Damage type vs enemies
giosanti
Member Posts: 20
When choosing a weapon for a tank, I think a lot of players know which ones have the best THAC0 in the game, but does damage type matter?
The best 1-handed piercing weapon that you get relatively early is the Dagger of Venom +2. The best 1-handed crushing weapon that you get relatively early is the War Hammer +2. The best 1-handed slashing weapon that you get relatively early is the Long Sword +2, unless you count Drizzt's weapons.
So, does damage type matter? Do certain creatures have armor bonuses or damage resistances against damage types? I know that Mustard Jellies resist 100% of piercing damage. Skeletons seem to take very little damage from arrows. Are there any other instances of things like this?
These are the armor damage type resistances, according to the manual:
Piercing: +2 vs leather, -1 vs studded, 0 vs chain, -1 vs splint, 0 vs plate, -3 vs fullplate
Crushing: 0 vs leather, 0 vs studded, +2 vs chain, -2 vs splint, 0 vs plate, 0 vs fullplate
Slashing: 0 vs leather, -2 vs studded, -2 vs chain, 0 vs splint, -3 vs plate, -4 vs fullplate
Negative numbers mean that the weapon does worse against that armor type. Looking at these numbers, crushing damage looks like the best type, and slashing damage looks like the worst type.
So, does damage type matter?
The best 1-handed piercing weapon that you get relatively early is the Dagger of Venom +2. The best 1-handed crushing weapon that you get relatively early is the War Hammer +2. The best 1-handed slashing weapon that you get relatively early is the Long Sword +2, unless you count Drizzt's weapons.
So, does damage type matter? Do certain creatures have armor bonuses or damage resistances against damage types? I know that Mustard Jellies resist 100% of piercing damage. Skeletons seem to take very little damage from arrows. Are there any other instances of things like this?
These are the armor damage type resistances, according to the manual:
Piercing: +2 vs leather, -1 vs studded, 0 vs chain, -1 vs splint, 0 vs plate, -3 vs fullplate
Crushing: 0 vs leather, 0 vs studded, +2 vs chain, -2 vs splint, 0 vs plate, 0 vs fullplate
Slashing: 0 vs leather, -2 vs studded, -2 vs chain, 0 vs splint, -3 vs plate, -4 vs fullplate
Negative numbers mean that the weapon does worse against that armor type. Looking at these numbers, crushing damage looks like the best type, and slashing damage looks like the worst type.
So, does damage type matter?
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Comments
For instance, if you have -8 AC against Missile weapons, arrows won't do 1 damage, they simply won't hit you. If you have 75% missile resistance, arrows can still hit you but they'll do 75% less damage.
AC is basically how well you dodge (even if that makes little sense for full plate mail, true) while resistances are how much damage you shrink. Mustard jellies, as you said, have 100% resistance to missiles.
Ultimately, for AC related problems, THAC0 *is* the solution. For resistance related problem, damage is
Edit - also, having super negative AC is better for spellcasters, simply because they don't risk getting interrupted (while with damage resistance they still can get interrupted)
For tanks, having great AC and damage resistance (through full plate mail, Armor of Faith and Hardiness HLA) makes them not only unhittable but also very highly unlikely to get 20+ damage.
Having high AC and high damage reduction is rather counterproductive because they negate each other. Blocking all the hits makes DR useless for example.
The core of the problem is, there are very few to none enemies resistant to crushing damage, while there are hoards resistant to piercing. Slashing is in-between.
In the case of my favourite armor, Full Platemail, blows could simply glance off your armor, or perhaps you didn't hit in a "vulnerable" spot. A bit of explanation is sometimes needed in this regard, as it can be confusing when wondering why a Fighter in heavy armor with a shield has a higher AC than a high-Dexterity Rogue in studded leather.
Basically, my parties contain as many archers as possible, with one tank, and enough mage, thief, and priest abilities spread across all party members. Anyway, that tank always gets a shield and a 1-handed weapon, while other characters get bows, or slings if that's not possible.
So my question is about what weapon proficiency is best for that tank to take. It's between Large Swords, Blunts, and Small Swords (I use vanilla BG+TSC). If Large Swords is chosen, then the Long Sword +2 is the tank's weapon of choice for most of the game. If Blunts are chosen, then the War Hammer +2 is the tank's weapon of choice for most of the game, to be replaced by the Staff Mace +2 due to higher damage. If Small Swords is chosen, then the Dagger of Venom is the tank's weapon of choice for most of the game, to possibly be replaced by the Short Sword +3 at the end.
I'd always considered the DOV > L.Sword+2 > Hammer+2, ordered by amount of damage dealt on average. The DOV is special because of the way damage is dealt. However, enemy damage resistances and AC against weapons would change that ranking. For example, if all enemies hypothetically had a 1 bonus to AC against crushing damage, the Hammer+2 would effectively be comparable to the Long Sword +1, and the Staff+3 would be comparable to the Staff Spear +2. This is what I'm talking about. So do you think Blunts is the best proficiency to take in my example?
I've read about people using in-game editors to look at monsters' stats? Has anything been compiled about their AC against different damage types?
See, Anduine? We agree on SOME stuff. :P
By Tyr! Excuse me a moment while I learn of the current temperature in Hell. (Haha)