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fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 04:00
by MainiacJoe
These are the results of a large fsim study I did a couple months or so ago to explore the question, "What is a good zero-skill weapon for book starts to pick up off the floor?" For the sake of completeness, rare weapons were included as well--only TSO-blessed ones were excluded.
The wizmode character was XL:1, STR 12 DEX 12 (in retrospect these were a bit high), with zero in all skills. +0 weapon, no brand. The "High AC" target is an orc warrior in chain mail (I made it with &m and selected it manually for each &f, so it always had the same AC and EV). The "normal" target is an ogre, and the "High EV" target is an adder. The values in the table are fsim's "AvEffDam", averaged over three runs, in thousandths of a damage point. Thus the dagger has an AvEffDam of 0.267 against the orc warrior, 1.200 against the ogre, and 0.700 against the adder.
- Code:
High AC Normal High EV
Dagger 267 1200 700
QuickBl 567 2233 1300
ShortSw 467 1733 967
Rapier 533 1867 1000
Falchion 699 1900 1000
LongSw 800 2333 1067
Scimitar 900 2667 900
DemonBl 1200 3200 1200
DoubleSw 1333 3300 1267
GreatSw 1133 3100 900
TripleSw 1167 3067 667
HandAx 500 1733 900
WarAx 833 2367 1000
BroadAx 900 2567 800
BattleAx 933 2633 500
ExecAx 800 2533 100
Whip 400 1700 800
Club 300 1200 600
Mace 600 1833 1000
Flail 733 2267 967
MStar 1000 2700 900
DemonWh 1133 3300 1500
DireFlail 1067 3067 867
EStar 1333 3267 1233
GreatMc 1100 3000 667
GiantC 1200 3500 167
GSC 867 3167 133
Spear 467 1767 967
Trident 700 2200 1067
Halberd 867 2600 733
Scythe 700 2100 433
DemonTr 1200 3000 1400
Glaive 1000 2767 767
Bardiche 800 2567 100
QStaff 900 2567 1367
Lajatang 1300 3533 1000
Stone 100 500 200
Tomahawk 467 1867 967
Javelin 1167 3267 1567
LrgRock 3300 6900 3367
HSling(s) 500 1867 900
HSling(b) 800 2400 1267
GSling(s) 767 2300 867
GSling(b) 967 2767 1000
Shortbow 767 2267 1133
Longbow 1267 2900 1267
HandCr 1167 2800 1600
Arbalest 1567 3233 1600
TripleCb 1667 3233 1367
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 06:22
by Siegurt
Note that while your numbers seem accurate and certainly reasonable enough, I'd question the choice of an ogre as a representative "middle" sample, since they have almost no AC and low EV, they show more damage done than say, a gnoll, hobgoblin, goblin or 'vanilla' orc would, an expected overall average for creatures you'd encounter with 0 skill would be closer to the 'high ev' or 'high ac' numbers than it would be to your chosen "middle" sample (all of the mentioned critters are closer to an adder than they are to an ogre, defense wise)
While you can compare numbers *within* a column easily enough, comparing the columns to each other might be misleading.
Although a "little to no defense" sample is useful too, representing something more like a 'best case scenario' average (Although I a Jelly or slime creature has even slightly lower defense than an ogre, jelly's you can't fsim properly because of corrosion, but slime creatures show a noticeably higher avgeffdmg than ogres even)
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 07:17
by Tiktacy
Wow, large rocks are OP, god damn.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 08:36
by ydeve
They're also rare enough that if you throw them at everything you run out.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 08:53
by Jeremiah
Aside from large rocks, it's quite interesting how good hand crossbow is.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 10:53
by MainiacJoe
Siegurt wrote:Note that while your numbers seem accurate and certainly reasonable enough, I'd question the choice of an ogre as a representative "middle" sample, since they have almost no AC and low EV, they show more damage done than say, a gnoll, hobgoblin, goblin or 'vanilla' orc would, an expected overall average for creatures you'd encounter with 0 skill would be closer to the 'high ev' or 'high ac' numbers than it would be to your chosen "middle" sample (all of the mentioned critters are closer to an adder than they are to an ogre, defense wise)
While you can compare numbers *within* a column easily enough, comparing the columns to each other might be misleading.
Although a "little to no defense" sample is useful too, representing something more like a 'best case scenario' average (Although I a Jelly or slime creature has even slightly lower defense than an ogre, jelly's you can't fsim properly because of corrosion, but slime creatures show a noticeably higher avgeffdmg than ogres even)
The purpose of the ogre column was to analyze just the weapon output itself. I almost used "ghost", a defunct monster that is available in fsim with AC 0 and EV 0. So the no AC and low EV was actually what I was aiming for. Whether it's useful information, that's another question.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 10:56
by MainiacJoe
Jeremiah wrote:Aside from large rocks, it's quite interesting how good hand crossbow is.
