsomyr +5/+6 with improved haste or whirlwind. So any additional damage is just over the top. It's like saying should i use 5 Abi's or 9 Abi's, 5 Abi's will obliterate anything in the game so anything more than that is not needed.

  • SionIV said:

    A paladin with carsomyr in SoA will have higher output than anyone dual wielding as there are no weapons other than FoA +3 that will deal any decent damage for most of SoA. Carsomyr +5 with Improved haste will wreck just about any dual wielding combination in SoA.

    Let's compare two Paladins, one dual-wielding, one wielding Carsomyr, both using DUHM to max their strength, both using SoA weapons

    The one with Carsomyr +5 has a base 5/2 APR. His average damage is 27.5 (6.5 avg. die roll +5 magic +2 specialization +14 strength). With improved haste he gets 5 APR, so 137.5 damage per round.

    The dual wielder uses the Blade of Roses and Kundane. BoR is 4.5+3+2+14=23.5 avg. damage; Kundane is 3.5+2+2+14=21.5. He gets 9/2 APR, 7/2 with BoR, 1 with Kundane. With improved haste that becomes 9 APR, 7 with BoR and 2 with Kundane. Or 164.5+43=207.5.

    See, the huge strength bonus a Paladin can get with DUHM dwarfs the difference in die size and even the difference in damage bonus from the magical weapon. At that point, additional attacks do so much more for you. Even without any strength bonus, however, BoR + Kundane would still out damage Carsomyr +5 on average, with or without improved haste. The only time Carsomyr comes out ahead is with no strength bonus and normal haste, or when using (greater) whirlwind. And that's compared to a bog standard +3 longsword plus a speed weapon; there are plenty of one-handed weapons in SoA that do more damage than the Blade of Roses.
  • SionIVSionIV Member Posts: 2,689
    edited September 2013
    Kaigen said:

    SionIV said:

    A paladin with carsomyr in SoA will have higher output than anyone dual wielding as there are no weapons other than FoA +3 that will deal any decent damage for most of SoA. Carsomyr +5 with Improved haste will wreck just about any dual wielding combination in SoA.

    Let's compare two Paladins, one dual-wielding, one wielding Carsomyr, both using DUHM to max their strength, both using SoA weapons

    The one with Carsomyr +5 has a base 5/2 APR. His average damage is 27.5 (6.5 avg. die roll +5 magic +2 specialization +14 strength). With improved haste he gets 5 APR, so 137.5 damage per round.

    The dual wielder uses the Blade of Roses and Kundane. BoR is 4.5+3+2+14=23.5 avg. damage; Kundane is 3.5+2+2+14=21.5. He gets 9/2 APR, 7/2 with BoR, 1 with Kundane. With improved haste that becomes 9 APR, 7 with BoR and 2 with Kundane. Or 164.5+43=207.5.

    See, the huge strength bonus a Paladin can get with DUHM dwarfs the difference in die size and even the difference in damage bonus from the magical weapon. At that point, additional attacks do so much more for you. Even without any strength bonus, however, BoR + Kundane would still out damage Carsomyr +5 on average, with or without improved haste. The only time Carsomyr comes out ahead is with no strength bonus and normal haste, or when using (greater) whirlwind. And that's compared to a bog standard +3 longsword plus a speed weapon; there are plenty of one-handed weapons in SoA that do more damage than the Blade of Roses.
    1.) Kundane is a piercing weapon so you won't be able to touch things like golems with it. Secondly it's only a +2 weapon.

    2.) There is nothing in SoA that will survive improved haste on a paladin with Carsomyr +5, and in ToB it all falls down to greater whirlwind.

    3.) As i said the dual wielder will do more damage, but it'll have a problem hitting things with belm/kundane and most efficient one handed weapons don't have that many additional bonuses other than damage.

    4.) Dispel magic

    5.) 50% Magic resistance

    A paladin wielding Carsomyr will always be better and more efficient than a paladin wielding something else.

    Let's look at the hardest enemies in the game.

    Mages - Carsomyr dispell the buffs and will tear them apart, except FoA +5 nothing comes close to being as good to interrupt, and then Carsomyr still got 50% magic resistance.

