The Equalizer
Aristillius
Member Posts: 873
Okay, on discussions about powerful builds and weapons noone seems to mention the equalizer. What are you guys' opinion of it? I find it an interesting weapon, and something you just cant wait to complete after hauling around that gem all over Amn/the underdark.
Is it among the most powerful weapons in the game?
Failing that, is it one of the most powerful longswords in SoA? Maybe tied with Daystar?
Are there enough enemies that are chaotic evil? (And thereby suceptible to the attacks?)
Eager to hear your input
Link here:
http://baldursgate.wikia.com/wiki/The_Equalizer
Is it among the most powerful weapons in the game?
Failing that, is it one of the most powerful longswords in SoA? Maybe tied with Daystar?
Are there enough enemies that are chaotic evil? (And thereby suceptible to the attacks?)
Eager to hear your input
Link here:
http://baldursgate.wikia.com/wiki/The_Equalizer
0
Comments
1. +3 enchantment means it has some difficulty hitting in TOB
2. Variable to-hit and damage bonuses affect reliability
3. Several monster classes are Neutral, e.g. elementals, meaning 0 to-hit and damage bonuses (!)
4. For the other alignments, you don't get very good bonuses out of them: LN/CN is only +1 to-hit and +2 damage, NG/NE is only +2 to-hit and +4 damage. Only against LG/CG/LE/CE monsters do you get the +3 to-hit and +6 damage bonuses.
Basically, Equalizer is actually a worse weapon than even a vanilla +3 long sword when you are fighting LN/N/CN monsters and is only around par when fighting NG/NE monsters. That is terrible.
Daystar can be obtained reasonably early in the game and be used to good effect against the likes of vampires. But Equalizer can only be assembled after the Underdark. Daystar is also an easier niche weapon to use (we are going to fight undead so time to switch weapons). It is harder to find a niche for Equalizer since it is tied to alignment and short of viewing alignments of monsters in an editor, you cannot really tell when it can be used to best effect, unlike the case for Daystar.
Immunity to charm and confusion is good, but not enough to save this weapon.
For a longsword the damage is very good, but you'll still use the Dragon Slayer against Dragons (for its double damage against dragons and its protection from Fear), and probably Daystar against Undead (double damage plus a free Sunray), so it's not the ultimate longsword in SoA IMO. If you save most sidequests you could do in Chapter 2 for Chapter 6, then you'll have a lot of use for it, but if in Chapter 6 you only need to fight Bodhi, its use is pretty limited.
The Equalizer's immunities to charm and confusion are nice, but as the game progresses these effects become less common, and your saving throws increasingly better. It's my impression that high level enemy mages generally don't bother with spells like Confusion, Chaos, or Domination, but it will alwyas be useful against Umber Hulks (that cast confusion) and Vampires (who cast Domination).
1. Comparison with Celestial Fury +3 and Flail of Ages +3 - In terms of damage output, it is indeed one of the better weapons in SOA only for LG/CG/LE/CE monsters. It is worse in all other cases. Even so, the margin is slight.
Equalizer 1d8+6 (assuming max bonus) -> expected damage is 4.5+6=10.5
Celestial Fury 1d10+3+5% chance of 20 electrical damage -> expected damage is 5.5+3+1 electrical (5% of 20 is 1) = 9.5
Flail of Ages 1d6+4+6 elemental damage -> expected damage is 3.5+4+6=13.5
Even at max bonus, Equalizer only deals a measly 1 more point of damage than Celestial Fury, yet does not have the save vs stun effect. It deals 3 less points of damage compared to Flail of Ages, yet does not have the slow effect. Even if a monster is immune to one of the elemental damage types, the Flail will still do 11.5 damage, which is more than Equalizer.
Equalizer looks worse when you are looking at situations where it does not get max bonus, and the fact that you can get Celestial Fury and Flail of Ages way before you get Equalizer.
2. Comparison with Daystar/Dragonslayer - Double damage, IIRC should be doubling of the base damage. Doubing 1d8 base damage basically means an additional 4.5 damage average.
Equalizer 10.5 expected damage (as above)
Daystar or Dragonslayer against vulnerable monsters -> 1d8+2+1d8 (bonus damage)=11
Daystar and Dragonslayer will outperform Equalizer when we are talking about being used against vulnerable monsters, even if Equalizer is at max bonus.
BUT... just because a weapon is weaker when you make objective comparisons to other weapons does not mean you should not use it if you like it. Especially true if you fancy your character as a champion of neutrality. This would make a good RP story ^_^
Really, Haer'Dalis had Kundane+2 and The Equalizer for a while and he wasn't bad with them.
