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What are the best ranged-weapon types for each class, and are they always worse than melee weapons?

I'm wondering if there are any webpages or guides that have done a thorough analysis of what the best ranged-weapon types are for the various classes, after factoring in the proficiencies that each class or multiclass can get. It's OK if people want to call out exceptions for certain specific weapons (i.e. "normal bows are always better than normal crossbows, but the +8 Crossbow of Awesomeness in Icewind Dale is better than any bow in the game.") but I'm trying to get a baseline understanding of the basic types first.

My impression has been, for example, that bows are better than crossbows and slings, but I have no idea how thrown weapons compare, or how bad darts really are.

I'm curious how the rankings are affected when you factor in single-class fighters with Grand Mastery vs. Warriors with Specialized vs. non-Warriors with only Proficient -- do the rankings change? Or are certain ranged weapons better than melee weapons for certain classes -- i.e. does a sling beat a quarterstaff for a mage?

Comments

  • DrakeICNDrakeICN Member Posts: 623
    Thrown weapons other than darts get strength bonuses to dmg (unless they patched that, I play on android) and for some weird weapons slings also, which I find weird, because I dont see how that makes any sense.

    Yes, many dangerous enemies are immune to piercing damage, but many, such as illithids, are not. It is not really more difficult than that you switch to melee and cast strenght of one and defensive harmony when that happens.

    The main advantage, early game at least, is that longbows give +1 THACO and shortbows gives one extra APR (again, unless this has been patched) something definitely worth considering, and that bows and crossbows gives double THACO bonuses. How do I mean? +1 crossbow +1 bolt = +2 THACO. Late game, magical arrows are incredibly rare - I mean, you can get plenty +1 and +2 arrows as long as you have the gold, but anything +3 or higher should be saved for special occasions. Still, +3 bow with +2 arrow is higher THACO bonus than a +4 axe... still again, strength bonus items are more common than +dex items.

    Also, I know many people rest after every encounter to beef up on spells, personally I consider that a lemur tactic - I rest only when it thematically makes sense (outdoors in a tranquil area, in an inn etc). (For me, spells are a special treat used against strong enemies, or when I know I can rest soon). When chars are seriously injured and I am out of healing spells, or I want to save my heals for stronger melee fighters, I send them to the back where they can use ranged attacks instead. I even switch, sometimes, sending uninjured ranged characters to the frontlines to protect seriously injured melee fighters. And, of course, sometimes enemies flank you, so the weak melee are the closest and the strong the furthest, or are far away and moves slowly, and it makes more sense to switch to ranged.

    Basically, ALL my chars are both melee and ranged, though some are permnent-unless-injured-or-entangled-etc melee fighters.

    Finally, all chars with shitty str but high dex serve better as ranged chars, due to THACO - of course, this is not a problem if you fill your team with dwarves and halforcs, so this is a personal preference thing, I suppose.
  • PantalionPantalion Member Posts: 2,137
    Best ranged weapon analysis? Think there's a thread around somewhere about the maximum ranged damage output.

    Anyway, general rule of thumb:
    More APR is better.
    Weapons that add strength to damage generally benefit more from boosts to APR.
    Weapons with +APR are generally more important to non-fighter classes.

    The best overall weapon for them as can get it is tyically Throwing Dagger, because you can hit 24 Strength and use Firetooth, which is 2D4+3+1D2+12 at 2 APR minimum. 21.5 DPH (Damage Per Hit) average.

    Compare that to the hardest hitting (correct me if I'm wrong on anything, a lot of all this is from memory) Gesen with BG1 Acid Arrows 1D6+1 +2D6 Acid +1D8 Electric +2 - 18 DPH average.

    Or XBow Firetooth +5 which gives, if I remember, +7 damage with bolts of Lightning 1D8 +4D4 - 21.5 DPH on a failed save.

    Adding APR is awkward, since it varies by class, but there's one notable which is flamer ammo from the Big Metal Unit on Firetooth, which sets APR to 5, making it the best weapon ever, but an example for how it goes down is:

    Ignoring external bonuses, Dagger Firetooth can have:
    Base 2 APR (43 DPR)
    2.5 APR with gloves (53.75)
    3.5 APR with Fighter/Specialisation. (any multiclass - 75.25)
    4 APR with Fighter/GMastery. (86)
    4.5 APR with gloves on top. (96.75)
    5-9 APR with iHaste (193.5)
    10 APR with Whirlwind (215)

    And with various bonuses like +2 from gloves, +5 from GM, and +3 from strength above 24, +13 from Kensai or whatever, just multiply it by the APR in question. Tuigan Bow can get 3.5-5, Gesen and an X-Bow of speed 2.5-4.5, Slings and axes and normal XBows 1.5-3.5.

