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Lutian_Von_Blood
10-12-2007, 06:18 PM
I am having somewhat of a difficult time figuring out what everything means on the new weapon description screen. This is the screen that pops up when you place your cursor over a weapon. Some questions using a "+2 Flaming Bastard Sword" as my example.

1. In the upper right hand corner there is a +3. Why is this there, what does it mean? Most other weapons match their description. A +2 Longsword shows +2. This is a +2 Bastard sword, so I would think it should be +2, but mine is +3 for some reason.
2. My Base Damage Rating is 8.25. What is this and how is it calculated?
3. My Attack Mod and Damage Mod are "STR +5". Am I correct in that +5 is added to my Attack roll and Damage Roll?
4. The Durability of my weapon is 109 out of 109, but I know that weapon goes up to 110 since I see a small section of red in the durability bar. Is there anybody that repairs weapons that INCREASES that durability bar. I have another weapon that is worn down a lot (about 15 durability points).

Thanks for the direction oh "Wise Ones of the Game".

Osharan_Tregarth
10-12-2007, 06:37 PM
I am having somewhat of a difficult time figuring out what everything means on the new weapon description screen. This is the screen that pops up when you place your cursor over a weapon. Some questions using a "+2 Flaming Bastard Sword" as my example.

1. In the upper right hand corner there is a +3. Why is this there, what does it mean? Most other weapons match their description. A +2 Longsword shows +2. This is a +2 Bastard sword, so I would think it should be +2, but mine is +3 for some reason.
This is the new super secret item worth display. Meaning, we've guessed that it's the total worth of the item. So, +2 for being a +2 weapon, and an additional +1 for the flaming part. I don't recall any official announcement from Turbine for what it is supposed to be used for though.
2. My Base Damage Rating is 8.25. What is this and how is it calculated?
3. My Attack Mod and Damage Mod are "STR +5". Am I correct in that +5 is added to my Attack roll and Damage Roll?
Yes, for that weapon.
4. The Durability of my weapon is 109 out of 109, but I know that weapon goes up to 110 since I see a small section of red in the durability bar. Is there anybody that repairs weapons that INCREASES that durability bar. I have another weapon that is worn down a lot (about 15 durability points).
Nope. Once it gets a point of permanent damage, it's there forever. Until you run out of Durability, in which case it's a fairly ineffective paperweight.

Thanks for the direction oh "Wise Ones of the Game".

I'll get back to you on the damage rating in a bit...

Impaqt
10-12-2007, 06:41 PM
The +3 is the Total Weapon Modifier from the Loot Table.... +2 for +2 to Hit +1 for Flaming TOtal +3. Weapons in D&D PnP can have a Total Modifier of Up to +10. 5 of that can come from the "+ to Hit" the other +5 rom Weappon Effects like Elemental(+1) and Effects Like Vorpal (+4?) SO a +1 Vorpal Bastard Sword would show a +5 Modifier You can also Multiply the total "+" rating of the weapon by 2 to get the ML of the weapon

2: Dont quite know myself.....

3: THis is yoru STR or Dex modifier to the weapon. Melee weapons are usualy STR Based so you must hav ea 20 STR, THuis a +5 Modifier
4: There is no way to repair Permanent Damage. Repair Early! Repair Often!

Borror0
10-12-2007, 07:02 PM
1. In the upper right hand corner there is a +3. Why is this there, what does it mean? Most other weapons match their description. A +2 Longsword shows +2. This is a +2 Bastard sword, so I would think it should be +2, but mine is +3 for some reason.

The bonus on the top end id the base price modifier (http://ddo.enterwiki.net/page/Base_price_modifier), not the enhancement bonus.

2. My Base Damage Rating is 8.25. What is this and how is it calculated?

They take the damage dice d10, do the average on it (5,5).

Then they add the bonus on it (+2). Then they factor the crit

Crit 19-20/x2 on a Bastard Sword... so

2*(5,5+2)*2/20 + (5,5+2)*18/20 = 8,25

However, that system is not perfect. They don't fact any enhancement on the weapon. In this case, the flaming damage (1d6) should be factored in also.

