1. Weapon Damage Calculator

Hey, I put some effort into constructing a DPS calculator in an .xls. It's completely accurate as best as I can tell from my math. I've made only a few assumptions (rounding down strength after multiplying by 1.5, for example) but my math is easily confirmed by looking at the same weapon's DPS in DDO. However, only the Base Damage Rating is provable as the weapon effects are not calculated - which is where this .xls comes in. I hope that seeing the correct Base Weapon Damage on the In-Game weapons will prove my math is correct. However, if you select Keen for a weapon that does not have Keen as an actual ability, then this number *will* be higher. Remove Keen to see the correct DPS and then merely accept the remaining calculations as correct. Or, do the math by hand and check as many figures as you like.

The following features are working correctly:

-Base Damage Rating
- Number of Dice
- Dice Sides
- Critical Percent
- Critical Multiplier
- Weapon Modifier
- Weapon Dice Modifier x[w] (1.5 for GS, 2.0 for Epics, etc.)

The above effects are auto calculated base on selecting the weapon from a list of all DDO weapons. For weapons with non-standard critical rates (SoS comes to mind) there's a section to modify this without affecting the DDO base standard. The reason for this is to allow rapid choice selections and comparison of the same weapon effects with many different weapon types - such as the great Green Steel mystery.

- Bane (Lesser, Normal, Greater)
- Including increasing the Weapon Modifier (+1/+2/+3)
- Righteous
- Seeker
- Damage Resistance
I have not bothered with calculating DR types, only DR/-. It's not worth the effort required to check for DR/magic, DR/Cold Iron, etc. Ultimately, the point is to be able to test DR effects, rather than each type or to bother with comparing against each type or whatnot.
- Fortification
- Armor Piercing (fort bypass)
Further, this calculation does not affect the Weapon Proc rates based on Critical hits/multipliers while allowing the reduced weapon damage on Undead and other non-crit beasties.

- Weapon Effects
Naturally, the pride, joy, and ultimate focus of this project. Weapon effects are selected via a drop down menu on the cells and the DPS added is calculated and displayed just below the selected effect. I had planned on using a second column and putting this DPS there, but by keeping each weapon on a single column it allows instant, and trouble-free, cloning of the weapon columns to allow free expansion of as many weapons as desired (limited by computer ability, of course). Simple copy/paste or drag expansion for as many weapons as desired - another proud feature.

I'm putting the Google Docs link to download this .xls. I was hoping to distribute this via the DDO.wiki but I wanted the approval of this site's administrators before simply adding it to a random page on there. If any DDO admins see this, I'd like to hear your feedback, too.

Anyway, my e-mail is in the .xls; feel free to contact me and let me know what you think about it. Thanks, for reading.

http://bit.ly/TLQCOD <-- My copy/paste was acting up so I crunched it for simplicity. It's easy to remember, so I'm keeping it here.

As it turns out, Google Docs can't handle Defined Names on the site so you'll need to download it to see its effect as almost all of the formulas are broken without Defined Names. I intentionally avoided using Visual Basic Macros so as not to trigger the security warning that comes with it and so that people downloading it could make changes/additions without having programming knowledge.

I allow for any value of fortification and I set the cap of the formula to 100% and 0%. This allows one to select, say, 125% fort with 50% armor piercing and have correct results. The cap prevents critical rates exceeding 100% or 0% of their potential. As an example, say you have a critical % of 20%. A creature with 50% fortification effectively reduces the critical rate in half - to 10%, in this case. If you then select piercing at 25%, it reduces the 50% to 25% and the resulting critical hit probability becomes 15% (20% * (1 - 50% + 25%)). Anyway, take a look and play with the values.
Thanks, again.

Cheers,
- Brian

2. I can't bring up google docs on my phone, but it sounds like you've gone to a lot of work for this. Thank you, and I look forward to checking it out when I get home.

3. Yeah, quite a lot of work

Thanks. I actually did put a lot of time into it.

