Better low AP weapon with actor effects
Posted: Fri Sep 20, 2013 10:14 pm
I have both a gripe and a suggestion.
My gripe: there are no decent one-handed weapons with AP of 4 or less with good actor effects:
Blackwater daggers or iron sword: Blackwater misery, which is a bad effect, not a good one.
Blade of the defiler: Moderate damage, moderate criticals, but terrible AC and BC. Not worth it to get 0-2 HP on a kill, because your chances of not killing, or getting killed first, is too high. With the new weapon proficiency skills and fighting styles the low AC hurts even more because you are just multiplying a low base percentage.
Barbed dagger: doesn't count, because you can only get it by finishing a quest one way.
Shadowfang: OK, it's got an AC of 40%. But a BSS has only 8% lower AC than that, and I don't have to suffer the chance of minor fatigue, which is a very nasty effect.
So I suggest a new extraordinary weapon that fills this role
I was thinking of a weapon that has random effects, either good ones on the source and/or bad ones on the target. There are a couple of ways of approaching that. The most obvious it to determine if any effect occurred (with, say, a probability of around 25%), and then randomly pick an effect from a list. I don't think the code is set up for that though (judging by the game; I've not looked at the code!), and I think there's a more interesting option anyway: having a large number of possible effects, but each with a low probability. This is my first weapon design, and I don't know if there are any rules that should be adhered to, so this will probably require some adjustment (assuming it's not just outright rejected
)
Shimmering sword
Rapier, AP 4, AC 21%, AD 2-6, CS 2, CM 1.5, BC 5%
The base stats are based on looking at similar existing weapons
Possible effects:
The table doesn't line up very well (best I could do. Any tips on how to do it better?), but it's in the attached spreadsheet. Bleeding wound and Weak poison differ in name only, so I used different durations and multipliers.
Each effect has a probability of only 3%.
This is the probability of getting 1 effect, 2 effects, etc, on one hit. I've also shown the average number of hits required for this to happen:
So there's a 19% chance of getting one effect, but you don't know which one. There's less than a 4% chance of getting two, but it will happen often enough to be noticeable. In fact, if you hit monsters half a million times then, on average, there will be one time where you get all eight effects at once
The chance of getting at least one effect is a hair over 24%. To counter the fairly good base stats and the chance of getting multiple effects at once, I kept the number of rounds and the multiplier for each effect low compared to the other weapons with similar effects.
I think this would be a fun weapon to play with.
My gripe: there are no decent one-handed weapons with AP of 4 or less with good actor effects:
Blackwater daggers or iron sword: Blackwater misery, which is a bad effect, not a good one.
Blade of the defiler: Moderate damage, moderate criticals, but terrible AC and BC. Not worth it to get 0-2 HP on a kill, because your chances of not killing, or getting killed first, is too high. With the new weapon proficiency skills and fighting styles the low AC hurts even more because you are just multiplying a low base percentage.
Barbed dagger: doesn't count, because you can only get it by finishing a quest one way.
Shadowfang: OK, it's got an AC of 40%. But a BSS has only 8% lower AC than that, and I don't have to suffer the chance of minor fatigue, which is a very nasty effect.
So I suggest a new extraordinary weapon that fills this role

I was thinking of a weapon that has random effects, either good ones on the source and/or bad ones on the target. There are a couple of ways of approaching that. The most obvious it to determine if any effect occurred (with, say, a probability of around 25%), and then randomly pick an effect from a list. I don't think the code is set up for that though (judging by the game; I've not looked at the code!), and I think there's a more interesting option anyway: having a large number of possible effects, but each with a low probability. This is my first weapon design, and I don't know if there are any rules that should be adhered to, so this will probably require some adjustment (assuming it's not just outright rejected

Shimmering sword
Rapier, AP 4, AC 21%, AD 2-6, CS 2, CM 1.5, BC 5%
The base stats are based on looking at similar existing weapons
Possible effects:
Code: Select all
Courage 2x 3 rounds On hit On source
Minor speed 1x 2 rounds On hit On source
Regeneration 3x 3 rounds On hit On source
Heightened senses 2x 3 rounds On hit On source
Bleeding wound 1x 3 rounds On hit On target
Weak poison 2x 2 rounds On hit On target
Fear 2x 2 rounds On hit On target
Minor fatigue 1x 3 rounds On hit On target
Each effect has a probability of only 3%.
This is the probability of getting 1 effect, 2 effects, etc, on one hit. I've also shown the average number of hits required for this to happen:
Code: Select all
Number of effects at once Prob Av num hits
1 19.3916% 5.2
2 3.7603% 26.6
3 0.7292% 137.1
4 0.1414% 707.2
5 0.0274% 3647.0
6 0.0053% 18807.0
7 0.0010% 96985.4
8 0.0002% 500141.6
Prob of getting something: 24.0565%

I think this would be a fun weapon to play with.