So: 8,25 + 3,5 = 11,75

Again, they don't add your str nor the double strength from for two-handed weapon nor power attack. It's far from perfect or reliable.


3. My Attack Mod and Damage Mod are "STR +5". Am I correct in that +5 is added to my Attack roll and Damage Roll?

Yes, it means that your Str is either 20 or 21 and for that reason, 5 will be added to these rolls.


Attack roll (http://ddo.enterwiki.net/page/Attack_roll)
Damage roll (http://ddo.enterwiki.net/page/Damage_roll)


4. The Durability of my weapon is 109 out of 109, but I know that weapon goes up to 110 since I see a small section of red in the durability bar. Is there anybody that repairs weapons that INCREASES that durability bar. I have another weapon that is worn down a lot (about 15 durability points).

No, sorry. You might be interested by this (http://ddo.enterwiki.net/page/Repair_%28equipment%29).

Osharan_Tregarth
10-12-2007, 07:08 PM
Allright... Using your +2 flaming bastard sword as an example, and grabbing some additional info from another post..


The tool tip for Base Damage Rating:

A value to describe the weapon's effectiveness in terms of base damage and critical hit chance and multiplier. This value does not take extra damage type into account such as the extra damage dealt by fire on a flaming weapon.

Also items will have different banners based on their type. There is one for non-magical items. Two for magical non-named items (one for weapons and shields and other for jewelry and clothing). One for named items and finally one for raid items (though collectible turn in items like the dragon plate armor fall in this category as well). Think that covers it.

Removed, because Borror's eq'n works and mine doesn't.... sigh...
*EDIT darn it, gotta type faster next time... :p

Borror0
10-12-2007, 07:22 PM
EDIT darn it, gotta type faster next time... :p

Please correct yourself, you're wrong on a few points... :rolleyes: ;)

EDIT: Good boy. ;)

Osharan_Tregarth
10-12-2007, 07:25 PM
Please correct yourself, you're wrong on a few points... :rolleyes: ;)

:p

Sheezgame
10-12-2007, 07:38 PM
On the topics of weapons and damage - do different weapons of the same clasee (2 hander etc) have different attack speeds?


They seem to in the animation, like a greataxe seems to swing faster than a greatsword to me.

Borror0
10-12-2007, 07:41 PM
On the topics of weapons and damage - do different weapons of the same clasee (2 hander etc) have different attack speeds?


They seem to in the animation, like a greataxe seems to swing faster than a greatsword to me.

Yes they, Greataxe is fastest.

It's only the case for two-handed weapons, one-handed are all at the same speed.

It is unclear yet if it's only a graphic bug.

Sheezgame
10-13-2007, 01:00 AM
Ahh okay, yeah its hard to tell.

Would be nice if weapon speed stat was included in the tooltip if it is actually different.

Borror0
10-13-2007, 05:24 AM
Would be nice if weapon speed stat was included in the tooltip if it is actually different.


Correction: Would be nice if weapon speed stat was the same on every weapon liek it should.:rolleyes:

Sheezgame
10-13-2007, 05:28 AM
Ahh they are the same speed in PnP? Wouldn't the weight effect how fast you can swing it?

Borror0
10-13-2007, 06:37 AM
Ahh they are the same speed in PnP?

Yes.


Wouldn't the weight effect how fast you can swing it?

Nope.

Snike
10-13-2007, 09:33 AM
So what's the highest upper right hand coner +# someone has seen? I think I found a 9, or maybe it was an 8.

Borror0
10-13-2007, 12:49 PM
So what's the highest upper right hand coner +# someone has seen? I think I found a 9, or maybe it was an 8.


1. In the upper right hand corner there is a +3. Why is this there, what does it mean? Most other weapons match their description. A +2 Longsword shows +2. This is a +2 Bastard sword, so I would think it should be +2, but mine is +3 for some reason.

The bonus on the top end id the base price modifier (http://ddo.enterwiki.net/page/Base_price_modifier), not the enhancement bonus.

The maximum possible right now is +9 on RR ML 14 stuff.

