Makers of Award-winning Role Playing Games Forums Arcanis: The Shattered Empires Arcanis: Rules & Rulings Weapon damage. Just a thought on a perceived problem.

Viewing 15 posts - 1 through 15 (of 42 total)
  • Author
    Posts
  • #150337
    Anonymous
    Inactive

    Bare in mind I have not played the system yet, so I might be trying to solve a non-existent problem – but it just popped into my head. One complaint I’ve read online was that combat was unbalanced in favor of smaller faster weapons since one could attack more often. The idea I had was to roll the damage die twice and use the highest result. With slower weapon having a wider range on damage, this I would think would benefit those weapons more. It might make the choice more balanced.

    Thoughts?

    Thanks.

    #252604
    Anonymous
    Inactive

    With the rules as written, small fast weapons are superior in many ways to slower, larger weapons. From a player perspective, you get more actions per turn of the clock, which means that you get to DO more. For example, my fiancee plays a Dagger fighter as a secondary, and I play a Flamberge-wielder as my primary. She hits every 6 ticks for d4(d8) damage (avg 28 damage/12 ticks) while I hit for d10(d8) (20 damage/12 ticks). She also get 2x the number of attack opportunities that I have, which means that the likelihood of her doing damage is greater than me. This is also good against minions who only have a single stamina and wound, so she can clear them out WAY faster than I can.

    That being said, there are mitigating factors. Larger weapons have qualities such as Impact and tricks like Mighty Swing which allow you to do more damage, evening out the damage per tick (DPT) of the weapon which many of the smaller weapons lack, and the larger weapons are better at knocking their way through heavily armoured targets. Using the above examples, the dagger would do an average of 7 damage per hit, while the Flamberge would do an average of 10. That means with an enemy of AR 5, the Dagger will only get 8 damage through/12 ticks, while the Flamberge would get 10.

    The bigger weapons get even more terrifying when it comes to the “Hard Core” rules which are being enforced at BI’s (or, that is what PCI WANTS to do). In these rules (presented in an appendix of the Codex of Heroes) if the amount of damage taken bypasses the Fortitude Defence of the target, they take a wound. At the last BI that I was at, the only person at the table who could consistently do this was my Flamberge-wielder (and then through the use of Smite abilities and spells). In this regard, smaller weapons become significantly less likely to knock someone out for the count.

    #252606
    Anonymous
    Inactive

    As Cody said, Armour Rating (AR) is the great equalizer. AR is very similar to Damage Resistance (DR) in 3.5/Pathfinder, in that it reduces the amount of damage taken from each hit.

    My primary character uses a slow, heavy weapon. His average damage is around 20 points, which on average takes about 6 ticks to perform. Some of the people that we play with have characters that use smaller weapons/unarmed, and on average are doing about 10 points of damage per hit as a 3 tick action.

    If we are fighting an enemy with no/minimal AR, they can actually out damage me simply from the number of hits. When we are up against a high AR enemy, however (such as most bosses, especially at a Battle Interactive), the faster weapons frequently have a hard time getting through the AR at all.

    There are advantages to both, but I prefer the heavier weapons.

    #252607
    Anonymous
    Inactive

    Hey guys, thanks for the replies. It’s good to know about the other factors. It’s good that player to have meaningful choices rather than everyone running around with daggers. In D&D it’s pretty much the opposite “I want the weapon that does the most damage.”

    BTW, Nierite what is BI?

    Thanks.

    #252609
    Anonymous
    Inactive

    Armor ratings have to be really high for a slower weapon to out dpt a faster one. Like really high! I can’t remember the math but 8 or 9+. Although weapons with armor piercing have an odd sweet spot where they gain ground on speedy weapons.

    #252610
    Anonymous
    Inactive

    A BI is a Battle Interactive. They are generally only held at large conventions (Gen Con, Origins, etc). Basically think a room full of tables, all working towards the same objective.

    A good example from a number of years ago was a BI involving an army seiging a city in Altheria. The heroes were trying to protect the city. Low level tables were given jobs like holding the walls and putting out fires, while the high level tables were doing reconnaissance missions behind enemy lines. If one group failed a mission, it put a direct strain on the other groups (the coordinators would actually add enemies to your table if an adjacent table wiped).

    They really are a great experience. If you can get yourself to a major convention, I highly recommend it.

    #252613
    Anonymous
    Inactive

    Well, let us assume average damage on all weapons, ignoring explosions for the moment.

    
           d6	d8	d10	d12
    d4	6	7	8	9
    d6	7	8	9	10
    d8	8	9	10	11
    d10	9	10	11	12
    d12	10	11	12	13

    Now, factor in average weapon speeds

    d4 = 3 Ticks
    d6 = 4 Ticks
    d8 = 5 Ticks
    d10 = 6 Ticks
    d12 = 7 Ticks

    As such, using the table above, we see DPT of the following:

    	d6	d8	d10	d12
    d4	2.00	2.33	2.67	3.00
    d6	1.75	2.00	2.25	2.50
    d8	1.60	1.80	2.00	2.20
    d10	1.50	1.67	1.83	2.00
    d12	1.43	1.57	1.71	1.86