    Dragons - Carsomyr dispells the haste and stone skin on the dragon, the 50% magic resistance will save you from the most annoying spells they cast.

    Beholders / Liches - Carsomyr will stip them of their buffs and pummel them to death

    Golems - A dual wielding paladin will deal more damage, but all of the golems in the game will fall easily to a Carsomyr +5 so you're only saving some seconds. Carsomyr won't be able to hit clay golems.

    So a paladin should wield Carsomyr, as it is better than any dual wielding combination.

  • [Deleted User][Deleted User] Posts: 0
    edited September 2013
    SionIV said:

    1.) Kundane is a piercing weapon so you won't be able to touch things like golems with it. Secondly it's only a +2 weapon.

    Correction: You won't be able to touch *clay* golems with it (and neither will Carsomyr, for that matter). The rest of the golem types resist each type of damage equally. And you've missed the core of why the speed weapons are the best off-hand weapons: An additional attack with your best one-handed weapon will always be better than an additional attack with your second-best one-handed weapon. And with the high Strength you should have in SoA between BG1's tome and DUHM, that damage bonus greatly favors more attacks.
    SionIV said:

    2.) There is nothing in SoA that will survive improved haste on a paladin with Carsomyr +5, and in ToB it all falls down to greater whirlwind.

    Be that as it may, dual-wielding will kill it faster, which means you move on to the next target faster, which in turn dies faster, and so on and so forth adding up to the dual-wielder bringing the entire group down more efficiently.
    SionIV said:

    3.) As i said the dual wielder will do more damage, but it'll have a problem hitting things with belm/kundane and most efficient one handed weapons don't have that many additional bonuses other than damage.

    You said, in the post directly above mine (and which I quoted directly): "A paladin with carsomyr in SoA will have higher output than anyone dual wielding," and I was refuting that specific point. As far as additional bonuses other than damage go, in SoA you have FoA, Celestial Fury's stun, Adjatha the Drinker's healing, and Equalizer's immunity to charm and confusion, for a start. ToB/Watcher's Keep adds a plethora of one-handed weapons with additional effects, such as the Short Sword of Mask, which can be bought whenever you have the gold and feel like sitting through the opening cutscene for WK.
    SionIV said:

    4.) Dispel magic

    5.) 50% Magic resistance

    These are undeniably useful utility effects, but that does not make Carsomyr the be-all and end-all of Paladin weapons. Especially when dispel magic can be had from a multitude of other sources and magic resistance can be stripped from you (or simply fail to work).
    SionIV said:

    Mages - Carsomyr dispell the buffs and will tear them apart, except FoA +5 nothing comes close to being as good to interrupt, and then Carsomyr still got 50% magic resistance.

    Stonefire and Frostreaver both have bonus elemental damage that's good for interruption, while Jhor the Bleeder and Gnasher have nasty damage over time effects that can make spellcasting impossible. Never mind that more attacks are always better than fewer when trying to interrupt a mage.
    SionIV said:

    Dragons - Carsomyr dispells the haste and stone skin on the dragon, the 50% magic resistance will save you from the most annoying spells they cast.

    Correction: the MR will save you from some of their annoying spells some of the time. And you have to kill Firkraag to get Carsomyr in the first place, meaning you already have brought down one of the strongest dragons in the game.
    SionIV said:

    Beholders / Liches - Carsomyr will stip them of their buffs and pummel them to death

    Or, you know, you could just use the Shield of Balduran and Azuredge/Mace of Disruption, respectively.
    SionIV said:

    Golems - A dual wielding paladin will deal more damage, but all of the golems in the game will fall easily to a Carsomyr +5 so you're only saving some seconds. Carsomyr won't be able to hit clay golems.

    You know, I'll give Carsomyr the nod here, because there are plenty of places where you can trap the big golems in chokepoints and hit them with a two-handed sword without them being able to hit back.