Borror0
10-13-2007, 12:54 PM
Ahh they are the same speed in PnP? Wouldn't the weight effect how fast you can swing it?

Just to add Codog's answer!!!


Yes. There are some speed differences between the two. Basicallly different weapon styles will have some minor variants in their animation times. Ideally, I would have wanted these to be super uniform (which we did try at one point). However, the aesthetics of having a one handed dagger swinging at the same speed as a huge honking axe made things look pretty silly. We do some fine tuning of the speed at which these animations play using the base attack bonus table as well. The different melee weapon styles in the game:

One handed
One handed ( with shield )
Two handed ( axe )
Two handed ( greatsword, great club )
Two handed ( staff )
Dual wielding
Unarmed

These different styles will have unique attack times for the moving1, moving2, and standing attacks 1-5. Between the races, there is absolute consistency between the styles. Axe for halflings is the same speed as axe for warforged, etc. (heh... a halfling greataxe is much smaller... in Eberron weapons magically change size for the wielder *cough* )

Have a good weekend,

Codog

Snike
10-13-2007, 03:14 PM
Well I have seen items with the same tier base price have different +#'s Only a difference of 1

Borror0
10-13-2007, 03:17 PM
Well I have seen items with the same tier base price have different +#'s Only a difference of 1

Show me an example of that and I'll expain.

Can't think of anything from the top of my head, but I'll find why. :)

EDIT: I wasn't sure and cheked the bpm page, and it might be what I thought: The material does add to the shop value of the item, but the minimum required level doesn't change.

Mad_Bombardier
10-13-2007, 03:19 PM
Well I have seen items with the same tier base price have different +#'s Only a difference of 1Race Restriction lowers the base price and minimum level of the item, but does not lower the +#.

Borror0
10-13-2007, 03:22 PM
Race Restriction lowers the base price and minimum level of the item, but does not lower the +#.

Yeah, thought about that. Trying to explain that on the wiki now... :eek:

I'm not sure if it's implemented right. Not a D&D all-knowing.

GrayOldDruid
11-13-2007, 02:14 PM
[B]
They take the damage dice d10, do the average on it (5,5).

Then they add the bonus on it (+2). Then they factor the crit

Crit 19-20/x2 on a Bastard Sword... so

2*(5,5+2)*2/20 + (5,5+2)*18/20 = 8,25

However, that system is not perfect. They don't fact any enhancement on the weapon. In this case, the flaming damage (1d6) should be factored in also.

So: 8,25 + 3,5 = 11,75


Math has never been my forte' so the formula is a little fuzzy.

[ ( Crit Multiplier? x (damage dice average+weapon bonus) ) x ??? ] + [ (damage dice average + weapon bonus) * ??? ]

Not sure what the *2/20 and *18/20 are and if its the entire previous equation divided by 20 ....

{edit}
Maybe I figured this out... using my personal Bow and Strength :

+3 Ghost Touch Composite Longbow of Pure Good


[ ( CritMultiplier x (dda+WB+SB) ) * (cc/20) ] + [ (dda+WB+SB) x (cr/20) ] + [ Edda ] = average damage per Hit

Where CritMultiplier is the Critical Multipler, of course.
dda is the Damage Dice Average, seemingly found by a formula of dice number (ie 8 for my bow) divided by two and plus .5 (ie 4.5)
WB is Weapon Bonus - the magic add, the +3 on my Bow
SB is your Strength Bonus - IF you add strength to the damage, as with melee attacks and some (ranger) bow attacks.
cc is the CritChance number - ie, crit range of 19-20 would be 2, 18-20 would be 3 and my bow of 20 would be 1
cr is the Crit Rating - the lowest number you crit on minus 1. in 19-20 crit range, the cr would be 18 and for my bow it would be 19.
Edda is the Enhancement damage die average. With Pure Good, a d6 - avg of 3.5

So, my Bow (above) has a Total Damage Rating (when I am shooting it with normal arrows) of 16.15

and with my Sneak Attack damage (currently 2d6+2) included for fun numbers, it would be a 25.15 average damage per sneak attack hit. Possibly higher if sneak attack is subject to Crit multiplying, which I don't think it is.