    And generally I consider throwing daggers to be fundamentally superior to melee in normal operations, rather than vice versa, because you're not actually losing much damage output to gain significant survivability.
  • PantalionPantalion Member Posts: 2,137

    D&D 2nd says hurled weapons receive a STR bonus to damage, and why a bullet from a sling is not a hurled weapon? See this thread for more discussion: https://forums.beamdog.com/discussion/9503/str-bonus-to-damage-to-darts (especially by @bigdogchris )

    That's the one, ta.

    People seem to have some very strange ideas about how slings work. If anything they should be giving a multiplier to strength bonus, since they are literal force multipliers like the atlatl.
  • DrakeICNDrakeICN Member Posts: 623
    edited January 2018
    Pantalion said:

    D&D 2nd says hurled weapons receive a STR bonus to damage, and why a bullet from a sling is not a hurled weapon? See this thread for more discussion: https://forums.beamdog.com/discussion/9503/str-bonus-to-damage-to-darts (especially by @bigdogchris )

    That's the one, ta.

    People seem to have some very strange ideas about how slings work. If anything they should be giving a multiplier to strength bonus, since they are literal force multipliers like the atlatl.
    Unfortunately, I am not a physicist so I cant tell for sure, but yes, the atlatl is de facto hurled but it is also not in the game. A pouch sling however (which is NOT, repeat, NOT the same thing as a slingshot) is slung, or to be more clear, spun, until it reaches, well, whatever speed the slunger is able to achieve, before releasing it. Strength do not really enter into it, but agility does. If anything, it should get a dex bonus to damage. Also, giving it strength bonus makes it only slightly shittier than longbow, and then wtf is the point of druid and cleric weapon restrictions for ranged weapons?

    https://m.youtube.com/watch?v=y8Lrmw8m7CY

    This is how a sling works! Centrifugal speed, not the strength of the arm using it, is what matters!
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    I should add that throwing axes and daggers seem to count as melee weapons with regards to the spell Protection From Normal Missiles. As such, poison daggers can beat the PFMW/PFNM combo, and cause major spell disruption through a mage's stoneskin. This is probably the best way a low-level party without much magic can try and beat Rayic Gethras, in my experience.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    You can always abuse the repeating Fireball trap to kill Rayic Gethras. All you need is to send up one character with immunity or near-immunity to fire and then repeatedly open the trapped container. It could be as simple as bringing Viconia/Aerie/Anomen/Jaheira/Cernd into the part and having them cast Protection from Fire on somebody before they went upstairs.

    Though some might view that as a teensy bit too easy.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428

    You can always abuse the repeating Fireball trap to kill Rayic Gethras. All you need is to send up one character with immunity or near-immunity to fire and then repeatedly open the trapped container. It could be as simple as bringing Viconia/Aerie/Anomen/Jaheira/Cernd into the part and having them cast Protection from Fire on somebody before they went upstairs.

    Though some might view that as a teensy bit too easy.

    More importantly, I assume you get no xp for that.
  • PantalionPantalion Member Posts: 2,137
    DrakeICN said:

    Pantalion said:

    D&D 2nd says hurled weapons receive a STR bonus to damage, and why a bullet from a sling is not a hurled weapon? See this thread for more discussion: https://forums.beamdog.com/discussion/9503/str-bonus-to-damage-to-darts (especially by @bigdogchris )

    That's the one, ta.

    People seem to have some very strange ideas about how slings work. If anything they should be giving a multiplier to strength bonus, since they are literal force multipliers like the atlatl.
    Unfortunately, I am not a physicist so I cant tell for sure, but yes, the atlatl is de facto hurled but it is also not in the game. A pouch sling however (which is NOT, repeat, NOT the same thing as a slingshot) is slung, or to be more clear, spun, until it reaches, well, whatever speed the slunger is able to achieve, before releasing it. Strength do not really enter into it, but agility does. If anything, it should get a dex bonus to damage. Also, giving it strength bonus makes it only slightly shittier than longbow, and then wtf is the point of druid and cleric weapon restrictions for ranged weapons?

    https://m.youtube.com/watch?v=y8Lrmw8m7CY

    This is how a sling works! Centrifugal speed, not the strength of the arm using it, is what matters!
    While that is a possible way of using a sling, the style used in game appears to be much closer to Greek Overhead. In that style one might swing the sling to better seat the rock or bullet in the cradle, but you're not relying on centrifugal force to actually make the shot, instead simply using the sling as an extension of the arm. swinging and releasing in a single motion.

    Slings are armour piercing, long ranged, highly accurate, and downright bloody lethal weapons that, when the Peruvians used them against the Conquistadors their accounts claim that their rocks hit almost as hard as Spaniard's firearms.

