libelnon wrote:So does it affect accuracy or just raw damage? If I'm going with this build again I do want to use bows again, or at least a launcher for ranged combat, though I'm going to have a play around with what race to use. I liked the fact that all of the skills I wanted were available at a positive aptitude with HE, but because of all the negatives they weren't so flexible. Going to have a look around the other races. On a side note, I've not seen a crossbow lying about before - where would I find one of those?
Sling/bow/crossbow skill improves both accuracy and damage, but more important it improves attack speed. At high skill, you can shoot more arrows in a given span of absolute time. Although each one will appear to take up its own turn, the turns will be shorter and you will get more of them between enemy turns.
Crossbows are uncommon floor loot early on, but eventually yaktaurs start spawning. Yaktaurs are basically upgraded centaurs, but with a crossbow instead of a bow.
libelnon wrote:So, strongest base weapon type as in raw damage per hit? I would've thought speed was an important factor as well, otherwise the sabre would be superior to the quick blade. And with the war chants, I would've thought that a faster weapon would be superior, so that it can apply the effects of the chant more often.
Weapon speed is a major factor, but your weapon skill with that weapon will improve your weapon speed so slower weapons will eventually catch up and keep their extra damage in exchange for no disadvantage. Most good weapons cap out at a delay of .6 or .7 turns.
Quick blades are a special case, because they have an especially low minimum delay for their damage. With the right weapon brand, such as pain, distortion, or electrocution, they become a really good weapon competitive with heavy weapons. Unfortunately, fast attacks do not perfectly compensate for lower base damage, because monster AC applies separately to each attack and later in the game dangerous monsters will tend to have very high AC. The stabbing bonus particular to short blades compensates for their relatively low damage in a straight fight, but unless you're specifically playing a character that can set up chances to stab this compensatory bonus won't come into play very often.
Most weapon brands, including those provided by Fire Brand and Freezing Aura, provide a percentage-based damage bonus. Regardless of whether your weapon hits harder or faster, the brand deals more damage based on the total damage dealt. Poison, pain, distortion, and electrocution are notable exceptions, but except for poison can be very hard to get on exactly the right weapon.
libelnon wrote:Sweet. Does that need Invocations as well? And do you earn experience for their kills?
Though summoning those post-endgame monsters does come with the risk of them turning on you, right?
The chance of Makhleb's minions turning on you is based on your invocations skill. No matter how high you raise it, though, the chance never goes away completely, so managing the risk is part of that deity's style. You do get a choice between weaker and stronger minions, if you're low on emergency escapes.
If you don't help at all, you get 50% xp for kills made by your minions. If you are in there helping to deal damage, you get a greater percentage of xp depending on exactly how much you're actually doing.
libelnon wrote:So, not likely to give out quick blades then. Not that that really matters when ultimately, the fact that you're getting them is useful - most of the things you find in the dungeon isn't useful to you, and at least none of Oka's stuff could be cursed, to the best of my knowledge.
Okawaru is totally okay with giving you distortion weapons, auto-cursing equipment, junk that makes you
explode, and the like. Sometimes it feels like she's passive-aggressively trying to kill you, but really it's all down to luck. Genuinely dangerous equipment gifts are rare, but they can happen.
libelnon wrote:So, even with the speed bonus and the chant taken into account, a double sword would be superior to a quick blade?
On a high elf? Unless you went Kiku and planned to pain brand that quick blade, I'd go with a double sword without a second thought.
libelnon wrote:That, coupled with the fact with the fact that shields put a pretty big hole in your spellcasting ability. I would've thought swords to be superior anyway, for a HE, as they're more reliant on DEX than STR.
The shield penalty to EV and spellcasting can be completely eliminated with enough shield skill. For your high elf, you can eliminate all penalties on a buckler at 5 skill, which is a trivial expenditure, and on a regular shield at 15 skill. The real shield penalty is that you don't get to trade up to a triple sword when one becomes available, although how important that is varies from character to character.
Ignore str/dex weighting on weapons. The damage bonus is miniscule. When you get a stat point of your choice from leveling up, your skald should always pick int.