I didn't use any VB stuff so that those unfamiliar with VB could still make changes to it. I also rigged the charts so that they are reasonable and (hopefully) simple to understand so that it's easy to add new Weapon Effects without having to find me to do it. It's okay to wait for me to update it, but eventually I'll stop for whatever reason.

The tables are set up to dynamically expand when new weapon effects are added <strong>and sorted</strong> into the table. Remember, the table *must* be sorted or the search functions will fail. That's just the way they programmed them into excel, nothing I can really do about it. I suppose I could have use MATCH rather than VLOOKUP, but, oh well.

I also thought that some people would prefer a landscape view of the data as they're only interested in the end DPS value and landscape would allow more weapon comparisons. To this end, I'm going to have *both* rather than *either*. Allowing one to delete the undesired page or to use both.

I admit I have more data showing than is really needed to obtain the final DPS value (which I like to think of Damage Per Strike rather than per second ).

This chart helped me discover a few things: Pos3 GS Greatsword out paces the Falchion by .90 DPS. Not much, sure, but interesting. Since they're both slashing weapons, it's interesting that so many people make Falchions, instead.

The L16 T3 Mournlode Light Mace with Screaming (1d6 Sonic) and Undead Bane (stacks with Greater Undead Bane) outclasses the L20 T3 Light Mace. I noticed this when performing the math by hand when looking into these weapons for my rogue as a secondary undead beater (until GS Pos3). While the increase is very small, it has the benefit of spreading the damage out rather than relying on procs. It suffers from the possibility that some undead will resist sonic and the requirement of crafting a Masterful Craftmanship Shard yourself or the weapon becomes ML22 (Base 16, Screaming +2, Undead Bane +4). Anyway, a POS3 weapon beats these by 10+ DPS so just get those. Oh, and only the Light Mace has this oddity.

Also, as far as damage goes, the Banishing/Disruption/etc. effects which deal 100 bane damage on a failed auto-kill. These effects have, effectively, a 5% proc rate and so carry a +5 DPS bonus to them in addition to their steady +14 DPS (4d6 per hit). This is not the case for Vorpal because a fail decapitation neither hits for 100 nor 4d6.

Anyway, have fun with it and let me know what you'd like to see added/changed.

I did not include epic destiny effects because they are not weapon effects. Perhaps I'll add a sheet onto this calculator to include those at a later time.

Cheers,
Brian

4. One little thing - from Nightmare through Pure Good the numbers are split too far, should be 5 - 6 - blank rather than 5 - blank - 6 (and even more little Nightmare should be 5d8 rather than 5d6).

One slightly larger thing - one of the problems with Base Damage Rating is it lets you hit on a 1, which the combat system does not. If we look at the L16 t3 Mournlode Maul, we have 18 * (5.5 + 5) + 2 * 3 * (5.5 + 5) = 252, /20 = 12.6, but the real number is 17 * blah blah = 12.075. In the same way you add Light Burst and Screaming as 4.6 + 3.5 = 8.1 which should be (3.5 + 3.5) * 19/20 + 5.5 * 2/20 = 7.2. Note how we can't just do 19/20 * 8.1 and get the right number; granting hits on 1 changes the relative weights of hits and crits and can't be undone with simple multiplication.

One moderately large thing - all the DoT weapon procs do not tick on generation, but only after one duration. So if we look at for instance Acid Arrow: every time we hit we restart the clock, so if we hit more than once every two seconds we will never see damage from Acid Arrow. This is an extreme case due to the 100% proc rate, but smaller losses similar in principle occur for all the DoT procs.

One much larger thing - no glancing blows. Because they do not crit and generate most magical effects at a reduced rate, they do not necessarily reflect the quantitative or qualitative differences between two weapons' main blows.

And a terminology issue - you have in principle calculated damage per swing, but nowhere do you provide a conversion via swings per second to arrive at damage per second. This is fine for comparing like to like bases (for instance, all one handed weapons attack at the same rate), but can be misleading otherwise.

