Choosing your weapon proficiencies (base stats for all weapons)
PugPug
Member Posts: 560
It's hard to say what items will be added to BG:EE and its sequels in the future. So if you want to powergame, here are the base stats for each weapon.
Below there are the damage dice, and then in parentheses is the weapon speed, which only matters in determining at what point in the round you attack -- it doesn't grant you any extra attacks or anything like that. But if you kill a guy before he attacks for that round, that's always nice. A round is 6 seconds. A lower number here is faster.
Weapon mastery (4 pips) gives a -1 to speed factor. Grand mastery (5 pips) gives -3. Additionally, for each level of enchantment, -1 is applied to the speed factor. This means a fighter with a grand mastery in bastard swords swings a +5 bastard sword with a speed factor of 0.
Note that Katanas, Wakizashis and Ninja-Tos are rarer finds than other kinds of weapons (especially true for Katanas), so you might have to wait awhile to find one.
And as you get better and better enchantments on weapons, these stats become a smaller and smaller portion of the damage.
EDIT: Backstabs work with long sword, short sword, katana, scimitar, dagger, club and quarterstaff -- the melee weapons usable by thieves.
The damage type matters because some types of damage have an easier or harder time hitting certain types of armor.
Slashing gets a penalty to studded (-2), chain (-2), plate (-3) and full plate (-4) armor.
Piercing gets a bonus to leather armor (+2) and a penalty to studded (-1), splint (-1) and full plate (-3) armor.
Bludgeoning gets a bonus to chain armor (+2) and a penalty to splint armor (-2).
One-handers:
Slashing:
Katana: 1d10 (4)
Bastard Sword: 2d4 (8)
Battle Axe: 1d8 (7)
Scimitar: 1d8 (5)
Ninja-To: 1d8 (4)
Long Sword: 1d8 (5)
Piercing:
Wakizashi: 1d8 (3)
Short Sword: 1d6 (3)
Dagger: 1d4 (2)
Bludgeoning:
Morning Star: 2d4 (7)
Flail: 1d6 + 1 (7)
Mace: 1d6 + 1 (7)
Club: 1d6 (4)
Warhammer: 1d4 + 1 (4)
Two-handers:
Two-handed sword: 1d10 (slashing) (10)
Halberd: 1d10 (piercing) (9)
Spear: 1d6 (piercing) (6)
Quarterstaff: 1d6 (bludgeoning) (4)
Missile Weapons (assuming normal ammo; all piercing):
Heavy Crossbow: 1d8 + 2 (10)
Light Crossbow: 1d8 (5)
Throwing Axe: 1d6 + 1 (4)
Composite Long Bow: 1d6 + 1, +1 THAC0 (7)
Long Bow: 1d6, +1 THAC0 (7)
Short Bow: 1d6 (6)
Sling: 1d4 + 1 (6)
Throwing Dagger: 1d4 (2)
Dart: 1d3 (2)
• Scimitar/Wakizashi/Ninja-To is a single proficiency.
• Flail/Morning Star is a single proficiency.
• Light and Heavy Crossbows use the Crossbow proficiency.
• Composite Long Bow uses the Long Bow proficiency.
• Battle and Throwing Axes use the Axe proficiency.
• Daggers and Throwing Daggers use the Dagger proficiency.
Below there are the damage dice, and then in parentheses is the weapon speed, which only matters in determining at what point in the round you attack -- it doesn't grant you any extra attacks or anything like that. But if you kill a guy before he attacks for that round, that's always nice. A round is 6 seconds. A lower number here is faster.
Weapon mastery (4 pips) gives a -1 to speed factor. Grand mastery (5 pips) gives -3. Additionally, for each level of enchantment, -1 is applied to the speed factor. This means a fighter with a grand mastery in bastard swords swings a +5 bastard sword with a speed factor of 0.
Note that Katanas, Wakizashis and Ninja-Tos are rarer finds than other kinds of weapons (especially true for Katanas), so you might have to wait awhile to find one.
And as you get better and better enchantments on weapons, these stats become a smaller and smaller portion of the damage.
