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NWN - damage scores

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Brynn
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NWN - damage scores

Post by Brynn »

Hi all!

I was wondering what amount of damage is "normal"... I.e. I'm wielding a sword that does about 10-20 damage on one hit. Is it good or poor? I compared it with another sword, that's about the same, so that didn't help much.

I also have Taralash, I can deal 6-14 points of damage with that (though I'm not sure how that's calculated, b/c I have the "Zen Archery" feat which means that my dexterity (22) counts instead of my strength (15), so I suppose it should be more than the damage I can do with other weapons - I'm using arrows +3)

What does Threat Roll mean and how does it affect damage points?

The same question about AC: it's 38, is it good enough? (As I see it's quite hard to hit me, so I guess it's not that bad, but what is "really good"?)

It's not really clear for me how these points are calculated :( Could someone please explain it?

Thanks!
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Noober
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Post by Noober »

What AC or damage is 'normal' is relative to your level and (if online) the level of magic, so i can't really tell you much without your level.

When considering base vanilla items, the main points to consider are your critical threat zones & multipliers and if you aren't built around criticals, then your base damage. Enchanted items (+X) are more important.

Your 'threat roll' is rolled to see is you get a critical. First a d20 (20 sided die) is rolled, if the number is equal or above the critical range of your weapon, there is a chance of a critical. Then you attack again (d20 + your attack base vs. AC) and if you hit, it is a critical.

I don't believe that Zer Archery adds damage, just increases the chance to hit.
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Brynn
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Post by Brynn »

vanilla items? threat zones? mulitpliers? :confused:

At least I think I got what you said about Threat Rolls. So the lower Threat a weapon has, the better (then it's more probable to roll above it), right?
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Noober
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Post by Noober »

A Vanilla item is an item without anything special, just a normal version of that item.

I actually made a mistake on my previous post. The Threat roll is the second roll (to see if is actually a critical hit)

The threat zone is something like 18-20 or what ever. This means that in the threat roll if you roll 18 or above (meaning if you roll 18, 19 or 20) you will have a critical 'threat'. You must reroll your attack (this is teh threat roll) to see if it will hit before it becomes a 'critical hit'. Otherwise it may just be a normal hit, or even miss. A perfect 20 on your first roll is always a hit, and a one, always a miss.

A multiplier is the number of time damage is rolled a there is a critical hit. E.g. a weapon with critical multiplier x3, you will roll damage three times (on average damage, essentially triple damage).
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Brynn
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Post by Brynn »

[QUOTE=Noober]
A multiplier is the number of time damage is rolled a there is a critical hit. E.g. a weapon with critical multiplier x3, you will roll damage three times (on average damage, essentially triple damage).[/QUOTE]

So I get 3 different results for damage and the highest will be made?
Or do I roll e.g. 6 and 18 (or the results of 3 different rolls cumulated) will be done?
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Mirk
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Post by Mirk »

in short:

when attacking, a roll on a 20-sided dice is made (the term is 1d20).
if (this 1d20 roll) + (your attack bonuses) >= (your target's AC), you hit.

when you hit, damage is calculated, based on the base damage a weapon does+damage bonuses

if the INITIAL attack roll (the roll itself, not the modified one) is within the THREAT RANGE, another 1d20+attack bonuses is made. if THIS second roll >= target AC, you did a CRITICAL HIT. instead of a normal damage, you do: (base damage+bunuses)*(MULTIPLIER)

*melee attack bonuses:
base (function of your class/level, goes up as you advance)
strength (or dex, if you have Weapon Finesse, Dex>Str, and use a finessable weapon),
Weapon Focus feat
weapon (enhacement, special, etc)
spells/abilities/items/etc !

**ranged attack bonuses:
base
dexterity (wisdom if you have Zen Archery feat and Wis>Dex)
weapon
spells/abilities/items/etc

***melee damage bonuses:
Strength
Feats (Weapon Specialization, some others)
weapon
spells/abilities/items/etc

****only hand-thrown weapons (only axes?) get Str bonus for damage.
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Post by Xandax »

@Mirk: Swearing is not permitted at this board (read the forum rules), so moderate the abbreviations you use. I know it is a common abbriviation but it is a rather offensive one. A simple reference to the manual would be more polite.




As for the combat rolls, check the manuals section on combat. It should answer most of the questions. (p.96 and onwards in my version)

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Drakosha
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Post by Drakosha »

1) Zen archery is not any related to dealing damage. with that feat your Attack Raiting (AB) will be based on Wisdom instead of Dextirity,ofcouse if you have Wis>Dex. it's like feat Weapon finess for light melee weapons.

2) Threat Roll is the check on success of you dealing Critical hit to your opponent. every weapon have Critial Range. For example Bastard sword 18-20. when you roll dice for atack and throw 18,19 or 20 that means you have chance that your hit was Critical. now you'll roll Threat Roll for approving Critical. it's 1d20+AB vs. opponents AC.

3) Mighty property of Bows are related for dealing damage.
for example if you have bow with "Mighty 5" that means that maximum 5 from your STR bonus will be added to damage. so if your character have STR 40 (that will give him STR bonus = 15) only 5 from it will be added to damage. attack with melee weapons will add whole 15 to damage bonus. if i remember correctly.
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Post by Brynn »

OK, I think I start to understand, tahnk you.
Mirk, fortunately read your post after editing, so all I saw was a full and detailed explanation - exactly what I needed. Thanks :)
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Mirk
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Post by Mirk »

@ Xandax:

you are, of course, correct (and I'm not saying this just because you are the authority figure here...). I just assumed that the common abbriviation I used to refer the poster to the manual was... well, *common* enough to be used here.

@ Brynn:

happy to help. you should, though, still read the manual, as it will provide a much fuller explaination both on the issue you asked about, and other combat-related issues, such as initiative, multiple attacks, attacks of opportunuty, etc.

here's a link to a VERY USEFUL document, compiling a lot of information on NWN rules, and easier to read than the original manual, IMHO
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Post by Brynn »

Thanks, Mirk! I was looking for sg like this here on GB, but didn't find anything but general rules.
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