.

You have put in a lot of work on this, and I hope you do not feel discouraged. It is a very complicated undertaking.

5. Excellent points

Originally Posted by Kinerd
One little thing - from Nightmare through Pure Good the numbers are split too far, should be 5 - 6 - blank rather than 5 - blank - 6 (and even more little Nightmare should be 5d8 rather than 5d6).
Excellent catch on these; thanks, a ton. I'll update it ASAP.

Originally Posted by Kinerd
One slightly larger thing - one of the problems with Base Damage Rating is it lets you hit on a 1, which the combat system does not. If we look at the L16 t3 Mournlode Maul, we have 18 * (5.5 + 5) + 2 * 3 * (5.5 + 5) = 252, /20 = 12.6, but the real number is 17 * blah blah = 12.075. In the same way you add Light Burst and Screaming as 4.6 + 3.5 = 8.1 which should be (3.5 + 3.5) * 19/20 + 5.5 * 2/20 = 7.2. Note how we can't just do 19/20 * 8.1 and get the right number; granting hits on 1 changes the relative weights of hits and crits and can't be undone with simple multiplication.
I understand your points, here, but I'm not looking to produce a complete Damage Per Second. I was really doing this so people could compare weapons. Further, the "miss on a 1" and "seeker to increase crit rate" will all balance out. This will affect each weapon in the same manner -5% damage (simplified, of course), the same amount of missed/increased critical hits. All that stuff balances out. I was hoping to help people see the potential of their weapons, not their exact performance.

I suppose I could extend it to include those things, but I'd probably make it a separate sheet or file.

Originally Posted by Kinerd
One moderately large thing - all the DoT weapon procs do not tick on generation, but only after one duration. So if we look at for instance Acid Arrow: every time we hit we restart the clock, so if we hit more than once every two seconds we will never see damage from Acid Arrow. This is an extreme case due to the 100% proc rate, but smaller losses similar in principle occur for all the DoT procs.
This is quite true and a good point. Further, what if other people are using the same weapon effect? Crushing Wave comes to mind due to the ease of access via Calomel Weapons. I merely put the weapon potential. It's not a perfect assessment of your exact damage but it gives a really good starting point.

Divine Wrath (from Templar's Retribution) is a prime example of this point as this effect resets time *and* stacks damage. .. uggh, what a nightmare. Even still, mathematically, one could derive the DPS from that effect, as well, but we don't even have a tested proc rate for it. I think I put it at 2% based on the complaints of one user saying how he's only ever seen it hit 3 stacks once in his 3 months of using it.

A true Damage Per Second calculator would really be something. If Turbine was willing to give out a few choice game mechanics, then I would do it, though. It would totally be worth it, then.

Originally Posted by Kinerd
One much larger thing - no glancing blows. Because they do not crit and generate most magical effects at a reduced rate, they do not necessarily reflect the quantitative or qualitative differences between two weapons' main blows.
I considered putting in glancing blows - which, honestly, is not that much more effort. Again, I'm not going for DPS, merely damage potential. I don't expect that anyone is going to change from 2-Handed to 1-Handed with the same toon. As such, they will only compare 2-handers to 2-handers and so forth. While I did put a Str Mod to add that to the DPS formula, this was merely to see the benefits of having a high strength. Which, interestingly, shows that high strength can triple Base Weapon Damage - as in the case of the eSoS.

Originally Posted by Kinerd
And a terminology issue - you have in principle calculated damage per swing, but nowhere do you provide a conversion via swings per second to arrive at damage per second. This is fine for comparing like to like bases (for instance, all one handed weapons attack at the same rate), but can be misleading otherwise.
Yeah, I thought it best to stay away from that arena. I read all the threads on that and I'm inclined to believe that Turbine made appropriate changes to the structure of attacking (full attack action after moving 6+ feet, for example). While it would be pretty easy to grab a lame weapon, clear the portal in the Vale, and record myself beating on the portal and calculating the attacks per minute/second/etc. I just don't see the point, really. People should play (and generally do) how they want and *then* maximize their potential, not vice versa. Anyone who would play for max DPS at all costs (even their own enjoyment) will look into the matter themselves and make their own choice.