EDIT: Backstabs work with long sword, short sword, katana, scimitar, dagger, club and quarterstaff -- the melee weapons usable by thieves.
The damage type matters because some types of damage have an easier or harder time hitting certain types of armor.
Slashing gets a penalty to studded (-2), chain (-2), plate (-3) and full plate (-4) armor.
Piercing gets a bonus to leather armor (+2) and a penalty to studded (-1), splint (-1) and full plate (-3) armor.
Bludgeoning gets a bonus to chain armor (+2) and a penalty to splint armor (-2).
One-handers:
Slashing:
Katana: 1d10 (4)
Bastard Sword: 2d4 (8)
Battle Axe: 1d8 (7)
Scimitar: 1d8 (5)
Ninja-To: 1d8 (4)
Long Sword: 1d8 (5)
Piercing:
Wakizashi: 1d8 (3)
Short Sword: 1d6 (3)
Dagger: 1d4 (2)
Bludgeoning:
Morning Star: 2d4 (7)
Flail: 1d6 + 1 (7)
Mace: 1d6 + 1 (7)
Club: 1d6 (4)
Warhammer: 1d4 + 1 (4)
Two-handers:
Two-handed sword: 1d10 (slashing) (10)
Halberd: 1d10 (piercing) (9)
Spear: 1d6 (piercing) (6)
Quarterstaff: 1d6 (bludgeoning) (4)
Missile Weapons (assuming normal ammo; all piercing):
Heavy Crossbow: 1d8 + 2 (10)
Light Crossbow: 1d8 (5)
Throwing Axe: 1d6 + 1 (4)
Composite Long Bow: 1d6 + 1, +1 THAC0 (7)
Long Bow: 1d6, +1 THAC0 (7)
Short Bow: 1d6 (6)
Sling: 1d4 + 1 (6)
Throwing Dagger: 1d4 (2)
Dart: 1d3 (2)
• Scimitar/Wakizashi/Ninja-To is a single proficiency.
• Flail/Morning Star is a single proficiency.
• Light and Heavy Crossbows use the Crossbow proficiency.
• Composite Long Bow uses the Long Bow proficiency.
• Battle and Throwing Axes use the Axe proficiency.
• Daggers and Throwing Daggers use the Dagger proficiency.
Post edited by PugPug on
6
Comments
Can Someone please explain the weapon speed to me. I don't really understand how BG calculates it. I can understand the speed in terms of Pen and paper with dice, but when you put it into the game how does it determine the order in which you attack?
Is it like: when 2 people get in melle range with each other the one with a lower weapon speed(say a dagger) will strike first then the slower speed(say a long sword), then when the round resets they both attack again in the same order?
Edit: To expand on this: If someone is weilding a fast and slow weapon will the same rules apply or is it averaged? For eg. A long sword(5) and a dagger(2) vs a Mace(7) and a club(4) will the order in attacks be: Person 1 hits with dagger, then person 2 hits with club, then person 1 with long sword etc.
Speed factor is important when you need to do a quick attack. Like making a backstab before your stealth fades or the enemy walks away. Or to disrupt a mage casting a spell. Having low attack speed weapons is a boon in these cases.
And AFAIK nothing is immune to bludgeoning/crushing. It doesn't really make sense that anything would be.
But you'll notice the slashing weapons tend to have the best damage/speed stats. Piercing is all about speed. Bludgeoning really only has accuracy going for it, but accuracy is a big deal. I've become a big fan of the Flail/Morning Star proficiency since I started paying attention to this.
http://www.pocketplane.net/volothamp/chap6.htm
It also lists the correct information for Hide and Elven Chain:
Hide Armour - AC6
vs. Missile: +2
vs. Blunt: +0
vs. Piercing: +2
vs. Slashing: +0
Allows Wizard spellcasting. Allows the use of all Thieving skills, but with penalties: -10% to Move Silently, -5% Pick Locks, -5% Detect/Disarm Traps, and -20% to Pick Pockets.