    Carsomyr is definitely "good," even "great." I strongly dispute "best."
  • CorvinoCorvino Member Posts: 2,269
    edited September 2013
    Carsomyr is lore-friendly too, as an important aspect. I always find it hard to reconcile a knight with wielding dual weapons, as the image of sword and shield or a 2-handed sword is the stereotype. I can imagine a Ranger, Berserker, Barbarian or Swashbuckling type dual-wielding quite happily.

    It also requires less powergaming and optimisation to use effectively than the DW alternative. To use the FoA and a speed offhand dual wielded will take at least 3 proficiency points to use, optimally 6 or 7 (depending on if you want specialisation for the offhand), while Carsomyr only really needs 2-4.
  • Corvino said:

    It also requires less powergaming and optimisation to use effectively than the DW alternative. To use the FoA and a speed offhand dual wielded will take at least 3 proficiency points to use, optimally 6 or 7 (depending on if you want specialisation for the offhand), while Carsomyr only really needs 2-4.

    Well, thanks to only being able to go to specialization in weapons, the Paladin has proficiency points to spare. This is why, in the long run, the correct answer is "both." Use Carsomyr in the specific circumstances where it shines, dual wield for general fighting.

  • CorvinoCorvino Member Posts: 2,269
    I was going more along the lines of "people new to the game can use it without planning a character using metagame knowledge" @Kaigen, but meh ;)
  • SilverstarSilverstar Member Posts: 2,207
    Guh. I was deceived. The thread title was all shiny and flashy and paladiny but then the thread itself is full of math. My poor eyes :( A pox on thee Dee!
  • DeeDee Member Posts: 10,447
    Sorry @Silverstar--I've added a disclaimer. ;)
  • FinneousPJFinneousPJ Member Posts: 6,455
    @Kaigen DPS analysis is incomplete without to hit and critical analysis. 2HWS has double the crit chance, and dual wielding has attacks at lower THAC0. You're skewing the results by ignoring these factors and possible others I don't remember now.
  • CorvinoCorvino Member Posts: 2,269
    edited September 2013
    I would like to point out that DPS calculations in BG2:EE are largely irrelevant. Even with various difficulty increasing mods it is rarely a case of "how quickly can I mow through this large HP pool that is unprotected by magic". BG2 & TOB bosses are not MMO raid bosses.

    The difficulty in almost all situations is: how do I either avoid (e.g. elemental damage) or bring down (breach/dispel) the protections surrounding a fairly small HP pool. Or else which weapon do I use to deal damage to a HP pool with multiple resistances.

    Carsomyr is a good general purpose weapon. It does well against casters, and does solid damage compared to other 2-handers.

    Various dual wield combos using speed weapons get higher DPS. If the debate is "best", then other factors including passive buffs and immunities and on-use effects need to be discussed in context.
  • FinneousPJFinneousPJ Member Posts: 6,455
    @Corvino The most important thing is to define what constitutes good/best.
  • CorvinoCorvino Member Posts: 2,269
    @FinneousPJ And there's the rub. No two fights are alike.

    Some of the hardest do not really rely on DPS at all, Kangaxx for example. Even with huge DPS you'll only hit for 1-3 damage per hit. It's more about surviving or avoiding his imprisonments and bypassing immunities. The 50% MR on Carsomyr can be useful here if you don't cheese it with protection scrolls.

    Fighting Fire Giants, having the Defender of Easthaven in your offhand and the Helm of the Rock/AoF is a godsend for the damage resistance, and DPS is a bit of a moot point as long as they don't splatter you.

    The DPS argument is like asking a carpenter if his saw is better than his hammer. Both are useful tools in different situations.
  • elminsterelminster Member, Developer Posts: 16,317
    Dee said:

    Sorry @Silverstar--I've added a disclaimer. ;)

    To be honest the disclaimer came too late for me. I'd already read through it...I can't forget the things I've seen :)

    As for Carsomyr I like it for RP reasons.
  • SionIVSionIV Member Posts: 2,689
    Corvino said:

    @FinneousPJ And there's the rub. No two fights are alike.