An interesting point, is that you'd only need 1 toon to check the attacks per min/sec since you can equip any weapon with any toon and we all get auto-attack. Just grab a bunch of plain weapons from each weapon class and carry on. In fact, I'd use a low strength toon (caster) so the portal would live longer. .. okay, 2 toons, Monks likely have a different attack rate due to Flurry of Blows. It's possible that Flurry merely increases your attack rate by a percentage, however, so that would be something else to test.

Originally Posted by Kinerd
You have put in a lot of work on this, and I hope you do not feel discouraged. It is a very complicated undertaking.
Not at all. I appreciate the feedback. If I were concerned about constructive criticism I would have kept the file to myself. It can only get better from here.

Cheers,
Brian

6. Great Idea!

I was considering doing the very same thing, but hadn't yet gotten around to it. I've downloaded it and will check it out!

7. Quick Evaluation

Evaluating and testing it right now. It looks good so far.

Something I've learned is to Color Code text to help you visually determine what to change on the main sheet. You can protect, but that's often a pain to create and edit. SO, color coding helps. I first use black for all text labels. Then, I usually use green for anything "calculated" by the sheet - all those "=" boxes! Then, I use blue text (as in a pen color) to indicate things you can change. It's a quick visual reminder on what to change.

Also, entering a GS item I noticed that the Blast 3rd tier isn't in there. I added the following on mine:

Shock Blast...1 (for OnCrit Dice),10 (on Sides),4 (on ProcDice), 6 (on Sides), 5.0% (on Rate), 1d10/4d6 (on DDO Dice), Lightning (on Type), OnCrit & OnVorpal (on Trigger)

The above modifier is dependent on Crit Damage Modifier (x2, x3, etc.) - so, it probably would require different versions of the line for each Crit type unless that's somewhere in calculations that I didn't notice.

This helps me a lot - I now know that my Forgotten Light mace does a little over 3 points better than my GS Lit 2 morning star. I think I'm going to really enjoy this - great job!

8. Looking very good!

It's looking better and better - very enlightening - that Forgotten Light beats just about everything I have - unless it has some serious DR to it!

Effects:
Shrieking, 2 (Dice), 6 (Sides), 2d6 (on DDO Dice), Sonic (on Type), OnHit (on Trigger)

Base Weapons:
The Tenderizer (Morningstar in the Reaver) has 1d10 for base damage instead of the usual 1d8, but otherwise is a normal morningstar. So, I created a "Morningstar (Tenderizer)" base weapon type just below morningstar.

Kudo's again - this is awesome!

9. Thanks. :)

Originally Posted by Yehediah
Evaluating and testing it right now. It looks good so far.

Something I've learned is to Color Code text to help you visually determine what to change on the main sheet. You can protect, but that's often a pain to create and edit. SO, color coding helps. I first use black for all text labels. Then, I usually use green for anything "calculated" by the sheet - all those "=" boxes! Then, I use blue text (as in a pen color) to indicate things you can change. It's a quick visual reminder on what to change.
I shaded the coded fields, but I received an alert that .xls couldn't handle the shading; I'll give the Text coloring a go. I Bolded the coded rows, for now. I considered putting all of the manual entry rows in the same spot, but it didn't look good when I did it.