So, is the above accurate?

Borror0
11-13-2007, 06:31 PM
[ ( Crit Multiplier x (damage dice average+weapon bonus) ) x chance to land a crit] + [ (damage dice average + weapon bonus) * chance to land a non crit) ]

The games does no factor any enhancement like Pure Good or Flaming or Banes when it comes to give the displayed number.

So, you're bow would display:

[ (3 x (4,5+3) ) x 1/20] + [ (4,5 + 3) * 19/20 ] = 8,25

You're real dmaage, if the system would not be borken (Improved Critical: Range):

[ (3 x (4,5+3+Str) ) x 2/20] + [ (4,5 + 3+ Str) * 18/20 ] + 3,5 + 2d6 +2 = Number

They don't add sneak attacks or strength mod or weapon enhcanements... even if they should...

GrayOldDruid
11-14-2007, 07:46 AM
[ ( Crit Multiplier x (damage dice average+weapon bonus) ) x chance to land a crit] + [ (damage dice average + weapon bonus) * chance to land a non crit) ]

The games does no factor any enhancement like Pure Good or Flaming or Banes when it comes to give the displayed number.

So, you're bow would display:

[ (3 x (4,5+3) ) x 1/20] + [ (4,5 + 3) * 19/20 ] = 8,25

You're real dmaage, if the system would not be borken (Improved Critical: Range):

[ (3 x (4,5+3+Str) ) x 2/20] + [ (4,5 + 3+ Str) * 18/20 ] + 3,5 + 2d6 +2 = Number

They don't add sneak attacks or strength mod or weapon enhcanements... even if they should...

Cool, it is accurate (given a slight difference in semantics). and my Bow should get an average damage of 25 per hit... fortunatly I see a Lot of numbers a lot higher... 52+3+6 and such... :D

philo
11-14-2007, 07:53 AM
The maximum possible right now is +9 on RR ML 14 stuff.

That is not entirely true. I believe scepters have a higher possible value...I have 2 that are both +11

Borror0
11-14-2007, 09:18 AM
That is not entirely true. I believe scepters have a higher possible value...I have 2 that are both +11

I'll look into this soon, my mind posting screenshots.. or PMing them to me. I'd like to take close look at it to update the wiki page accordingly.

tihocan
11-14-2007, 11:47 AM
That is not entirely true. I believe scepters have a higher possible value...I have 2 that are both +11
That's really weird. What are the exact bonuses on them?

Lorien_the_First_One
11-14-2007, 12:10 PM
Yes they, Greataxe is fastest.

It's only the case for two-handed weapons, one-handed are all at the same speed.

It is unclear yet if it's only a graphic bug.

It's more than a graphics bug. In another thread recently one of the Devs (I think it was Codog in his extended thread) admitted that the animations were messed up because they went for look, not accuracy in timing. Since the game uses collisions to see if you get an attack roll slower animations = less attacks = unfair penalty on some weapons.

Borror0
11-14-2007, 03:08 PM
It's more than a graphics bug. In another thread recently one of the Devs (I think it was Codog in his extended thread) admitted that the animations were messed up because they went for look, not accuracy in timing. Since the game uses collisions to see if you get an attack roll slower animations = less attacks = unfair penalty on some weapons.

Yeah, it was Codog.

It's a graphic limitation. Making the weapon fatser/slower makes it look wierd sometimes... so they have different attack speed.

philo
11-14-2007, 04:57 PM
That's really weird. What are the exact bonuses on them?

They are both +3 superior potency 6 scepters...exactly th same (except for the look)...both +11

Borror0
11-14-2007, 04:59 PM
They are both +3 superior potency 6 scepters...exactly th same...both +11

Potency is wierder.

The way it works, is that as the minimum level increases... the +s on it goes high without increasing the ML.

philo
11-15-2007, 02:24 AM
Potency is wierder.

The way it works, is that as the minimum level increases... the +s on it goes high without increasing the ML.

is that only potency or does it work the same with combustion/magnetism etc?