    Also, the "point" of the druid/cleric restriction never made sense, because it certainly wasn't for competitive balance, or in the case of the druid, anything remotely approaching sanity.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Strength would also allow you to sling a bigger rock.
  • PantalionPantalion Member Posts: 2,137

    The same applies to a sling, though of course the material properties involved are different. In terms of efficiency, you would probably also be better off with different designs based on the strength used - tougher cords, bigger bullets, there's a number of factors. The range of possible input strengths is wider than with a bow, though my guess would be the energy conversion efficiency is also lower than a bow's in general.

    Composite bows in D&D were supposed to mirror just that - allow the strength bonus to be applied, but limited to the total material. There are, if I recall, bows up to the 20+ strength range in 2e, but presumably that would have been excessive to include in BG.

    According to historical sources slings had a range advantage over every type of bow barring the English longbow and heavy composite bows. There are Greek accounts where they suffered massive losses against the Persian slingers before recruiting the services of Rhodians (not Greedo) who used lead, rather than stone, for their slings and thus turned the range advantage around.

    Of course, concerning strength requirements at the far end of things you'd be looking at the trebuchet, which is basically a mechanical arm with a sling, and the ballista, which is a glorified giant crossbow. Not sure there's much difference in material between the siege trebuchet and the corded material of a typical sling of course, but with magic it's a moot point anyway I suppose.

    Googling found me the reason for the cleric restriction at least.
    Vegetius said:

    Recruits are to be taught the art of throwing stones both with the hand and sling. The inhabitants of the Balearic Islands are said to have been the inventors of slings, and to have managed them with surprising dexterity, owing to the manner of bringing up their children. The children were not allowed to have their food by their mothers till they had first struck it with their sling. Soldiers, notwithstanding their defensive armour, are often more annoyed by the round stones from the sling than by all the arrows of the enemy. Stones kill without mangling the body, and the contusion is mortal without loss of blood. It is universally known the ancients employed slingers in all their engagements. There is the greater reason for instructing all troops, without exception, in this exercise, as the sling cannot be reckoned any encumbrance, and often is of the greatest service, especially when they are obliged to engage in stony places, to defend a mountain or an eminence, or to repulse an enemy at the attack of a castle or city.

    Clerics in D&D are notionally confined to blunt weapons that "did not draw blood". Sling bullets killing without bloodshed would be entirely within their remit.
  • DrakeICNDrakeICN Member Posts: 623
    Pantalion said:

    DrakeICN said:

    Pantalion said:

    D&D 2nd says hurled weapons receive a STR bonus to damage, and why a bullet from a sling is not a hurled weapon? See this thread for more discussion: https://forums.beamdog.com/discussion/9503/str-bonus-to-damage-to-darts (especially by @bigdogchris )

    That's the one, ta.

    People seem to have some very strange ideas about how slings work. If anything they should be giving a multiplier to strength bonus, since they are literal force multipliers like the atlatl.
    Unfortunately, I am not a physicist so I cant tell for sure, but yes, the atlatl is de facto hurled but it is also not in the game. A pouch sling however (which is NOT, repeat, NOT the same thing as a slingshot) is slung, or to be more clear, spun, until it reaches, well, whatever speed the slunger is able to achieve, before releasing it. Strength do not really enter into it, but agility does. If anything, it should get a dex bonus to damage. Also, giving it strength bonus makes it only slightly shittier than longbow, and then wtf is the point of druid and cleric weapon restrictions for ranged weapons?

    https://m.youtube.com/watch?v=y8Lrmw8m7CY

    This is how a sling works! Centrifugal speed, not the strength of the arm using it, is what matters!
    While that is a possible way of using a sling, the style used in game appears to be much closer to Greek Overhead. In that style one might swing the sling to better seat the rock or bullet in the cradle, but you're not relying on centrifugal force to actually make the shot, instead simply using the sling as an extension of the arm. swinging and releasing in a single motion.

    Slings are armour piercing, long ranged, highly accurate, and downright bloody lethal weapons that, when the Peruvians used them against the Conquistadors their accounts claim that their rocks hit almost as hard as Spaniard's firearms.

    Also, the "point" of the druid/cleric restriction never made sense, because it certainly wasn't for competitive balance, or in the case of the druid, anything remotely approaching sanity.
    My guess is that you would achieve higher exit velocity by rotating up to speed, than with a single flex of the arm. My other guess, due to air resistance, is that, yes, you have higher energy conversion in bows and crossbows than you do slings (when you use an overhead). Also note that guns did not replace bows because the former hits harder (which it did not) but because it is easier to aim, so you could train soldiers faster. An english longbower took - if memory serves me right - 7 years to train. A musketeer took, what, a couple of months? Note that armor disappeared from the battlefields quite late, and do note that the conquistadors still used armor and that this armor was bulletproof (for their time, a modern gun easily chews through that kind of armor).