Originally Posted by Yehediah
Also, entering a GS item I noticed that the Blast 3rd tier isn't in there. I added the following on mine:

Shock Blast...1 (for OnCrit Dice),10 (on Sides),4 (on ProcDice), 6 (on Sides), 5.0% (on Rate), 1d10/4d6 (on DDO Dice), Lightning (on Type), OnCrit & OnVorpal (on Trigger)

The above modifier is dependent on Crit Damage Modifier (x2, x3, etc.) - so, it probably would require different versions of the line for each Crit type unless that's somewhere in calculations that I didn't notice.
Yes, this is the exact purpose for this project: If you look at the formulas at the end of the Weapon Effects table, you'll see where I put the weapon effect formulas. Such as, Shocking Burst: +1d6 + [Mul - 1]d10; under OnHit, put Dice = 1, Sides = 6; Under OnCrit, put Dice = 1, DMod = "" (blank), Sides = 10, SMod = -1. This will calculate the crit mod correctly. Looking at the Alignment Burst you can see where OnCrit, SMod = +1. This means x2 = 3d6, x3 = 4d6, x4 = 5d6. I realized that part was a little odd, but I was hoping folks would see my comments and notice what I did. Without doing this automatically, this project is practically useless.

Originally Posted by Yehediah
This helps me a lot - I now know that my Forgotten Light mace does a little over 3 points better than my GS Lit 2 morning star. I think I'm going to really enjoy this - great job!

It's looking better and better - very enlightening - that Forgotten Light beats just about everything I have - unless it has some serious DR to it!
This was *exactly* why I did this.

Originally Posted by Yehediah

Effects:
Shrieking, 2 (Dice), 6 (Sides), 2d6 (on DDO Dice), Sonic (on Type), OnHit (on Trigger)

Base Weapons:
The Tenderizer (Morningstar in the Reaver) has 1d10 for base damage instead of the usual 1d8, but otherwise is a normal morningstar. So, I created a "Morningstar (Tenderizer)" base weapon type just below morningstar.

Kudo's again - this is awesome!
I figured I'd miss some weapon effects. Thanks, for letting me know. And damn them for having a non-standard weapon after changing all of them to 1.50[1d6], etc. Making it 1.25[1d8] results in the exact same weapon damage (due to how they round the numbers). Pretty lame they didn't do that - let's hope for a correction.

Thanks, for the feedback. Glad you like it.

Cheers,
Brian

10. What do you all think?

I was considering adding a "Named Effects Table" and putting it right above the weapon effects rows. This new row would include all of the Named Weapon effects rolled into one selectable. Like in that list you could find Pos3, Lit2 (Good burst), Lit2 (Holy), etc.

What do you all think? It would save some time in changing between weapons rather than having to keep a long list of named weapon columns.

Just a thought.

Cheers!

11. Cool spreadsheet! I ran out some calcs to figure out which weapons I wanted to use and was logging into forums to ask for help and there was this thread. Outstanding!!!

Couple thinks I noticed trying to calc for CiTW weapons and the epic cutthroat blade:

Is there a way to calc doublestrike? I just multiplied final number by 1.06, sound about right?

Greater sunburst (i.e. celestia)?
--I did 12d6 (12*3.5)*.2 for a 17-20 crit range (sound right?)

entropic (i.e. Agony)?
-- i did 2d6 (2*3.5)*.2

Assuming the above is correct, some of what I found was:
Agony v bleeder: 48.55
Agony v no bleed: 39.55
Cutthroat v bleeder: 43.70(46.322)
Cuttrhoat v no bleed: 39.20

Do those look correct? What I'm concluding so far is that for the hot finesse weapons:
--(use mornlord for undead if you cannot have AOE, i.e. facinated stuff nearby)
Agnoy v any bleeders
Celestia if it doesn't bleed
--(use Agony again if you can't use AOE)
(Doesn't count DR breakers and +4 from planar puts them even farther ahead of cutthroat. DR breakers will probably surpass if you start getting yellow front numbers.)

I'm very excited by this product. I'm trying to make sure I pull the right weapon in the right situation and this could help a ton.

12. Thanks.

Originally Posted by redoubt
Cool spreadsheet! I ran out some calcs to figure out which weapons I wanted to use and was logging into forums to ask for help and there was this thread. Outstanding!!!
Thanks. I got tired of doing the math by hand so I whipped this up. Glad it's helping you out.