Borror0
11-15-2007, 02:49 AM
is that only potency or does it work the same with combustion/magnetism etc?

Probably them too, I only got Potency scepters. Test it on the others.

I know that Greater Potency N is ML N*2... all the time. Superior Potency N is ML (N*2)+2... whether it's a +1, +2 or +3.

Mad_Bombardier
11-15-2007, 08:32 AM
Probably them too, I only got Potency scepters. Test it on the others.

I know that Greater Potency N is ML N*2... all the time. Superior Potency N is ML (N*2)+2... whether it's a +1, +2 or +3.Borror0, my newly looted (thank you Stormreaver) +3 Hvy Mace of Greater Potency VII is ml:14, +11. That fits your formula for ml: and makes it a +8 affix on my +3 weapon. Weapons really shouldn't be higher than +10, so I think the +11 is a bug.

Borror0
11-15-2007, 09:53 AM
Borror0, my newly looted (thank you Stormreaver) +3 Hvy Mace of Greater Potency VII is ml:14, +11. That fits your formula for ml: and makes it a +8 affix on my +3 weapon. Weapons really shouldn't be higher than +10, so I think the +11 is a bug.

Yeah, I noticed that while shopping for twinking for my sorcerer.

The problem is to make all of that fit the same explanations... How am I going to explain all of that one a wiki page??:confused::(

tihocan
11-15-2007, 12:34 PM
I would bug report it, it does not make much sense.

Mad_Bombardier
11-15-2007, 12:43 PM
I would bug report it, it does not make much sense.Come to think of it, it's the enchantment that's pushing my item over the top. Greater Potency 7 should be a +8 modifier. But, they added increasing weapon + enchantments to magic property items. And the +3 static enchantment is added in, pushing the weapon over +10. The same goes for +3 Spell Penetration 7 and +3 Superior Potency 6 weapons; all ml:14/ +11 modifier.

(side note: if GrPot7 is ml:14/ +8, that means the best we can hope for in the future is GrPot9, ml:18/ +10. We'll have to see how/if they tackle non-race restricted SupPot9 given the current system. I suppose it could be ml:20/ +11. But, weapons are not supposed to increase beyond +10?)

Borror0
11-15-2007, 05:27 PM
(side note: if GrPot7 is ml:14/ +8, that means the best we can hope for in the future is GrPot9, ml:18/ +10. We'll have to see how/if they tackle non-race restricted SupPot9 given the current system. I suppose it could be ml:20/ +11. But, weapons are not supposed to increase beyond +10?)

I asked myself this question. Most of all, I wonder what they'll do with RR stuff at level 20...

tihocan
11-16-2007, 09:16 AM
Come to think of it, it's the enchantment that's pushing my item over the top. Greater Potency 7 should be a +8 modifier. But, they added increasing weapon + enchantments to magic property items. And the +3 static enchantment is added in, pushing the weapon over +10. The same goes for +3 Spell Penetration 7 and +3 Superior Potency 6 weapons; all ml:14/ +11 modifier.
So if I understand properly, the bug (or intention) may be in the fact these magic weapons always come with something like a +3 enhancement bonus. They *should* actually have no such bonus (i.e. be plain or masterwork items), but somehow it's added without being counted in the ML requirement. Does this interpretation make sense?

Mad_Bombardier
11-16-2007, 11:33 AM
So if I understand properly, the bug (or intention) may be in the fact these magic weapons always come with something like a +3 enhancement bonus. They *should* actually have no such bonus (i.e. be plain or masterwork items), but somehow it's added without being counted in the ML requirement. Does this interpretation make sense?Not being counted in ml: (ml: is determined properly by item affixes). But, +enchantment is being added in the + modifier. Thus we end up with ml:14 items with +11 description modifier.

The + enchantment arbitrarily rises with quality of weapon affix. Contrary to my above conclusion, I suppose it could be the ml: system that is broken and we really are getting +11 items. It's hard to say as Potency was in the game long before the arbitrary + enchantment on scepters and spell boost weapons.