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…