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 Deaths Hand

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joshandjenniferforever



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Join date : 2008-09-27
Age : 26
Location : Joliet, IL

PostSubject: Deaths Hand   Tue Oct 21 2008, 21:20

20 magical, 20 divine, 20 Negative, 20 massive Criticals +12 no on hit Very Happy unless u feel like adding it Very Happy

A Scythe of course
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Sarah the DM



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Join date : 2008-09-04

PostSubject: Re: Deaths Hand   Wed Oct 22 2008, 00:39

That would probably be a pretty weak weapon. The on hit effects add far more damage than 20. You would be able to get beyond the damage resistances of most creatures in the higher dungeons.
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joshandjenniferforever



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PostSubject: Re: Deaths Hand   Wed Oct 22 2008, 00:43

so then would an on hit lvl 20 or 25 be on it? and divine would be an idea for the on hit but the one i intended on would be magical or negative
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Clive Forumposter

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Join date : 2008-09-11
Age : 41
Location : UK

PostSubject: Re: Deaths Hand   Wed Oct 22 2008, 13:22

You keep saying that the on hit effect is more powerful that straight damage, but none of my characters who have on hit lvl 16 weapons are doing anywhere near the damage they used to do with a weapon with three +20 damage types on them.

My Barbarian used to do around 80+ damage per hit now its around half that. Using an on hit 16 i think he should be getting more than that.

Maybe I have my maths wrong but doesn't the elemental damage break down like this?

2d12
on hit 16 = 16d8

so, not counting phsyical damage, I should be getting between 18 and 152 per hit of elemental damage and am actually doing (on average) around 40. Probability says I should be getting more like 70-80 with random rolls like that. Unless of course every critter has damage reduction about equal to level 60 knights...

Not that I am complaining about the new system, I do like it, it has really levelled the playing field for my archer. Its just I haven't seen evidence yet of it doing more damage than the old system. And you can't use more than one damage type.
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Sarah the DM



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PostSubject: Re: Deaths Hand   Wed Oct 22 2008, 19:03

On hit 16 does 2d12 plus 13d8. 13 times 4.5 is about 58 on average, reduced by the target's damage resistances. If the monster has 20 damage reduction, you'll do 38 damage. If, on the other hand, you have a 20 damage old-style weapon, you'll be unable to damage the monster at all.

Since the on hit damage is separate from the 2d12 damage, you'll see it reported and calculated separately. If the monster has 20 damage resistance, it will get resistance (I think) against each attack form. 2d12 averages out at 13 damage per hit.

If you are getting better damage from something that does 20 damage of various forms, it's because your using it against monsters who are vulnerable to more of those forms than the straight damage. The multiple damage types increase the odds of finding a damage that works. On the other hand, you'll do much better by switching weapons to an appropriate type for that monster.

That's one of the reasons why I made the single damage type weapons and prefer them. It makes it beneficial to actually swap weapons, not to just stick with one. Now you can stick with one if you wish, but you will definitely reduce the overall effectiveness of your character.

Personally, I keep weapons of each type and switch based on what is effective. I ensure all monsters are vulnerable to at least one type.
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Zog2

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PostSubject: Re: Deaths Hand   Thu Oct 23 2008, 00:57

Yes -- it seems that a "Level 16" on-hit is the base for putting a gem onto a weapon when your char is at Lvl 60.
This will do the equivalent of 16d8 (total) extra damage of the elemental type that you chose, but 2d12 of that (equivalent to 3 of the d8s) will be added to the normal weapon damage, leaving 13d8 for the on-hit.

If you put a second gem onto your weapon it increases to "Level 17" on-hit.
3 gems : Level 18
4 gems : Level 19
5 gems : Level 20
6 gems : Level 21

So against beasties with no resistance to the damage type, you'll often see damages of over 100.

I have to say that in the previous system -- before this on-hit damage style, when we were able to add up to 3 different damage types for 20 points each + massive criticals -- my weapon master would crit things (55% of the time) for over 300 damage when he chose a weapon with the correct damage type, which was fun ...but the current system is probably more balanced, as the on-hit part of the damage isn't multiplied in the case of a critical hit
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Clive Forumposter

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PostSubject: Re: Deaths Hand   Thu Oct 23 2008, 04:20

Ah right, so my calculations were off. That makes more sense now. I'll go through the combat info and add up all the damage, see where that leaves me.

Also, can you put back the information about each critter when you examine them? It is useful to see if they have any particular weakness (like Insane Zombie - not partial to fire.) Also, nice to know what has true seeing when you are being all sneaky.
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Sarah the DM



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PostSubject: Re: Deaths Hand   Fri Oct 24 2008, 00:34

I don't like the examine creature option, because it's too easy. You should learn about the creatures by fighting them. That's more realistic.
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Zog2

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PostSubject: Re: Deaths Hand   Fri Oct 24 2008, 02:52

Sarah the DM wrote:
I don't like the examine creature option, because it's too easy. You should learn about the creatures by fighting them. That's more realistic.
I agree with you here ...it's just difficult when I don't want to change weapons mid-fight ...sometimes they just vanish, heh
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joshandjenniferforever



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PostSubject: Re: Deaths Hand   Thu Oct 30 2008, 01:11

so wats the chances of Death's Hand happening?
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