Highest DPS one-handed weapons in BG2/TOB?
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I'm trying to calculate DPS for endgame weapons...surprisingly Scimitars/Wakizashi/Ninja-To are destroying Katana's with mean averages in DMG.
I'm also really like hammers...
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I believe the highest damaging weapon is the Flail of Ages +5, but I'd have to check.
What about the staff of ram+6. Doesnt it deal +12 extra piercing damage?
The celestial fury can use a boost. I've seen one in an item mod where it upgrades to a +5 weapon.
As far as weapon damages go -
Foebane and Runehammer +5 deal 7-13 damage
Flail of Ages +5 should deal 7-12 +10 elemental damage (disadvantage being BYEBYE HASTE)
Agruvandal, Spectral Bane and Axe of the Unyielding deal 6-13 damage each
So basically yeah,
Scarlet Ninja-To, followed by Belm (3-10 x2) and Kundane (3-8 x2) are the most damaging weapons per round.
Not counting FoA+5 because every human being with their mind in the right place shouldn't go to the +5 version, as it sucks.
PS: didn't the IH version from the Ring of Gaxx bypass the FoA+5 ?
A better use of the extra APR weapons is using them in the off-hand and using a weapon that does more damage/attack in the main so that the extra attack is done with the more dangerous weapon.
I remember a Kensai that used Celestial Fury with Belm in the off-hand. He could slaughter just about everything in a matter of seconds.
FoA+5 is great... but not really great. I mean, I tend to think that the use of Greater Whirlwind for 10 APR is a bit of a nuisance, as it only lasts 6 seconds. Belm and Kundane in conjunction with improved haste do the very same thing, but they last 6 seconds per caster's level if I am not mistaken, which is MUCH BETTER (without mentioning that you can also activate Critical Strikes that way, meaning that you'll do even greater damage than the FoA, as the elemental damage doesn't get multiplied for it)
Belm and Kundane are both backstabbing weapons too.
In general, I tend to think of the Flail of Ages as a Tanking weapon to take care of mages (as mentioned, it bypasses stoneskin, and three slow effects mean that a mage needs almost 6 seconds to cast magic missiles, as they are cumulative) in conjunction with Defender of Easthaven, Armor of Faith and Hardiness as well as a big bad armor. Obviously meaning that Minsc is the only character in the game being able to do that, outside of a possible PC. In theory, Valygar can too, but his armor class is going to be worse.
As for IH from the Ring of Gaxx, I have no idea, it might be. Never really tested it out :P
Edit -
@Millardkillmoore : agreed, but using only one of those weapons won't give you five attack per round. In theory, yeah, it could, but kinda late in the game. Needless to say that if APR bonus in offhand is transferred over to mainhand though (so 10 APR with Belm in offhand should mean 9 attacks main hand, 1 attack offhand)
In ToB u have quite a lot of good candidates. I would go for Foebane +5 and Axe of Unyielding +5 as best, since they also have insane specials.
I prefer to use them purely as a method of pumping up the damage of my characters' main hands.
Truly, all you need is a second slot weapon with a higher level of enchantment, preferably blunt weapon to deal with various clay golems, etc... Besides, you can get so many +4 weapons early on in the game : Hammer +1, +4 vs Giantkin, Daystar, Short Sword of Mask, Staff or Rynn, of which just the second one could be difficult (not really if you got the flail of ages, and therefore most probably also the hammer, since the two are found in the same, low level place.)
In SoA I think the best combination for a pure fighter is probably Crom Faeyr + Belm when you factor in the strength bonus.
In ToB I think the Club of Detonation is often overlooked. I prefer to average the dice rolls, it makes things easier to compare. I also don't see a reason to exclude additional effects, like Larloch's on Foebane.
Club of Detonation +5: 3.5 + 5 + 0.3(15) + 0.05(35*) = 14.75
Compared to Foebane +5: 5 + 5 + 2.5 = 12.5
* I'm assuming the fireball is 10d6, I can't find if it's documented or not.
And most often than not the use of one GWW should suffice when timed right.
Best Effects:
1) Axe of Unyielding (10% chance of kill) -> but some are immune to it and a save is possible
2) Celestial Fury. This weapon owns everything not immune to stun. Can only hit as a
+3 though, but this should work for the great majority of antagonists.
Offhand-weapon (when not using GWW):
1) Scarlet Ninja-to (If Use Any Item HLA is available)
2) Belm
3) Kundane
When using GWW, combine as you like or use one handed style for better crit chance.