beancounter501 wrote...
Nooneyouknow13 wrote...
If that really is the damage formula, 2 hand is completely worthless outside it's talents. And yet it always seemed to deal significantly more damage per hit on my AW warrior, even if the damage out over time was worse.
Also, isn't untalented off hand 0 to .25?
You are right about the off hand. Untalented it is 0 to .25. However, the main hand calculations I posted are right.
From core_h:
// Main hand attacks to 50-75% of att modifier
if (nHand == HAND_MAIN)
{
if (GetWeaponStyle(oCreature) == WEAPONSTYLE_DUAL)
{
return RandFF(fDmg * 0.25, fDmg*0.25, bDeterministic);
}
else
{
return RandFF(fDmg * 0.25, fDmg*0.5, bDeterministic);
}
}
I respecced Leliana to try it out and ran into a problem right off the bat. Her strength was no where near as high as my Two Hand Warrior. First she had to drop 3 points in Dex for the Coup Talent. Then 7 points into cunning for Stealth 4. That puts her down 10 points, and then no Fade Bonus and no starting warrior strength bonus and she was down nearly 20 points of str! Her hits where in the mid 90's. This strategy would probably work best for a PC Character since the Fade bonus would cover most of cunning points and all the dex needed.
Bleh. I see it now. Of course going further on into the core_h, I've now confused myself. Would you happen to know what:
// ---------------------------------------------------------------------
// for non dual weapons, multiply with magic number to generate
// a proportionally more correct display value.
// ---------------------------------------------------------------------
if (GetWeaponStyle(oCreature) == WEAPONSTYLE_TWOHANDED)
{
fStat *= (fTiming * 2.25);
}
else if (GetWeaponStyle(oCreature) != WEAPONSTYLE_DUAL)
{
fStat *= (fTiming * 2.0);
}
return fStat;
Refers to? It doesn't seem to have anything to do with the actual damage formula from what I can tell, so is this the character sheet damage display?