    Some of the hardest do not really rely on DPS at all, Kangaxx for example. Even with huge DPS you'll only hit for 1-3 damage per hit. It's more about surviving or avoiding his imprisonments and bypassing immunities. The 50% MR on Carsomyr can be useful here if you don't cheese it with protection scrolls.

    Fighting Fire Giants, having the Defender of Easthaven in your offhand and the Helm of the Rock/AoF is a godsend for the damage resistance, and DPS is a bit of a moot point as long as they don't splatter you.

    The DPS argument is like asking a carpenter if his saw is better than his hammer. Both are useful tools in different situations.

    Just wanted to mention that Imprisonment is one of the spells that go through magic resistance.
  • DPS analysis is incomplete without to hit and critical analysis. 2HWS has double the crit chance, and dual wielding has attacks at lower THAC0. You're skewing the results by ignoring these factors and possible others I don't remember now.

    You raise a fair point on the crit factor. Assuming all damage numbers are doubled on a crit (can anyone confirm how BG crits work?), Carsomyr's average damage (25 strength version) gets bumped up by 5.5 to 33. BoR goes up to 25.85, Kundane to 23.65. Under Improved Haste, BoR gets ~181 before Kundane's damage (47.3) is even added in, compared to Carsomyr's 165. So taking crits into account narrows the gap between Carsomyr and a one-handed weapon dual-wielded with speed, but does not eliminate it.

    Hit analysis is both a lot of trouble, since you'd need to determine a reasonable standard of comparison amidst all the potential AC values, and largely irrelevant because dual-wielding with 2 pips doesn't affect the THAC0 of the main hand, which is where the lion's share of the damage comes from, the off-hand mainly being there to hold a speed weapon and increase the main hand's rate of attack. Furthermore, between the Paladin's high rate of THAC0 improvement and massive strength from DUHM, to say nothing of any other buffs or debuffs flying around your THAC0 quickly becomes good enough to hit any enemy easily. Carsomyr has a slight edge early on because +5 one-handed weapons are not generally available in SoA unless you venture into Watcher's Keep, but it doesn't last forever.

    @Corvino They can only use Carsomyr as an easy alternative if they have enough metagame knowledge to know it exists ;). Otherwise, they might not sink those points into Two-handed swords and Two-handed style and have to wait 9 levels to get their pips in line. I do agree that passive buffs, immunities, and on-hit effects are important, though. The allure of DPS comparisons is that they can be done fairly straightforwardly; everyone puts a different value on things like MR, immunities, and on-hit effects.
  • AristilliusAristillius Member Posts: 873
    Mmmm, delightfully geeky thread :)
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Corvino said:

    I would like to point out that DPS calculations in BG2:EE are largely irrelevant. Even with various difficulty increasing mods it is rarely a case of "how quickly can I mow through this large HP pool that is unprotected by magic". BG2 & TOB bosses are not MMO raid bosses.

    The difficulty in almost all situations is: how do I either avoid (e.g. elemental damage) or bring down (breach/dispel) the protections surrounding a fairly small HP pool. Or else which weapon do I use to deal damage to a HP pool with multiple resistances.

    Half right. There's definitely some enemies in mods that have quite significant health pools, on top of their defenses and resistances. While "mages" are definitely the most difficult enemies around, keep in mind that things like Dragons or Demogorgon are "mages", too; they cast lots of spells, particularly protections, but they do also have several hundred HP (in my setup) along with damage resistances. Killing them quickly is a concern, and we're not in "1-round-kill" territory here either.

    That being said, I agree that damage output and APR are not everything. I used to be more hardcore about damage > all, but lately I've started to reconsider. Don't get me wrong, more damage is always preferable, as are more APR; but even at the extreme end of the spectrum, difficulty-wise, there's points where differences become too small to be noticeable. I stopped dualing at 13, for example, because the 1/2 APR it gives over dual at 9 is just not enough of a gain (though a gain it is).

    Carsomyr is an insane weapon to be sure. It deals a lot of damage, but that's not why it's so good. There are other weapons with similar, or higher damage; but few with as many other benefits. The 50% MR, for example, is very, very good. While it's not an I-Win-Button by any stretch, the sheer amount of randomly failed spells can be an incredible advantage; not to mention what happens when you start stacking MR. However, Carsomyr's dispel-on-hit is in fact even more powerful an effect than the MR. Short of PfMW and SI:Abj, it pretty much completely destroys enemy defenses; in my opinion, canceling Stoneskin alone would be worth using the weapon over alternatives.