Originally Posted by redoubt
Couple thinks I noticed trying to calc for CiTW weapons and the epic cutthroat blade:

Is there a way to calc doublestrike? I just multiplied final number by 1.06, sound about right?
Yes, this is mathematically the same. I considered adding this as a row item, but later decided not to. I guess some weapons have Doublestrike on them, so this is a valid addition. I'll put that in on the next update (hopefully tonight).

Originally Posted by redoubt
Greater sunburst (i.e. celestia)?
--I did 12d6 (12*3.5)*.2 for a 17-20 crit range (sound right?)

entropic (i.e. Agony)?
-- i did 2d6 (2*3.5)*.2
I totally missed putting in (Greater) Sunburst. I looked at (Greater) Disruption and noticed that Disruption is 4d6 while Greater is 6d6. It's possible that G.Sunburst has increased damage, too. The description reads that it's an AoE, so maybe the damage is the same as regular Sunburst but with the AoE component. I put it in, for now, as 8d6 and maybe I'll go get that weapon and test it myself. I have a 20 Rogue who could make good use of that weapon. Celestia is an odd weapon; it's damage is [strong]not[/strong] piercing, it's Light, so Improved Crit. has no effect. Be sure to delete Keen = Yes when calculating for this weapon.

Also, when weapon effects deal double damage against a critter type, simply add the weapon effect a second time. This helps keep the weapon effect table a bit smaller - as I'm sure it will grow, and grow, and grow..

Originally Posted by redoubt
Assuming the above is correct, some of what I found was:
Agony v bleeder: 48.55
Agony v no bleed: 39.55
Cutthroat v bleeder: 43.70(46.322)
Cuttrhoat v no bleed: 39.20
Named weapons will always have the same values; Mournlode/Calomel/Green Steel weapons [strong]NOT[/strong], however. This is because of the Crit Percent and Crit Multipliers. For example, using Cannith Crafting, a Mournlode Light Mace L16 T3 with Undead Bane and, say, Screaming (1d6 sonic) has a higher DPS value than the Mournlode Light Mace L20 T3. Even with the 2[w] damage on the L20. It's because the Undead Bane stacks with Greater Undead Bane (like you see with Lesser/Regular/Greater Bane (x)bows and arrows/bolts. However, you need to also add the Masterful craftsmanship effect or the ML becomes 22. Further, because the L16 does not rely on 2% weapon procs, the damage is more average all the time rather than sudden burst damage 2% of the time.

Having said that, Pos3 Green Steel blows mournlode weapons away, so get those, instead. Although, depending on your game time availability, the Mournlode weapons may be easier to acquire. However, if you ever TR - don't do it without at least a Lit2 and Pos3. Oh, and a Min (aka HP) helm/etc.

Originally Posted by redoubt
Do those look correct? What I'm concluding so far is that for the hot finesse weapons:
--(use mornlord for undead if you cannot have AOE, i.e. facinated stuff nearby)
Agnoy v any bleeders
Celestia if it doesn't bleed
--(use Agony again if you can't use AOE)
(Doesn't count DR breakers and +4 from planar puts them even farther ahead of cutthroat. DR breakers will probably surpass if you start getting yellow front numbers.)
Maybe not; I have DR on the sheet, so play with the numbers and see. This is a large reason why I made this sheet - and why I made sure to allow easy coping of weapon columns; I wanted people (and myself, of course) to have an easy way to compare similar weapons with slight changes. Simply build the weapon, copy the weapon column, and make the adjustments. It's also really easy to compare Crafted weapons like Green Steel, Mournlode, and Calomel.

About the DR; I doesn't simply put -15, or whatever, to the damage output - this would give erroneous output. If a weapon has an average damage rating of 15, then this means *some* hits are greater than 15 and some are less. On the "less" side, you can't roll less than 0, so I capped the DR to 0. Umm, I could go on, but it just gets really math-nerdy after that. Anyway, suffice it to say that I looked at many considerations to get this working.

