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Old October 7, 2008, 16:41   #1
warlin
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Any extra damage for a defender weapon?

As I understand it, you calculate damage like this:
(strengt and criticals ignored to simplify things, as they are they same for all weapons)

(dice value * branding + melee bonus on weapon) * #blows.

I just found a defender weapon;

a) a Well-balanced Spear (Defender) (1d6) (+13,+4) [+7] (+4 to stealth)
It increases your stealth by 4. It provides resistance to
acid, lightning, fire, and cold. It can be thrown hard and
fast, makes you fall like a feather, and speeds your
regeneration. It grants you immunity to paralysis and the
ability to see invisible things. It cannot be harmed by the
elements. It gives you 3 attacks per turn. It might have
hidden powers.
It was lying on the floor on dungeon level 13.

so average damage for this would be
(avg(1*6)*1+4)*3 = 22.5
e.g. I do a (AVERAGE(1;6)*1+4)*3 in Excel.

I also have this:

n) a Lead-Filled Mace of the Elements (3d5) (+3,+5) {RAcid BrandAcid}
It is branded with acid. It provides resistance to acid. It
cannot be harmed by acid. It gives you one attack per turn.

Acid branding gives a whopping *3 in the BRAN section on the formula above.
so average damge for this would be:
(avg(3*5)*3+5)*1 = 32

So if my math are correct, the Mace wins hands down, even though it got only 1 blow. It also wins in min, max damage (14-50, vs 15-30)

So; Are my math correct?
Do defender weapon suck damage wise, since they (AFAIK) give no brand damage ?
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Old October 7, 2008, 17:16   #2
Narvius
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I'd like to point out that...
1. x3 damage roughly equals 3x blow, and the mace has higher base damage (both enchantment and dice rolls). So, of course the mace's damage is expected to be higher.
2. While the Defender will have 3 blows always, you won't always have 3x from the brand.
3. Defenders are more awesome anyways.
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Old October 7, 2008, 19:04   #3
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in the short run the mace is better. But find a ring of damage or even just 4 scrolls +to_dam, and the spear is better. Do hold onto the mace, because it's a pretty good weapon once you get more blows. And keep am eye out for 2d4 daggers, and any +attacks weapons
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Old October 7, 2008, 19:10   #4
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Quote:
Originally Posted by warlin View Post
So; Are my math correct?
If you are playing the char dump in your sig, your math is quite wrong. You have +25 to damage under "fight" in the dump that was not in your calculations. That adds to each blow. Add another 75 damage to your calculation for the spear, and 25 to the mace.
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Old October 7, 2008, 19:53   #5
warlin
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Quote:
Originally Posted by PowerDiver View Post
If you are playing the char dump in your sig, your math is quite wrong. You have +25 to damage under "fight" in the dump that was not in your calculations. That adds to each blow. Add another 75 damage to your calculation for the spear, and 25 to the mace.
Well if you read that char dump fully, you can see he is dead

anyhow; No I didnt know that, the + to melee you see under char gets added to each blow, and thats quite significant.

however, it do add the + from the weapon, so you will have 2 different values.

For this char:
defender got +8 in char screen
mace got +9 in char screen

new values thus:

defender: 34,5 avg damage
mace: 36 avg damage

So, its quite easy choice; defender
Since if I miss with the mace, I deal 0 damage per turn.
I can miss twice with the defender, and still deal damage, so damage over time will be higher with the defender.

Until I get more blows per round that is, or find another weapon

Stored my weapon in my house for now.

Dump of this char soon in sig.
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Old October 8, 2008, 00:28   #6
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The Defender spear will lose less damage from misses, but only because it has a bigger to-hit bonus. Extra swings don't help.

E.G. you have a 2/3 chance to hit a monster
2/3 * (3 blows per round) * 6 rounds = 12 blows i.e. 4 rounds worth of damage
2/3 * (1 blow per round) * 6 rounds = 4 blows, also 4 rounds worth of damage

Extra swings means less frustration from missing a bunch of turns in a row, though.
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