home *** CD-ROM | disk | FTP | other *** search
-
- >
- > Here's a question for all of you who have had experiences with HA's. Is a
- > dagger a better weapon than say, a war hammer or an axe? I've found a
- > bodkin [+8,+8] and a war hammer [+7,+8], and found that the dagger sold
- > for more in the stores. Why? Just because it is one up on To-Hit?? To me,
- > it would seem like the war hammer is a way better weapon... Well, the
- > difference between the prices is about 1000 gp.
- >
-
-
-
- ok, here are some spoilers.
-
-
- 1) dont trust what the store will buy or sell things for as being a
- good indicator of its true value. they basis it only on the base
- value of a weapon, the to-hit and to-damage, and the special
- abilities it has. these are _not_ always what makes a weapon
- really good, and what might be good for one character may be bad
- for another.
-
- 2) when in doubt, keep the dagger. daggers are probably best for all
- types of characters (mages, warriors etc) until you get your
- strength and dexterity up real high.
-
-
- a detail explanation of how things work follows...
-
-
- the amount of damage that a weapon will do is based on the following things:
-
- * the weight of the weapon. the lighter it is the more likely you
- will get two hits in for each attack. on the other hand, the
- heavier the weapon, the more likely you are to get a critical hit
- (good, excellent, great hits).
-
- * the basic amount of damage the weapon does. most daggers do 1d4,
- two handed swords (Zweihander) do 4d6.
-
- * your total to-hit. this includes the pluses that come with your
- weapon, the minuses that your armor does, any rings of to-hit or
- slaying, etc. the higher your total to-hit is, the more likely
- you are to get a critical blow.
-
- * your total to-damage. like your total to-hit, this includes
- everything. when you get a really good character, this will
- usually dominate over the weapons basic damage.
-
- * your current strength. the stronger you are the easier it is for
- you to get several hits per attack.
-
- * your current dexterity. the more dextrous you are the more hits
- per attack you are capable of.
-
- * the level of your character. the more experience you have the
- more likely you are to get a "good (x2)" or "excellent (x3)" hit.
-
-
- all of these things are mixed together in a rather complicated way. i
- had to write a program that takes all of these factors into account
- and gives a true indication of which weapon is better. (i had two
- HA's that i couldnt decide between. it turned out that depending on
- my current strength and dex either one could be much better than the
- other. i ended up keeping both of them until both my str and dex were
- 18/100.)
-
-
- the chance that you actually hit the monster is based on:
-
- * your "base to hit". this is based on what race your character is
- and ranges from -10 for Halflings to 20 for Half-Trolls. it also
- depends on what "class" your character is and these bonuses range
- from 20 for mages to 70 for paladin's. (warriors arent much
- behind with a bonus of 68). a human mage will have a "base to
- hit" of 20, a half troll warrior will have a "base to hit" of 88.
-
- * your current level. the more experience you have, the more likely
- you are to hit the monster. going up one level is equivalent to
- enchanting your weapon's to-hit by one.
-
- * your total to-hit. the higher your total to-hit, the more likely
- you are to hit the monster
-
- * the monsters ac (armor class). the higher the monster's ac, the
- less likely you are to hit the monster. this varies a lot from
- monster to monster. most worm masses, mushrooms, jellies and
- stuff have ac's under 10. most of the ancient dragons have ac's
- in the 80-100 range. the balrog has an ac of 125, the highest of
- any monster. iron golems have an ac of 99, which can give you
- some idea of how hard it would be to hit a ancient dragon without
- taking too many risks. most of the other monsters seem to to be
- in the 30-60 range.
-
- the formula for this is:
-
- val = bth + 3*level + 3*tohit
-
- if a random number between 1 and val is greater than the
- monsters ac, then you hit, otherwise you miss.
-
- you will always hit one out of 20 times, even if your weapon is too
- heavy for you to wield.
-
- i dont have anything to calculate calculate your chances to hit
- monsters because there are just too many different cases. a level 40
- half-troll warrior with a total to hit of 30 would have a two out of
- three chance of hitting a AMHD. everyone else is going to going to be
- well under 50-50.
-
-
-
- The program "calc_hits" can help you figure out which weapon is better
- for you now, and as your strength and dexterity goes up. it is based
- on the source code to moria so it should be basically correct.
- calc_hits isnt a fancy program and it handles errors by stopping the
- program. it is designed to be used by the person who wrote it. :->
-
-
- probably the best way to explain how to run the program is simply to
- give you an example run comparing a bastard sword, a dagger (stiletto)
- and a two handed great flail. all of them will be (+3,+4) giving you
- a total to-hit of 2 and a total to-damage of 4.
-
- the results are given in a table form with the following field:
-
- Mblow is the maximum number of blows you can get per attack. it is
- based only on your dex.
-
- Blows is the number of plows you can get with your current strength
- based on the Mblows, and strength/weight ratio.
-
- wt ratio is your strength to weight of weapon ratio. a ratio above 10
- doesnt do you any more good than a ratio of 10. if the ratio is
- under 2, you can only get one blow no matter what your dex is.