Originally Posted by redoubt
I'm very excited by this product. I'm trying to make sure I pull the right weapon in the right situation and this could help a ton.
Thanks, a lot. This is what I was hoping to help people accomplish.

Cheers,
Brian

P.S. Oh, and thanks, for noticing missed weapon effects. I knew I'd miss some, but it seems each person who looks at this thing notices another one. Ha!

I'm largely sure that non-bleed critters are also non-crit critters.

Do you all think it's worth it to create a "Does critter Bleed?" row? Bleeding is not like 100% fortification. You can bypass some fort, but Non-bleeders are always non-bleeders. I would like to know if Fort Bypass will also allow "bleed" effects to occur, as well.

Testing, testing, testing.. .. no chance the Devs could give some insight on this, huh? .. please?

14. Originally Posted by Sindarin8
Celestia is an odd weapon; it's damage is [strong]not[/strong] piercing, it's Light, so Improved Crit. has no effect. Be sure to delete Keen = Yes when calculating for this weapon.
Small note: Improved crit is based on weapon type not damage type, celestia is typed as a short sword so improved crit piercing works just fine on it.

15. Greater sunburst is 6d6 and 12d6 vs undead

16. Interesting..

Originally Posted by Krelar
Small note: Improved crit is based on weapon type not damage type, celestia is typed as a short sword so improved crit piercing works just fine on it.
Interesting, good to know. Does that mean IC: Piercing still works on the Silver Slinger with its blunted arrows?

Originally Posted by redoubt
Greater sunburst is 6d6 and 12d6 vs undead
This is the description for Sunburst (oozes and undead, actually). It's possible Greater Sunburst only has an increased DC like Paralyzing is to Improved Paralyzing.

When I get a chance (and the weapon), I'll run some tests to see if the Light damage exceeds 12d6 on greater sunburst.

17. Originally Posted by Sindarin8
Interesting, good to know. Does that mean IC: Piercing still works on the Silver Slinger with its blunted arrows?

This is the description for Sunburst (oozes and undead, actually). It's possible Greater Sunburst only has an increased DC like Paralyzing is to Improved Paralyzing.

When I get a chance (and the weapon), I'll run some tests to see if the Light damage exceeds 12d6 on greater sunburst.

No, because it's a Repeater, so IC:Ranged works on it.

This looks very promising. Some typos here and there (Hemorrhage instead of Hemorrhaging), but works great. Just remember to add all suffixes and prefixes and you're good to go! +1

18. Originally Posted by pelaaja
No, because it's a Repeater, so IC:Ranged works on it.

This looks very promising. Some typos here and there (Hemorrhage instead of Hemorrhaging), but works great. Just remember to add all suffixes and prefixes and you're good to go! +1
Ah, right; it's IC:Ranged. That dagger with "light" damage, though; that's not affected by IC:Piercing, right?

Thanks, I took the spellings from the wiki and I guess they put them that way. Didn't notice.

19. How are you handling Green Steel weapons, which do 1.50[W] damage: http://ddowiki.com/page/Green_Steel_Weapons

20. Originally Posted by Sindarin8
Ah, right; it's IC:Ranged. That dagger with "light" damage, though; that's not affected by IC:Piercing, right?

Thanks, I took the spellings from the wiki and I guess they put them that way. Didn't notice.
That "dagger" (I guess you mean Celestia, which is a shortsword? nitpicking a bit, because both are affected by IC:Piercing) is affected by IC:Piercing because its weapon type is a piercing weapon anyway.

And no prob. Keep up the good work and update this if you need to
How are you handling Green Steel weapons, which do 1.50[W] damage: http://ddowiki.com/page/Green_Steel_Weapons
You can change the dice by yourself, so no prob with that.

Posting Permissions

• You may not post new threads
• You may not post replies
• You may not post attachments
• You may not edit your posts
•

This form's session has expired. You need to reload the page.