    APR is the only limitation for Carsomyr, really; while it's true that this lowers the damage output noticeably, it can be mitigated somewhat by GWW (what else are you going to pick anyway after a while...) and, more importantly, by the fact that there are only so many +APR offhands available. After all, you have a party, not just a single character (in the majority of cases anyway). Hand the +APR to someone else, and use Carsomyr on the only class that can use it - spread the wealth around! I've not regretted using it one bit so far, and doubt I ever will.
  • lamaroslamaros Member Posts: 139
    It's a great weapon for powergaming because if you're got an inquisitor then they're probably not dual wielding, so they'll use it. And laugh in the face of mages everywhere.
  • taltamirtaltamir Member Posts: 288
    Many mage defenses ARE removed via APR. (with damage being irrelevant)
    Mirror image, stoneskin, ironskins. Those all last X hits, high APR means they go down faster.
  • lamaros said:

    It's a great weapon for powergaming because if you're got an inquisitor then they're probably not dual wielding, so they'll use it. And laugh in the face of mages everywhere.

    Inquisitor already has a super-powered dispel magic, do you really need it on your sword too? I would think the Inquisitor is the Paladin most likely to forgo Carsomyr in favor of other options.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    @Kaigen: there aren't a lot of alternatives if you dual-wield on the other party members; certainly none available as early as Carsomyr. Also keep in mind that the Inquisitor Dispel removes friendly buffs, too, while hitting something with Carsomyr is very targeted. On that note, you can use it that way, too: just whack your confused/charmed party member back to their senses!
  • @Lord_Tansheron Fair enough. I usually use unedited Bioware NPCs as opposed to building an entire party from scratch, so I generally don't have an issue with running out of off-hand options. In a pinch, the Equalizer makes a great off hand weapon because the alignment-based bonuses leak over to the main hand due to a coding glitch (Item Upgrade mod adds a couple of similar weapons). It's hard to beat a speed weapon in the off hand, but extra damage on all attacks against non-neutral enemies comes close.
  • RyofuRyofu Member Posts: 268
    edited October 2013
    What about the Axe of Unyielding +5? It is the only 1h weapon that is vorpal and has a +1 AC bonus and a small stat boost, is that not enough to compare with the FoA +5?
  • taltamirtaltamir Member Posts: 288
    Ryofu said:

    What about the Axe of Unyielding +5? It is the only 1h weapon that is vorpal and has a +1 AC bonus and a small stat boost, is that not enough to compare with the FoA +5?

    and the other bonuses it gives aren't bad either
  • The problem with the Axe of Unyielding is that there's a save (albeit with a -4 penalty) against its vorpal effect, and by the time you get it, multiplying the chance that your target will actually fail the save by only having a 10% chance of triggering in the first place means it rarely happens unless you like to toss out save debuffs like candy (pity the Blackguard's Aura of Despair doesn't inflict a save penalty). Ravager is popular on Sarevok because it's easy to get him the proper proficienies (compared to re-jiggering him for dual-wielding) and because it doesn't offer a save against its vorpal effect.

    If you're looking for a one-handed weapon that will make your enemies sad and you like debuffing saves, use Celestial Fury; every hit forces a save or be stunned, and with the number of attacks you can throw around, you only need a small chance for them to fail their save in order to ruin their day (note: I haven't played ToB in a while, so I'm not sure how many enemies it features who ignore +3 weapons).

    If you're looking for a weapon that will keep its wielder healthy, I prefer Foebane, which offers Larloch's Minor Drain (no save) on every hit, and does impressive damage against undead and extraplanar creatures.

    If you are playing an Inquisitor, then you don't have DUHM to buff your Strength, and Crom Faeyr starts looking like an excellent main hand (keep in mind that it has a +5 electrical damage bonus which is not listed in its description).
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