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Beorn_The_Bear
04-22-2007, 05:58 PM
I'm at a turning point with my Lawful Good Cleric 6/Pal 1 (first toon since started). Initially i was looking for weapons with highest attack bonus (plain) since it seemed these were the only type of weapons i was getting from loot. At lower levels seemed like magical weapons with only +1 bonus would not help me hit mobs (remember I dont have the BAB progression of a fighter).

Now that I can buff myself with BULL STRENGHT/BLESS/DIVINE FAVOR and other stuff (for the level I'm at) I hit quit often (very good hitting rate) but it seems i am not dealing enough damage now. Also, most of HIGH DAMAGE weapons (bane weapon etc.) I have seen for sale have a lower hit bonus than what you get with plain weapons (+1 or +2, never seen +4 or +5) and those the weapons are usually accessible to higher level players only.

So when is the turning point when you need to let go hit bonus for damage. What type of magical weapons should i look for (remember my background).

I know i am asking a lot but I have about 90 k plat and don't want to waste it on a weapon that is rarely usefull.

Thanks in avance for your advice

Beorn

Ghstwynd
04-22-2007, 07:52 PM
It really seems to be a matter of preference. My self, I like a mix... Between a +3, a +2 Flaming, or a +1 Flaming Burst, I'd take the +2, but thats just me...

Also remember, in regards to Bane weapons, the Bane enchantment adds enhancement bonuses on top of the extra damage dice. For instance, I have a +1 Thundering Greater Aberation Bane Greatsword. It's only a +1 Thundering Greatsword against anything but aberations, but against them, it's a +5 Thundering Greatsword with an extra 3d6 damage...

I don't know if this helped at all, but good luck and good hunting either way...

Seraphella
04-23-2007, 02:36 PM
Since your a pali build, look into the types of weapons you're using. If you're using a shortsword upgrade to a long as it deals more damage. Also if you have an extra feat you can consider taking up an exotic weapon, like the khopesh or bastard sword which deal more damage than normal weapons. Also consider your critical hits, what multiplier do you want to work with? If X2 is fine then a longsword will be fine, but axes will give you X3 and picks will give you X4. Then you should also look into what type of additional damages you'd like to do, like elemental types and holy and pure good. In my opinion, an elemental type like shocking added with pure good will do damage to most types of creatures. Even better would be a shocking burst of pure good. But thats all preference. Hope this helps a bit.

PurdueDave
04-23-2007, 03:36 PM
For me it really comes down to inventory space. Since I'm giving up 7 slots for components, 7 for scrolls, and say 16 for wands (plus all the potions a melee would ordinarily carry minus maybe 4-5 which are covered by wands).

Therefore, I try to limit myself to 2 bars of weapons so I try and get multi-taskers for getting by DR (true law + byeshk, for example). Really you're looking for all the same good ones a fighter does (vorp/para/yada/yada & greater banes).

The easy to get things that I still use a lot are...
wounder
cursespewer
+5 with a wide crit range

Elurian
04-23-2007, 05:25 PM
Your best option is a handful of reasonably solid weapon types. I'd recommend the following at a minimum, which should be affordable:

1) A holy weapon with as high an enhancement as you can find for evil critters. 2) An elemental/pure good weapon (acid/shock are usually your best bets, but they tend to be more expensive) with as good an enhancement as you can afford for non-evil enemies.
3) A +5 adamantine weapon with any nifty effect you can find.

There are a couple of semi-statics that can help. Retribution works quite well for easy to-hit enemies, particularly evil ones. If you can use khops, dynastic falcatas aren't a bad bet either.

After you have those filled, you can start looking for banes against the enemies you find yourself facing most often.

Solmage
04-24-2007, 01:40 AM
Use this:

http://www.afterlifeguild.org/Thott/ddo/

As a general rule, tohit is better if you're having any issues at all hitting stuff. After that, the better effect starts to win. A quick example:


+1 holy sword vs +5 plain sword

+2d6 damage (average of 7 damage), but you miss 50% of the time, means you only really do an average of +3.5 more damage. With a +5 weapon, you'll only miss 25% of the time, and get always +5 extra damage then, so you come out on top. AND to top it all off, the +5 is multiplied when you score a crit, whereas the holy damage isn't.

Play with the tool, input your variables, and see which weapon is better for you.

Brummbar
04-24-2007, 08:46 PM
Whereas I understand the need hit more often, I will take the tack that if you can ADD damage in coup de grace form more often, you are helping your team more often. Itend to perfer ( ELEMENTAL) WEAPON of ( PURE GOOD) or Holy of pure good.

Thats my take on it. I know you lose some to hit modifiers with elemental weapons pre-fix and Pure Good Suffix, but the added 2d6 really adds up.. and Clerics can hit often if built at creation towards that end. I started my Cleric with 14 STR and have a +4 item on, so I walk around with 18, then add on Divine power and Divine Favor you start hitting quite often, and rather hard. Not a Pure DPS fighter by any means, but you contribute alot in combat.

At level 14, a level 12 +5 Ict Burst Mace of Pure Good is the be all and end all..Or a +5 Holy of Pure Good RR..

Beorn_The_Bear
04-26-2007, 01:14 AM
That was exactly my thinking Brummbar. Indeed as a cleric you can buff your attack to a very decent range that will allow to hit most of the time so that you can trade a lower attack bonus from your weapon to get higher damage.

Also thanks for letting me know also the kind of weapons you favor, its good to see the experience people have had with different weapons.