    So, I think its fair to not give strength bonuses to slings, because I just dont see how you can achieve the same kind of force with a simple flick of the arm (although, certainly, the exit velocity if you rotate is probably such that it rivals most bows).

    Ironically, of course, I would love to see someone throw a throwing dagger as deep into a ballistic gel as they can if they slung a sling (if they rotate), or put a dent of the same size into metal armor, but whatever. Daggers have larger surface area. I mean, I would rather be shot in the leg with an arrow, than get it chopped off with a longsword.
  • NervaNerva Member Posts: 133
    It was the longbow that drove the adoption of full plate armor for protection, and as you say early firearms could not penetrate it. In the first year of WW1 steel breastplates were still being used by cavalry.
  • SkatanSkatan Member, Moderator Posts: 5,352

    snip

    But with, say, a bow, it's different. While you need a certain strength to draw a bow and supply its energy, THIS IS A STATIC VALUE, more or less, defined by its material properties. You cannot simply overdraw a bow to get more power out of it - material limitations prevent that. What you CAN do is make ANOTHER bow that has different material properties, i.e. one with a more powerful draw which can then convert more strength into kinetic energy. This is reflected in D&D by the STR requirement of certain bows - you need to be this tall to ride, but being taller doesn't make the ride go faster.

    This is one of the few things DnD actually got right, like you say, the STR req for a bow and the static +2 damage on a comp. longbow. Same with the heavy crossbow that give + THAC0 and damage, which I assume they mean is because the bolt goes straight and can penetrate armor well as long as you have the STR and proficiency to load it up.

  • NervaNerva Member Posts: 133
    STR gives a damage bonus to slings and throwing axes/daggers/hammers, yes? That could have a big impact on DPR. I would think high-STR characters (and casters with STR-boosting spells) should focus on those weapons, while low-STR characters favor bows, crossbows, and darts.
  • sarevok57sarevok57 Member Posts: 5,975
    there is a weapon called dwarven thrower +3, i gave it to a dwarven kensai, at max level he could deal up to 39 damage a hit, and that was going RANGED, best part it, the kai ability makes it so you deal make damage, so with improved haste you can have 6 attacks per round dealing 39 damage a hit, solid :)
  • AerakarAerakar Member Posts: 1,025
    edited February 2018
    I've found that high strength (18+) is the key with throwing daggers. Without high strength I do not find them usually worth it except in the very early part of BG/SoA when ammo choices are more limited. Once you get magical arrows/bolts, I find low strength characters do better with those weapons usually.

    Now that you can carry over the dart Biter (+2 THACO/damage, +1 acid) from SoD into early SoA, I find this another interesting option for breaking down mage defenses. This is a really decent spell disruption tool that is not so expensive and available right out of the starting dungeon in SoA.

    I agree with crossbows being interesting. I actually think they are more useful than shortbows, but I would guess I am in the minority!
  • gorgonzolagorgonzola Member Posts: 3,864
    edited February 2018
    Nerva said:

    I'm wondering if there are any webpages or guides that have done a thorough analysis of what the best ranged-weapon types are for the various classes, after factoring in the proficiencies that each class or multiclass can get.

    ......

    does a sling beat a quarterstaff for a mage?

    now you should have all the elements to evaluate yourself, according to the classes you are playing, the game you are playing and the equipment available at the point of the game you are.


    about the question about a mage using a sling or a quarterstaff i would answer sling. a mage lacks thac0, but often has good dex. dex improves sling thac0, also the sling and bullet enchantment level do, they all stack, so a mage with a good sling and the right bullets has a chance to hit where he would have missed with the staff. str dmg is applied to both and mages have a low level spell that rises their str for a long time.
    the primary task of a mage is casting and being far from the enemy makes the chance that he takes damage and is disrupted while is casting less likely, this is an other advantage of using the sling. he has spells to protect himself from damage, but a stoneskin lasts a long time if he is far from the first line, is quickly eroded if he gets there.
    there are situations where i send my mages with their staves on the front line, if i need a tank against some foe that can hit hard my fighters, the mage with the right spells can draw their attention for a good number of rounds taking no damage. sometimes the mage uses the staff and its long reach being right behind my tank, but in most of the situations he is using the sling and cast spells while keeping distance from enemies.
    for a something/mage or something->mage the things are different, fighter mages or cleric mages using the right spells work really well also in mlee, but as you talk about staff or sling i assume you are talking of single class mages or sorcerers.

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