Page 1 of 1
Weapon Stats help.
Posted: Thu Jan 18, 2007 7:56 am
by Nokage
I was hoping someone could give me a hand understanding weapon stats in NWN2 (or I am guessing in D&D actually). This is my understanding. Please check this link for a screen shot I took that I am basing my assumptions on
As I read it, his weapon has a base damage of 1d10 or 1 toss of a 10 side die. So 1 to 10 damage. Under special properties there is additional fire damage of 1d6 so (this is where I start getting confused) I add 1d10 and 1d6 and get a weapon damage of 2d16. Right?
Also I see an enhancement bonus of +4. So my guess is that I roll my die. Lets say on base damage I roll a 6, and special properties a 5, so far a damage of 10. Do I now add the enhancement bonus of 4 bringing my damage total to 14?
That is far as my assumptions go, I have no clue how to factor in the base critical threat of x3 and the On Hit: Stun DC=14 75% /1 round is pretty lost on me, although I gather it grants a stun, but what DC is I have no clue.
I have never played D&D so the above is what I was able to gleen from the net, however ever place I looked the explanations were done with the assumption that the reader understood far more than I do about all this.
Any help would be greatly appreciated. Oh (and it will be asked I am sure) I did read the manual, but again it appears to be written in such a way that I don't quite understand it. If it helps in any explanation I play(ed) EQ and WoW until my mind was mush. Feel free to draw upon that
Thank you.
Nokage.
Posted: Thu Jan 18, 2007 10:05 am
by kyle
I think you've got the damage stuff down okay (someone might be able to point out something I'm missing).
As for special effects: the example you gave means (I'm pretty sure) that the weapon has a 75% chance of forcing an enemy that's been hit by the weapon to make a saving throw at a DC (Difficulty Class) roll of 14 or higher, and if the save is failed, he'll be stunned for 1 round. Clear as mud, eh? So for a weapon, a higher percentage is good, lower DC is bad, and more rounds is better than fewer rounds.
x3 Critical means damage is multiplied 3 times for a critical with that weapon (which may require a natural roll of '20' to achieve, or less depending on the weapon type, weapon properties like 'keen', and feats your character possesses).
Posted: Thu Jan 18, 2007 1:11 pm
by mr_sir
1d10 damage + 1d6 fire damage means that it will do the initial 1-10 points of damage then an addidtional 1-6 points of fire damage only if the target has no resistance to fire, if it does then it may end up doing no fire damage at all. The enhancement level is its magical enhancement (some enemies can only be harmed by magical weapons of a certain enhancement or higher) and I think it also adds +4 magical damage to the damage that you can do with that weapon. This magical damage does not need a roll, you will always do 4 (although I'm not sure if magical resistance can protect from this 4 damage or not)
Posted: Thu Jan 18, 2007 2:18 pm
by darthelema0101
To add to the confusion:
The enemy can have requirements to hit and resistances (damage reduction, resistance/immunity).
Requirements to hit simply mean that if a +1 weapon is required to hit then no weapon without a magical enhancement will damage that enemy. IIRC a rakshasha requires a +2 weapon, so a MercyKiller Rapier or a Rapier of the High Road would not be able to do any damage due to wounding or acid as both are simple +1 magical enhancement.
Resistances mean that
- If the enemy is resistant to damage types then damage associated with that type would be reduced or negated (IIRC demons are immune to fire, therefore no fire damage would apply).
- If the enemy has any damage reduction then any damage dealt with an inferior weapon deals less damage.
- If there are special conditions affecting the enemy (non-corporealness like a shadow, etherealness from the spell, etc.) then even if your attack SHOULD have hit then there is a possibility that it will not.
If you watch the dialogue box at the bottom of the screen (pausing the game as necessary), you can generally tell what is going on in the way of attacks. You will find the attack roll and any reference to concealment which would negate the hit. You will find the damage dealt broken out by the individual rolls (damage, additional damage + type), magical damage (the enhancement bonus). You will also see if the enemy was forced to save against any additional effects; if the stun percentage was met then you will see its save (many of the more powerful creatures have rather strong saves and can avoid those nasty special effects).
Posted: Thu Jan 18, 2007 4:38 pm
by Magrus
I think it may have been covered above, but just in case it wasn't here's how that weapon works:
You get a +4 to hit because it is a weapon with a +4 enhancement bonus. If you roll a 20 on your base roll of 1d20 before applying any modifiers for your attack, you will register as a critical threat. This will cause the game to roll for a threat confirmation again, which if the roll would then succeed on hitting the target on this second roll, you now do your critical attack. Which is a x3 multiplier with this weapon.
Now, on to damage...
When hitting, you will roll the following:
1d10
1d6 Fire (For reference to the critical multiplier above, this fire damage does NOT get added in to be multiplied if you succeed in a critical hit.)
You will then add a +4 to damage from your weapons magic enhancement.
In addition, you will be wielding this with 2 hands (most likely occurance, unless you took Monkey Grip), which means you will be doing 1.5 times your Strength Modifier. So, whatever your Strength is, there should be a small number to the right of it on your character sheet. Something like:
18 +4
If you have an 18 Strength, your modifier is +4, meaning with a 2 handed weapon, you will add +6 damage from Strength.
So, without including any feats or other equipment your damage range ends up:
5-14 standard +1-6 Fire + whatever your strength bonus might be.
Critical would be 15-42 + (Str bonus to damage x3) +1-6 Fire
Posted: Fri Jan 19, 2007 10:34 am
by Mordraken
Or, for an even more simple explanation:
Equip the weapon, and look at your Character sheet. Under the stats you will see the To Hit bonus which is the total bonus including all enhancements and enchantments. You will also see the net damage bonus including all weapon bonuses.
To compare weapons, just equip different weapons and look a the changes there. I expect this includes all the bonuses like equipping a weapon 2-handed and so on.