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Discussion: The best weapon in the Game

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bullions27
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Post by bullions27 »

RE:

The Crom Faeyr does more damage because of its inherent 25 STR bonus which adds +14 to damage to minimum and maximum damage. So before it was 2d4 + 3 for 5-11 damage range it becomes 19-25 damage range.

I'll admit under those extreme circumstances damage will differ between weapons with higher to hit bonuses than weapons with lower to hit. That's the point for taking weapons that are +3 rather than +1.

And I was off by 0.05 on to hit. I forgot to factor in the -1. It just bumps damage up for all weapons regardless and it doesn't change the fact Critical Hits will always be 0.05% on a d20 roll.
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Whitestone
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Post by Whitestone »

Celestial Katanan In Guarded Compund

The Celestial Katana In Guarded Compund Temple District Its Awsome For Early In The Game Its On The Second Level Of The Compund Hard Battle But Some Summons Or A Area Hit Spell Like Horrid Wilting Or Poison Cloud Should Take Em All Out Pretty Easy
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Xyx
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Post by Xyx »

Strength bonuses matter big time. Damage per hit is not what counts... damage per round is. Two-handed weapons lose out here, since they cannot be dual-wielded. Belm and Kundane give a bonus attack (with the main hand), which increases total damage drastically.

Simple numbers do not reveal all, though. The "perks" are what counts the most. Staff of the Magi is generally agreed to belong in the top 5, but its damage is pitiful.
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Post by Astafas »

Re: Celestial Katanan In Guarded Compund
Originally posted by Whitestone
The Celestial Katana In Guarded Compund Temple District Its Awsome For Early In The Game Its On The Second Level Of The Compund Hard Battle But Some Summons Or A Area Hit Spell Like Horrid Wilting Or Poison Cloud Should Take Em All Out Pretty Easy
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Post by kopywrite »

You've given me a headache...


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The Z
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Post by The Z »

Despite the cheapness of it, the Silver Sword has got to be one of the better weapons....it can kill Clay Golems (Those are the type that are only killed with blunt weapons right?), and anything else....though I fail to understand why this nifty item didn't work on Irenicus....

1) Silver Sword
2) Celestial Fury
3) Carsomyr
4) Crom Faeyr
5) Staff of the Magi
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Post by Glod »

@xYx: I'll agree with most of what you said there (I'd better since I said it too) but we were trying to compare individual weapons against each other so we can't calculate numbers like damage per round for dual wielding without assuming something about the other hand. The damage per swing (not per hit -- though in ToB they'd be close to the same thing) numbers are meant to be looked at in conjunction with the special abilities to judge these things.

The real reason I'm posting is that I did some tests on Carsomyr and it seems that the hit-dispel effect is worthless at dispelling against level 11 and up, making that weapon a lot less useful than I had thought it was.
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Post by dios »

I'm not sure if this is a weapon but anyhow...

The best "weapon" in the game are ofcourse CHAIN CHONTIGENCY (yes i know the spelling...=p)

There is nothing else in the game that can withstand the power of a high level Sorcerer/Mage/Wild Mage with cahin contigency...

Thats just my opinion...
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Malakian
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Post by Malakian »

I agree pretty much with that, but you didn't have any long range weapons in there, and for that i would replace the Staff of Magi with the Gesen Bow. It requires no ammo and most characters can use it, while with the Staff of Magi only mages can use it, which is a drawback.
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Post by jerubal »

I'm a fan of anything that heals, Black Razor for instance. But I think as far as games most powerful weapon goes, I suppose Crom Faeyr. The strength bonus, and the fact it can take on golems and trolls make it impressively versatile.
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Post by EtherImp »

Not the best weapons, but a couple of my personal favorites.. Please note, these are easily attainable early in the game:

Azuredge Axe +3, 1d6 +4 extra damage to undead, must make save or be completely destroyed, speed factor 1 - What can you say? This weapon is so easily attainable (simply buy it), and it helps you SO much in getting through the early stages of the game where you have to face alot of pesky little undead. Aside from that.. It is a range AND melee weapon! +3 is nice for bashing some of the tougher golems, although it's not so completely over-powered as some of the weapons you guys are discussing.

DayStar, 1d8+2, +4 vs evil creatures, x2 damage to undead. Special ability, Sunday, 3d6 damage + 1d6 damage per level of "caster" vs undead + save vs spell or be blinded for 10 rounds, undead must make save vs spell or be destroyed immediately. 1 handed weapon - I have seen this weapon wipe liches out in 1 hit with something like 1000 damage. (Don't ask me how.) In fact.. lemme try to do the math, I was about level 10, so lets just make it 13d6

13d6/13x6 = 78 x 2 (cuz they're evil) = 186. . . That's not 1000 damage like I saw it do to the lich... but 186 is still a helluva lot of damage. Perhaps it was simply the "or be destroyed" part in this case. I throw this baby on my ranger duel wielded and rip **** up against undead.

Flail of Ages .. Enough said. FoA is a nice weapon with nice abilities, and can be used by many people.
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Post by Jaesha »

Quote

Admitted, Blackrazor comes really late in the game, but that won't stop me from using it in Throne of Bhaal.

I´ll have to agree with that one the_Pope...
Although Crom Fayer would probably be my nr.1 too.
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