This shows how weapon accuracy is more important than usual at zero skill. Other examples: quarterstaff vs adder, giant club vs GSC, long sword vs scimitar with adders.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 11:06
by bcadren
I often say GSC are useless in early game and these numbers seem to confirm that. AvEffDam or 1.33 versus an adder? [It's too slow and inaccurate to use without a lot of skill investment; you will kill yourself if you try to use it without extensive training FIRST.]
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 11:15
by duvessa
That is a very specific artifact of having accuracy below a certain level. You can see it also happens with bardiche and exec axe. The issue disappears once you get 3 levels of weapon or fighting skill, which is does not take long for an ogre. Notice that even at 0 skill it's fine against low ev stuff.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 11:21
by Utis
MainiacJoe wrote:[...]averaged over three runs [...]
You can increase fsim's sample rate in your config with, e.g.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 11:26
by bcadren
duvessa wrote:That is a very specific artifact of having accuracy below a certain level. You can see it also happens with bardiche and exec axe. The issue disappears once you get 3 levels of weapon or fighting skill, which is does not take long for an ogre. Notice that even at 0 skill it's fine against low ev stuff.
And it's delay is so high you virtually HAVE to killhole with it...
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 12:28
by MainiacJoe
The issue, I think, is not whether GSC does more AvEffDam than say a flail. That's obvious: it does. The issue is, is it actually possible to wring this full potential out of the weapon in the early dungeon? The effect of the long delay is that it gives enemies opportunities to swing more than once for each of your swings, and unlike in fsim, with a couple early bad rolls you can run out of HP before the law of averages catches up with your damage output.
If I understand duvessa correctly, he thinks it *is* possible to use a GSC to full effect at very low skill. I'm sympathetic to bcraden's argument (daggaz made it too in the CYC "thought experiment" thread) because it makes sense that you might die before you get a chance to swing again. But for all its obviousness, it may well be wrong.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 17:24
by njvack
The point I kind of get from this is "if you're going to hit popcorn with a 0-skill weapon, bigger weapons are better but don't sweat it too much because it's popcorn anyhow."
Fair synopsis?
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 17:49
by ydeve
njvack wrote:The point I kind of get from this is "if you're going to hit popcorn with a 0-skill weapon, bigger weapons are better but don't sweat it too much because it's popcorn anyhow."
Fair synopsis?
yes
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 21:34
by infinitevox
My synopsis is this:
Use Hand Crossbows and Large Rocks.
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 21:45
by bcadren
I'd previously done a skill curve with Crossbows, Hand Crossbows were better than Arbalests until skill 9, then Arbalests were better than triple crossbows until skill 21. [Assuming all of them were same enchantment level and brand.]
Re: fsim Zero Skill Melee Study
Posted:
Tuesday, 8th March 2016, 23:15
by infinitevox
I'm assuming your skill curve was strictly for damage and didn't take defense (shields) into account? (For the purposes of "better" )
Re: fsim Zero Skill Melee Study
Posted:
Wednesday, 9th March 2016, 00:38
by Hurkyl
njvack wrote:The point I kind of get from this is "if you're going to hit popcorn with a 0-skill weapon, bigger weapons are better but don't sweat it too much because it's popcorn anyhow."
Fair synopsis?
When I looked at the topic previously, my question was "if I attack with a weapon when my Wz finds itself next to a jackal/adder with no MP, which weapon should I use?"
Re: fsim Zero Skill Melee Study
Posted:
Wednesday, 9th March 2016, 14:43
by njvack
Hurkyl wrote:When I looked at the topic previously, my question was "if I attack with a weapon when my Wz finds itself next to a jackal/adder with no MP, which weapon should I use?"
So, triple sword or eveningstar
Re: fsim Zero Skill Melee Study
Posted:
Wednesday, 9th March 2016, 15:37
by ydeve
Hurkyl wrote:njvack wrote:The point I kind of get from this is "if you're going to hit popcorn with a 0-skill weapon, bigger weapons are better but don't sweat it too much because it's popcorn anyhow."
Fair synopsis?
When I looked at the topic previously, my question was "if I attack with a weapon when my Wz finds itself next to a jackal/adder with no MP, which weapon should I use?"
The answer is probably "whatever weapon you're actually carrying"
Re: fsim Zero Skill Melee Study
Posted:
Wednesday, 9th March 2016, 22:42
by genericpseudonym
ydeve wrote:Hurkyl wrote:njvack wrote:The point I kind of get from this is "if you're going to hit popcorn with a 0-skill weapon, bigger weapons are better but don't sweat it too much because it's popcorn anyhow."
Fair synopsis?
When I looked at the topic previously, my question was "if I attack with a weapon when my Wz finds itself next to a jackal/adder with no MP, which weapon should I use?"
The answer is probably "whatever weapon you're actually carrying"
Although the player has a choice of
what to carry. It's interesting to know that, for example, a 0-skill whip is better than a club for fighting adders, but a mace is better than either. The quarterstaff is by far the best among the easily available weapons, and several ranged weapons are surprisingly worthwhile.
Re: fsim Zero Skill Melee Study
Posted:
Thursday, 10th March 2016, 20:33
by TeshiAlair