Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Differentiate swords and maces by damage distribution
Explanation: So I was originally inspired by torchlight 2, which is a few years old at this point but something I've only started playing recently. In that game, almost all melee weapons have a wide damage range, roughly 1X to 2X, except for axes. Axes always hit for the same value (which I would assume is 1.5X, although I haven't checked). Sample comparison (Note the axe in this image is a powerful legendary being compared to a 'regularish' sort of sword, so the axe has a lot more power):
Obviously axes in crawl already have cleaving and so I'd rather this consistent damage property be applied to maces instead. I would also like to see the "strong" version of this applied, in that the base damage plus all skill bonuses (fighting skill, mace skill) all return their average value. Additional damage sources (consistent brands like flaming, vorpal; slaying bonuses) could either still roll or also return the average value. Brands that trigger randomly (electric, distortion) still trigger randomly; the damage could be averaged or left alone. Monsters still roll their armor value randomly. Whatever is chosen, monsters with maces should behave the same way - they deal their average damage, minus your random armor roll, if they get past your SH/EV.
To hit chance remains normal - you can still miss/hit exactly as you do now, it is only if you hit that you'll see your average damage applied.
A line in the description for all maces & flails should mention that maces are a more reliable source of damage than most weapons, wording TBD.
There is some possibility this could negatively affect some edge cases: ie, demon whips vs hell sentinels (25 ac). This would probably be a horrible change to apply to short blades, but I'm not suggesting that. I think that demon whips have enough average damage to punch through even high ac targets, although they're obviously worse against them than lighter armored targets. An end game player with a demon whip doing 11 damage is multiplied by roughly 3 (assuming 20+ fighting and 12 maces), so they'd be hitting for roughly 15 damage or so, and about 20 after strength is factored in (assuming around 15 strength, more strength will raise this). That puts the average damage at around 8.5 after the sentinel's average 12.5 armor roll. This is pretty low, but factoring in slaying and brand, and I think it'll be enough to remain effective, or at least as effective as demon whips vs high AC targets are currently (not ideal, but workable). Hopefully your demon whip isn't +0. Numbers are all ballparked, but I don't think I'm terribly off by much. If someone wants to work out exact numbers, please do.
Rationale: I'm not sure what I can say to explain the -why- of this change; there's already a group of players who will immediately want this and there's those who probably won't be convinced by anything I write. Crawl combat is very spiky, and some way to reduce the variance would be very welcome. This wouldn't reduce all of the variance, as there's still misses and armor rolls, and optionally the slaying/brand rolls would remain. But you'd get a relatively consistent amount of damage each hit and would be better able to estimate when things will die, helping planning information. I don't think it would be overpowered to give this kind of information to players, but it's possibly a buff.
Flavorwise: I believe consistent reliable damage makes more sense for crushing weapons than for bladed weapons, which are more easily deflected off armor or could pierce a vital organ and kill quickly. Maces tend to be "repeat several times until it finally cracks" and each hit contributes to the final effect.
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