    This, of course, assumes that you are striking an target with no armour. Once you factor in AR, the numbers go this way:

    For AR2

    	d6	d8	d10	d12
    d4	4	5	6	7
    d6	5	6	7	8
    d8	6	7	8	9
    d10	7	8	9	10
    d12	8	9	10	11
    
    DPT				
    	d6	d8	d10	d12
    d4	1.33	1.67	2.00	2.33
    d6	1.25	1.50	1.75	2.00
    d8	1.20	1.40	1.60	1.80
    d10	1.17	1.33	1.50	1.67
    d12	1.14	1.29	1.43	1.57

    AR4

    	d6	d8	d10	d12
    d4	2	3	4	5
    d6	3	4	5	6
    d8	4	5	6	7
    d10	5	6	7	8
    d12	6	7	8	9
    
    DPT				
    	d6	d8	d10	d12
    d4	0.67	1.00	1.33	1.67
    d6	0.75	1.00	1.25	1.50
    d8	0.80	1.00	1.20	1.40
    d10	0.83	1.00	1.17	1.33
    d12	0.86	1.00	1.14	1.29

    And AR6

    	d6	d8	d10	d12
    d4	0	1	2	3
    d6	1	2	3	4
    d8	2	3	4	5
    d10	3	4	5	6
    d12	4	5	6	7
    
    DPT				
    	d6	d8	d10	d12
    d4	0.00	0.33	0.67	1.00
    d6	0.25	0.50	0.75	1.00
    d8	0.40	0.60	0.80	1.00
    d10	0.50	0.67	0.83	1.00
    d12	0.57	0.71	0.86	1.00
    #252642
    Anonymous
    Inactive

    So AR 5 or 6 is the great equalizer huh?

    Is your chart for exceptional weapons?

    #252646
    Anonymous
    Inactive

    That assumes basic dice rolls without modifiers or explosions for simplicity of math.

    #252655
    Anonymous
    Inactive

    That assumes basic dice rolls without modifiers or explosions for simplicity of math. Do exceptional, the standard by which players are held to. Exceptional or it didn’t happen.

    #252661
    Anonymous
    Inactive

    Larger weapons benefit more from added special maneuvers better than faster weapons, since it is a set speed, not a percentage based on the base weapon speed, Also for all weapons, the damaged is presented at the Beginning of the attack so large weapons allow you to take out an opponent before he can return the attack.

    I recommend using Big weapons vs the big bad guy, and small weapons should be used against minions

    #252662
    Anonymous
    Inactive

    For exceptional weapons, it’s easy:

    
          d6   d8   d10  d12  Spd
    d4     7    8    9   10   3
    d6     8    9   10   11   3
    d8     9   10   11   12   4
    d10   10   11   12   13   5
    d12   11   12   13   14   6
    
    DPT:
    AR0   d6     d8     d10    d12
    d4    2.33   2.67   3.00   3.00
    d6    2.67   3.00   3.33   3.67
    d8    2.25   2.50   2.75   3.00
    d10   2.00   2.20   2.40   2.60
    d12   1.84   2.00   2.17   2.33
    
    AR6   d6     d8     d10    d12
    d4    0.33   0.67   1.00   1.33
    d6    0.67   1.00   1.33   1.67
    d8    0.75   1.00   1.25   1.50
    d10   0.80   1.00   1.20   1.40
    d12   1.00   1.00   1.17   1.33
    

    I’m too tired right now to work up exploding dice but I wouldn’t expect it to change the results significantly…

    #252663
    Anonymous
    Inactive

    Larger weapons benefit more from added special maneuvers better than faster weapons, since it is a set speed, not a percentage based on the base weapon speed, Also for all weapons, the damaged is presented at the Beginning of the attack so large weapons allow you to take out an opponent before he can return the attack.

    Correct. I can’t find my notes right now but I worked up the math for TWF and you want the biggest slowest weapon you can use for one and the biggest light weapon you can use for the other (a Huge Ss’ressen with d12 primary and tail bracer secondary is I think by far the highest DPT TWF).

    #252664
    Anonymous
    Inactive

    Factoring in exceptional DPT is still better on faster weapons until AR8 I believe.

    There are a lot of factors out there. More than just DPT off the back. Factor in talent damage, rune damage, Maneuver damage, and weapon qualities such as Armor Piercing (note there are speed 5 base AP weapons, Mace), one-hitting commons with d12 weapons, and more, and things change up. Although you get more bang for your tick with slower weapons and maneuvers, maneuvers still help faster weapons out DPT a big one.

    The most important factor to weapon choice is of course RP. You wield a scythe if you are a Nerothian, you wield a gladius or spear if you are a legionnaire. Some paths are better than others and certain path members are going to wield specific weapons.

    #252666
    Anonymous
    Inactive

    Without redoing the math, I believe that exploding dice bump the Average damage by +.5.

    John

Viewing 15 posts - 1 through 15 (of 42 total)
  • The forum ‘Arcanis: Rules & Rulings’ is closed to new topics and replies.