Everyone know that weapons in DDO is not balance. I spend some time testing base weapon damage to made this proposal. I hope that this suggestion will help improve underpowered weapons in DDO.

At the beginning some facts:

From math we know that:

Rule No.1 – Critical Threat Range / Damage
  • 20/x2 – the worst bonus
  • 20/x3 = 19-20/x2
  • 20/x4 = 18-20/x2
  • 20/x5 = 17-20/x2 = 19-20/x3
  • 20/x6 = 16-20/x2
  • 20/x7 = 15-20/x2 = 18-20/x3 = 19-20/x4
  • ect.
  • First exception: Seeker ability – less damage with 20/x? weapon then equal 1?-20/x? weapon
  • Second exception: Alignment burst - less damage with 20/x? weapon then equal 1?-20/x? weapon


Rule No.2 – Base damage
  • With higher static bonus damage base damage become more meaningless
  • The worst base damage ( but with extreme high static bonus damage) with one step higher critical threat range can be more powerful then the best base damage with one step lower critical threat range
  • Example: 1d4 + 46 19-20/x2 is better then 2d6 + 46 20/x2 (both with Improve Critical feat)


Facts:
  • Khopesh is the best weapon in the DDO.
  • Shuriken is the worst thrown weapon in the DDO.
  • Shortbow / Composite shortbow are the worst ranged weapon in the DDO.


Some (my) assumptions
  • Simple Weapons sould be the weaker one, because everyone can grab them (no difficult)
  • Martial Weapons should be better them Simple but less powerful then Exotic because you must spend feat slot or get at least 1 level with full BAB class (moderate difficult)
  • Exotic Weapons should be the most powerful because you must use feat slot or be special race / class (most difficult)
  • Smaller version of ranged weapon is more accurate (you can aim more easy), that why they should posses inherent +1 to-hit stacking ability.
  • Any Bludgeoning weapon have 5% chance to stunt moob with critical hit, because of their unique construction.
  • (but)Probably Turbine don’t add inherent bonus to the weapons


My suggestion:

  • Exotic weapons:
    • Kama: 1d6 20/x4 or 1d8+1 19-20/x2
    • Bastard sword: 2d4+1 18-20/x2
    • Dwarven axe: 1d10 20/x4
    • Khopesh: 1d6 19-20/x3
    • Great crossbow: 2d6+1 19-20/x2
    • Repeating heavy crossbow – fix the bug
    • Repeating light crossbow – fix the bug
    • Shuriken: 1d2 20/x2 – you shoot always two shuriken at once

  • Martial Weapons:
    • Handaxe: 1d8 20/x3
    • Light hammer: 1d6 20/x3
    • Shortsword: 1d6+1 19-20/x2
    • Battleaxe: 1d10 20/x3
    • Heavy pick: 1d8 20/x4
    • Longsword: 1d8+2 19-20/x2
    • Warhammer: 1d10 20/x3
    • Greatclub: 2d4+1 20/x3
    • Maul: 1d10 19-20/x2
    • Greatsword: 2d6+1 19-20/x2
    • Shortbow: 1d6+1 20/x3
    • Longbow: 1d8+2 20/x3
    • Composite bows: add half str bonus to dmg (don’t stack with Bow Str feat)
    • Throwing axe: 1d6 20/x3
    • Throwing hammer: 1d4 19-20/x2

  • Simple Weapons:
    • Light mace: 1d4+1 20/x2
    • Sickle: 1d4 20/x3
    • Club: 1d8 20/x2
    • Heavy mace: 1d6 20/x3
    • Morningstar: 1d6 19-20/x2
    • Quarterstaff: 1d6 20/x3
    • Dart: 1d4+1 20/x2
    • Throwing dagger: 1d3 19-20/x2


My proposition for new weapons:
  • Exotic weapons:
    • Scythe (THW, slashing): 2d4 20/x5
    • Spiked Chain (THW, piercing): 2d8+1 18-20/x2


The main problem is that all of that suggestion are completely different then DnD weapons. And I don’t like it

On the other hand DnD was never about balance, but for fun. In DDO balance in much more require…