I don't like it in a main hand for the main fighters because of its unreliability, and if it is in the main hand, the "applied to both hands" bonus will only apply to that one more attack from the off-hand (no chance of spamming this bonus for main hand attacks). As a main hand weapon for support fighters (e.g. Haer'Dalis), it is fine, though I prefer something more substantial like Angurvadal +5 or Answerer +4. Then again, I'm not fond of long swords for my main fighters, so there is no competition for these weapons.
As an off-hand weapon, it is likely to be more relevant to support fighters again. If it doesn't hit well, there is no big loss, but if it hits well, you stand to gain. It still won't be a good enough off-hand weapon for the main fighters unless there are no more APR weapons available for use, and there are no better choices.
I built it with my Fighter in my last run, I just used it for the Confusion & Charm immunity by having it in my weapon slots so I could switch hit before the Charm/Confusion spell hits. I also used Peridian Dragonslayer for the Fear Immunity (which got replaced by Blackrazor later), the Burning Earth and Daystar against Undead and to hit Demiliches.
What are people on about the wave though? That weapon is awesome.
1d10 +4
Thac0 +4
15% Chance to deal 15 water damage
Slays fire elementals, efreeti, salamanders. (no save)
In what world is that an underwhelming weapon? It's one of the most powerful Halberds in the game, and you'll meet very many fire elementals and efreeti in the game. It takes a bit long to make, but it's still a damn powerful weapon.
It answers Zapp's question too:
"What makes a good man go neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?"
No, it is the chance to beat things up!
"I hate these filthy neutrals Kif! With enemies you know where they stand but with neutrals? Who knows! It sickens me."
That's a +4 weapon with a 15% chance to deal an additional 15 damage. It's the second best two handed weapon in SoA behind Carsomyr. So if you aren't playing a paladin and still want to wield a two handed weapon, The wave would be your best option.
I'm not keen to go further about Wave on this thread since it specifically mentions the Equalizer.
But if we're going to discuss the merits of Wave, do open a new thread and quote figures and supporting argumentation. Objective claims are meaningless if they cannot be backed up with relevant evidence.
I will add that Wave is indeed a reasonably good two-handed weapon in SoA, so I agreed with your previous post, albeit with some caveats.
The impaler is a +3 weapon. The only reason people keep taking it into damage arguments is the +10. It really isn't that good of a weapon, and it's not worth going grand master into spears while it's a great choice for halberds.
Carsomyr is paladin only.
Spear of Withering is worse than Wave in pretty much every way.
Soul Reaver deals the same damage you're just trading a little bit of Thac0 (which you won't need at this point of the game) against 15% chance to deal 15 damage and instant death to efreeti, salamanders and fire elementals. The one good thing for the Soul reaver is that it's slashing damage.
Would like to mention that the Spear category in BG is sadly lacking. While you can pick up an amazing Halberd +3 (+1 STR) right from outside of Irenicus dungeon, replace it with the Wave once you get to that point of the game and then replace the wave with the Ravager which is pretty much one if not the best weapon in the game.
The wave is a great weapon and the Halberd proficiency is really good in BG2. The wave is an important weapon for a Halberd user as it's the weapon to use between the Harmonium Halberd and Ravager.
Harmonium Halberd +3 (Chapter 2, out of Irenicus Dungeon)
The wave +4 (Chapter 6)
Ravager +4/+6 (ToB)
This will be the last post of mine, as not to derail thread.
[Edited] : The Impaler is +3, was thinking about another spear.
@elminster I heartily agree with the content you removed. When we get down to the numbers, fact starts to get separated from fiction
Plus I tend to CRTL+J Aerie in one of the cages where the animals are but that isn't related.
And the reason I like Dragon's Breath better is because it gives such a varied array of damage that enemies always take some damage, and it disrupts mages better, etc.
Wave is great to have if you have a Halberd fighter so you can switch to it when you come across those elementals and salamanders, but otherwise I'm rolling with Dragon's Breath.
Would like to point out that many people forget that the Dragon's breath isn't a +4 with +5 elemental damage on top, it doesn't get the +4 damage at all.
+4 Thac0
1d10 Damage
+1 Cold
+1 Fire
+1 Electrical
+1 Acid
+1 Poison
So it actually deals less damage than most other +4 weapons. You only need one type of elemental damage to break through a mages protection, not 5 of them. And if you end up fighting against someone that is immune to 2 of your elemental damages, you'll deal less damage than a normal +3 halberd.