Elven Chain - AC5 (apart from allowing arcance casting and thief usage, is basically the same as ordinary chain, protection-wise, though is ligher)
vs. Missile: +0
vs. Blunt: +2
vs. Piercing: +0
vs. Slashing: -2
Allows Wizard spellcasting. Allows the use of all Thieving skills, but with penalties: -10% to Move Silently, -5% Pick Locks, -5% Detect/Disarm Traps, and -20% to Pick Pockets.
My fighter/mage in BGEE uses the Elven chain (which I CLUA-ed in after the encounter where it's meant to drop) and the Destroyer of the Hills belt, which gives -4 to crushing attacks, so the overall affect with that combo is a more respectable:
vs. Missile: +0
vs. Blunt: -2
vs. Piercing: +0
vs. Slashing: -2
It doesn't list Ankeg armour, though, I think this is treated as ordinary plate (not full plate), but is lighter and in BGEE is not counted as being magical, so can be used with protection rings etc., though Druids and Beastmasters still can't use it, which is a shame (though I don't think Archers not Stalkers should be able to)
Staves are the straight up most damaging weapons (thanks to the staff of the ram), but several other classes have 1 really awesome weapon, some of which can be acquired early in the sequel.
I just noticed that I don't see the composite longbow on here.
Bows, throwing daggers: 2 APR
Darts: 3 APR
All other weapons types (ranged or otherwise): 1 APR
I pressume the D stands for damage? But why are there 2 numbers? This would help alot in understanding which weapontype is stronger than the other also taking speed into account.
I've been wondering for years. ._.
Both 2d4 and 1d8 have similar results (2-8 vs 1-8). However, 2d4 has a higher minimum than 1d8 (2 vs 1), a half-point higher average (5 vs 4.5), and a greater chance of damage around the average.
About the last point - a long sword (1d8) has an equal chance of each damage result (12.5%). So the odds of getting an "8" are the same as a "5" or a "1". A bastard sword has a 1 in 16 chance of an "8" or a "2" (minimum damage for a bastard sword), but a 1 in 4 chance of "5". So, your damage output will be more consistently around the average.
Though technically speaking, a 1hded bastard sword is supposed to deal 1d8, just like a LS, but using it 2hded allows it to deal 2d4.
(You can technically use 2hds for most 1hd weapons, but it just makes it easier to hit (+1) with due to increased stability, though some weapons like Bastard swords and Katana can deal extra damage due to being large enough to have noticeable extra effect).
Edit: Thanks to you guys I just calculated that of all one-handed bludgeoning weapons, the club and the warhammer make the most damage after 28 rounds.
However I presumed that the speed i.e. 4 meant that it hit once every 4 rounds. In that perspective, per 28 rounds, the warhammer and club made an average of 21 damage, the morning star an average of 20 and the club and flail an average of 18. Lastly the club has the highest damage potential of 36 per 28 rounds, but also potentially the lowest of 6 damage per 28 rounds. So the warhammer would be the least-gambley, highest damage choice.
Am I doing it right??
A high-speed weapon (closer to 0) will attack before ones with a higher rating. So for example a +3 Quarterstaff has a speed of 0, and thus attacks very early in the round, allowing you to strike and then run away before the enemy has a chance to react (if you are clever, and they have a weapon that has a speed factor greater than 0).
The amount of times you can strike with said staff however will vary by Class. Fighters gain an extra 1/2 attack per round at levels 7 and 13, and a further 1/2 attack for Weapon Specialisation (2 stars) and again at Grand Mastery (5 stars). A Fighter at level 13 wielding a quarterstaff with Grandmastery will thus have 3 attacks per round (APR).
You can increase it further by dual-wielding (but obviously not with a staff), which gives you an extra attack with the weapon in your second hand (4 maximum: weapons in the off-hand do not gain extra attacks from Specialisation). Some weapons also grant a bonus attack as a special ability. This is why a popular is to dual-wield one of these 'speed weapons' (as they often get called, they are all in BG2) in the off-hand, giving you a total of 5 APR. This is the hard-cap, and can only be increased by the Improved Haste spell, which will double it to 10. =O
Non-Fighters (excluding Rangers and Paladins) cannot gain extra attacks through anything other than items that increase it, or spells like Haste/Improved Haste. They do not gain any by levelling up.