-
- dam is the amount of damage that you get, on the average if you hit
- with every blow and dont get a critical hit.
-
- w/ critical is the amount of damage you get on the average if you
- include the possibilities of getting a critical hit. for low
- level characters, this rarely makes a difference. for high
- level characters, this can make a real difference.
-
- (wayne 6) % calc_hits
- Enter level of your character: 12
- Enter number of weapons: 3
- Enter weight, weapon_dam, to_hit, to_dam for weapon #0: 140 3d4 2 4
- Enter weight, weapon_dam, to_hit, to_dam for weapon #1: 12 1d4 2 4
- Enter weight, weapon_dam, to_hit, to_dam for weapon #2: 280 3d6 2 4
- Enter cstr, cdex: 11 14
- | Weapon | Max blows | Blows | weight ratio | hp of dam | w/ critical |
- | 0 | 2 | 1 | 0 | 11 | 12 |
- | 1 | 2 | 2 | 9 | 13 | 13 |
- | 2 | 0 | 0 | 0 | 0 | 0 |
-
- Enter cstr, cdex: 17 18
- | Weapon | Max blows | Blows | weight ratio | hp of dam | w/ critical |
- | 0 | 2 | 1 | 1 | 11 | 12 |
- | 1 | 2 | 2 | 14 | 13 | 13 |
- | 2 | 0 | 0 | 0 | 0 | 0 |
-
- Enter cstr, cdex: 18/20 18/10
- | Weapon | Max blows | Blows | weight ratio | hp of dam | w/ critical |
- | 0 | 3 | 2 | 2 | 23 | 25 |
- | 1 | 3 | 3 | 31 | 19 | 19 |
- | 2 | 3 | 1 | 1 | 14 | 17 |
-
- Enter cstr, cdex: 18/100 18/100
- | Weapon | Max blows | Blows | weight ratio | hp of dam | w/ critical |
- | 0 | 6 | 4 | 8 | 46 | 50 |
- | 1 | 6 | 5 | 98 | 32 | 32 |
- | 2 | 6 | 3 | 4 | 43 | 52 |
-
- Enter cstr, cdex:
- (wayne 7) % exit
-
-
-
-
-
- there is a second program called "mk_all_weapon" that generates a list
- of how much damage all weapons will do given a certain character. it
- is useful for getting a feel of which weapons are good and why.
-
-
- for low level characters, the following are the top 5 weapons:
-
- character level of 12
- total to-hit and to-damage of +7
- strength of 11. these numbers wont change much until you get above 18
- dexterity of 17. these numbers will be the same unless your dex is
- above 18/01 or below 10.
-
- Name | Mblow | Blows | wt ratio | dam | w/ critical |
- Dagger (Stiletto) | 2 | 2 | 9 | 19 | 19 |
- Dagger (Misercorde) | 2 | 2 | 7 | 19 | 19 |
- Dagger (Bodkin) | 2 | 2 | 5 | 19 | 19 |
- Morningstar | 2 | 1 | 0 | 14 | 15 |
- Katana | 2 | 1 | 0 | 14 | 15 |
-
- the bottom 5 for a low level character:
-
- Fauchard | 0 | 0 | 0 | 0 | 0 |
- Executioner's Sword | 0 | 0 | 0 | 0 | 0 |
- Beaked Axe | 0 | 0 | 0 | 0 | 0 |
- Battle Axe (European) | 0 | 0 | 0 | 0 | 0 |
- Battle Axe (Balestarius) | 0 | 0 | 0 | 0 | 0 |
-
-
-
- for high level characters, the following are the top 5 weapons:
-
- character level of 36
- total to-hit and to-damage of +20
- strength of 18/100.
- dexterity of 18/100.
-
- Name | Mblow | Blows | wt ratio | dam | w/ critical |
- Katana | 6 | 5 | 9 | 137 | 161 |
- War Hammer | 6 | 5 | 9 | 130 | 153 |
- Lucerne Hammer | 6 | 5 | 9 | 130 | 153 |
- Two Handed Sword (Claymore) | 6 | 4 | 5 | 122 | 151 |
- Two Handed Sword (No-Dachi) | 6 | 4 | 5 | 120 | 149 |
-
- the bottom 5
-
- Two Handed Great Flail | 6 | 3 | 4 | 91 | 120 |
- Ball and Chain | 6 | 4 | 7 | 100 | 120 |
- Awl-Pike | 6 | 4 | 7 | 98 | 118 |
- Lance | 6 | 3 | 3 | 87 | 117 |
- Fauchard | 6 | 4 | 6 | 84 | 102 |
-
-
-
- the katana tends to be at or near the top for all characters at all
- times. if you get even a poor katana (HA) or (DF), keep it and enchant
- it.
-
-
- one of the biggest mistakes people do is get rid of the weapon that
- the start with and try to get a "bigger meaner" weapon. dont. just
- enchant your original weapon until you get something really good. i
- dont consider the (FT), (FB), (SD), (SE) and (SU) as "really good". i
- consider the "(SM)" good, only if i dont already have something of see
- invisible. (HA) and (DF)'s i keep if they are better than the ones i
- already have.
-
-
- -wayne
-