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Warmace critical

Posted: Tue Jan 30, 2018 12:57 am
by Lanzlo
I think I found a bug with the warmaces, or at least the one I have on Zunasha.

The critical is supposed to be a x3. With Northlander Hewing, I should reach 100 damage with a single critical. However, I'm only getting about 2/3 of that (70). I can provide a crummy screenshot if you want. (Taken on my phone... couldn't get the Printscreen to work properly before my crummy setup had to be rebooted...)

Re: Warmace critical

Posted: Tue Jan 30, 2018 2:35 am
by Tsidkenu
Northlander Hewing bonus damage is not multiplied on a critical hit (that would be OP :lol: ). It is an intended feature.

Re: Warmace critical

Posted: Tue Jan 30, 2018 3:41 am
by Lanzlo
OK, just so that I understand this. NH maximizes the damage rolled. In addition, it provides a 'accuracy' bonus of damage equal to your Strength modifier.

So, right now, I have a +3 darksteel warmace. 1d12 20/x3. 12 points+3 bludgeoning. This is all multiplied.
Strength is 20, so that's a modifier of +5. 1.5x for two hander, that's a +7. That's multiplied.
I'm using Power Attack. That adds +6 to damage. That's multiplied.
I'm a Crusader, with a +1 Divine damage. That's multiplied.
Darksteel gives 1 point of electrical damage. That's NOT multiplied.
Northlander Hewing adds your Strength modifier to damage. That's NOT multiplied.

So, on a normal hit, I'm doing (12+3+7+6+1+1+7=) 35 damage. Which is what I see.

So, that means that on a critical I should be doing 36 (base damage) +9 (enhancement bonus) +21 (strength) +18 (Power Attack) +3 (Crusader) +1 (darksteel) +5 (Northlander hewing) =93. That's still 23 points more than what I saw.

Is my math wrong somewhere? Just wondering.

Re: Warmace critical

Posted: Tue Jan 30, 2018 3:58 am
by Rudolph
So, right now, I have a +3 darksteel warmace. 1d12 20/x3. 12 points+3 bludgeoning. This is all multiplied.
Not quite. Only 6.5 base weapon damage on average. The 5.5 from NH should not be multiplied here.

Re: Warmace critical

Posted: Tue Jan 30, 2018 5:22 am
by Valefort
The maximization of physical damage is not well made, on a crit, as far as I can tell, it's not maximized (can't be fixed, the function coded by Obsidian simply works like that). So instead of 12*3 it's d12+ d12 +d12 (what is multiplied in nwn2 is the number of dices used, not the result of the dice).

Overall you'll have 3*d12+9 + 21 + 18 +3 +1 + 5 = 57+3d12 ~ 76.5

Re: Warmace critical

Posted: Tue Jan 30, 2018 11:35 am
by izzul
Valefort wrote:The maximization of physical damage is not well made, on a crit, as far as I can tell, it's not maximized (can't be fixed, the function coded by Obsidian simply works like that). So instead of 12*3 it's d12+ d12 +d12 (what is multiplied in nwn2 is the number of dices used, not the result of the dice).

Overall you'll have 3*d12+9 + 21 + 18 +3 +1 + 5 = 57+3d12 ~ 76.5
Vale is da man!



i still cant even count what damage output any of my toon can do. just play them anyway :?

Re: Warmace critical

Posted: Tue Jan 30, 2018 6:59 pm
by Lanzlo
OK, that's why my math was weird. Thank you.