[net.games.rogue] son of selective weapon enchantment

wjb@burl.UUCP (Neutron Dog) (11/09/84)

You feel more knowledgeable--More--

As many have pointed out, there was an error in the assumptions of
my previous article, rendering the overwhelming majority of the
article invalid.  I was right about interpreting charts like the one
below: when it says XdY, it means X throws of a Y-sided die.  I was
*wrong*, however, when I said that +X,+Y (referring to the
enchantment on a weapon) enhanced the number of throws and the
number of sides of the die, respectively.

I have now been informed that when you swing at a monster, the
machine rolls you a random number.  It adds the +X (and also some
other things) to your random number and compares it to the armor
count of the monster to determine whether youy hit.  So the +X
increases the odds that you hit, not the number of sides on the die.
Then, if you hit, it rolls the dice dictated by your weapon and
adds +Y (among other things) to that.  So +Y directly increases the
damage.

*BUT* I am not willing to admit that a two-handed sword is always the
weapon to enchant! (hard head and soft behind, as my mom always
said)  Empirically, this ought to be obvious.  Who would use a +0
two-handed sword when he had a +5,+19 bastard sword in his pack?

Obviously, a +0 two-handed sword is better than a +0 rock, but where
do you draw the line?  That is the question I shall attempt to
answer.

This may or may not be relevant to all of you, but in Super-rogue
9.0, you always start the game as a different charcter, with some
random kind of weapon, with some random enchantment.  Also, there
are magic pools which (sometimes) will enchant the weapon when you
dip it in the pool.  Not only that, but sometimes you just get
disgusted with waiting for your luck to turn, and would like to
know whether to use those enchant weapon scrolls in your pack.
The chart below compares the different weapons and how big the +Y in
the +X,+Y enchantment notation has to get before the expected damage
from your weapon equals or exceeds the expected damage of a +0
two-handed sword.  Personally, I find the 2H's rare indeed, and I
think that, once I have accumulated a weapon/scroll combination
equal to a 2H, I'd best remember that a weapon in hand is worth two
at a lower level.

Weapon			Damage_dice	Expected_Damage	+Y_required
------			-----------	---------------	-----------
two-handed sword	3d6		10.5		0
bastard sword		2d7		8.0		3
trident			3d4		7.5		3
halbred			2d6		7.0		4
pike			1d12		6.5		4
spetum			2d5		6.0		5
bardiche		3d3		6.0		5
long sword		1d10		5.5		5
mace			2d4		5.0		6
spear			1d8		4.5		6
dagger			1d6		3.5		7
rock			1d2		1.5		9
crossbow bolt		1d2		1.5		9
short bow		1d1		1.0		10
arrow			1d1		1.0		10
dart			1d1		1.0		10
sling			0d0		0.0		11

Hopes this helps somebody.
-- 

				--Neutron Dog

(what's worse than wielding a cursed sling?)

douglis@ucbvax.ARPA (Fred Douglis) (11/09/84)

Unfortunately, the chart in the message to which I'm replying (which I
omit for brevity) only considers the expected damage ONCE YOU HIT!  If
a character starts with a +2,+2 mace, for example, a +0,+0 two-handed
sword will do more damage on the average but will be less likely to
hit.  Anyone care to take some of the more common weapons and do a
chart giving expected damage given certain plusses to hit & for damage,
compared to a +0,+0 THS?
-- 
                                    
				    Fred Douglis
			ucbvax!douglis  douglis@ucbrenoir.arpa