Weapon abilitys explained

Started by Duck · 14 posts · 2,090 views

  1. #1
    METAL TYPES * these metals bypass the damage resistance of certain creatures *

    Adamantine- Iron/Clay(+crushing Dmg) golems, Warforged, Iron/Adamantine Defenders (Not earth elementals)

    Byeshk- Mindflayers

    Silver- Vampires

    Flametouched (treated as good aligned weapon and effects evil aligned creatures) – Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds

    Cold Iron - Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds

    ( note on flametouched/cold iron weapons: combinations of thies including but not empassing holy and pure good are needed to bypase some creatures, this may also be varied due to dungeon dificulty)

    ALIGNED WEAPONS


    Holy – (good aligned weapon efects evil aligned creatures) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, fire efreeti, Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa

    Un Holy - (evil aligned weapon efects good aligned creatures)

    Axiomatic (lawful aligned weapon effects chaotic creatures) - Chaotic Evil monsters, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls

    Anarchic (chaotic aligned weapon effects lawful creatures) – Marut, Inevitables, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, Fire Giants, Hell Hounds

    True Chaos – (weapon effects anything not chaos aligned) Marut, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Fire Giants, Hell Hounds

    Pure good – (weapon effects anything not good aligned) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Fire Giants, Hill Giants, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Hell Hounds, fire efreeti,Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa

    True Law – (weapon effects anything not lawful aligned) oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill Giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls

    (note on alignment based weapons and bypasing dmg: this is to say if said creature had dmg reduction it would bypase even if there are none in game with reduction as yet just that they are of the alignment that would be afected)

    ELEMENTAL EFFECTS

    Flaming -

    Frost/ Icey Burst -

    Acid -

    Shocking -

    BANE/SLAYING WEAPONS

    Dragon Bane/Slaying works on - Dragons

    Dwarf Bane/Slaying works on- Dwarves

    Human Bane/Slaying works on- Humans

    Elvan Bane/Slaying works on- Elves, Drow

    Halfling Bane/Slaying works on- Halflings

    Gobblinoid Bane/Slaying works on- Hobgoblins, Bugbears

    Orc Bane/Slaying works on - Orcs

    Ooze Bane/Slaying works on - Oozes, jellies, slimes, puddings

    Monstrous Humanoid Bane/Slaying works on- Minotaur’s, Gargoyles, Wildmen

    Vermin Bane/Slaying works on- Scorpions, Spiders

    Animal Bane/Slaying works on – Black wolf, dog, Wolf, hyenas

    Reptilian Bane/Slaying works on- Kobalds, Troglodytes

    Giant Bane/Slaying Works on- Giants, Ogres, Trolls

    Gnoll Bane/Slaying works on - Ghnoll's

    Elemental Bane/Slaying works on - chreatures with the elemental race trait

    Undead Bane/Slaying works on- Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies, Vampires, Mummies,Umbral Gargoyle, Shadow, Umbral Worg

    Magical Beast Bane/Slayiing – winter wolves, worgs, Phase Spiders, Razor Cats

    Evil Outsider Bane/Slaying works on – Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, Demon Queen, bezekira, jarilith, Rakshasa

    Lawful Outsider Bane/Slaying works on - Hell Hounds, Quori stalkers

    Chaotic Outsider Bane/Slaying works on - Fire reavers, Flesh renders, tharaak hound

    Aberration Bane/Slaying works on- Beholders, Drow Scorpions, Rust monsters, mind Flayers

    Construct bane/Slaying works on- Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders (also works on pillars in vault of night and twighlight forge)

    Elemental Bane/Slaying works on- Elementals (fire, earth)

    *Slaying items have a DC 20 Greater Slaying have a DC of 23*

    (note on Mephets/djin : thies creatures are outsiders but are specific to thier type i.e. fire mephets are fire outsiders and so on and should be concidered when deciding on said weapon, note to my knowledge such bane types are not yet in game)

    SPECIAL WEAPONS

    Disruption- On a successful hit undead target takes DC check of 14 or is destroyed (Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies,Umbral Gargoyle, Shadow, Umbral Worg, Vampires and Mummies)

    Smiting- On a successful critical hit Construct targets takes DC check of 23 or is destroyed (Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders)

    Vorpal- on a natural 20 and confirmed Critical creature loses head and dies
    (obviously doesn't work on things with no head or that can opperate without one i.e. constructs, oozes and some undead)

    Banishing- On a successful critical hit and confirmed Critical target takes DC check of (24 will save) or is Banished (Elementals, Mephits, Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, bezekira, jarilith)

    Maladroit – Each successful hit lowers the targets Dexterity by 1

    Crippling – on a critical hit targets movement slowed by half

    Paralysing – On a successful hit target takes DC check of (17 will save) or is held (The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC)

    Destruction - On a successful hit target takes -4 AC (on a the first hit only)

    Wounding - Each successful hit lowers the targets Constitution by 1

    Weakening - Each successful hit lowers the targets Strength by 1

    Puncturing - - on a critical hit target takes 1d6 Constitution damage

    Enfeebling - Each successful critical hit lowers the targets Strength by 1d6

    Strength Sapping - on a successful hit target must make a DC check (15 Fortitude save) or suffer -6 strength, -6 dexterity and -50% movement

    Bone Breaking - on a critical hit target takes 1d6 Dexterity damage

    Cursespewing - Each successful hit target must make a DC check (15 will save) or suffer a -4 to attack, saves, skills and abilities

    Ghost touch - bypasses incorporeal creatures 50% miss rate

    vicious - weapon does an extra 2D6 damage to target but does 1D6 damage to wielder in return

    Righteous - +2 to hit and damage role verse evil creatures

    Screaming - 1d6 sonic damage on every hit

    Sirroco - temporarily blinds target on a successful hit reflex save negates

    Telekinetic - on a successful critical hit target must make a save DC17 or be knocked down

    Vampirism - for each sucsesful hit wielder gains one hit point

    Roaring - (shaken) -2 to hit, skills, and saves/DC checks

    Finesse - A small air mephet is bound to this weapon - Grants the feat finesse (applies to weapon only) and +2 dex (does not stack)

    Keen - increased critical threat rang

    Shatter - increases chance to Sunder*

    Vertigo - increases chance to trip*

    Weighted - % chance to stunning blow*

    Seeker - increases chance to Confirm Critical hits*

    Tendon Slice - % chance to Hamstring*

    Backstabbing - (+) Bonus to attack and damage while sneak attacking (damage is at 1.5x to hit bonus)*

    Destruction - -4 AC on a the first hit

    Wounding - -1 Con per hit

    Weakening - -1 Str per hit

    Maladroit - -1 Dex per hit

    Puncturing - -1d6 Con per crit

    Enfeebling - -1d6 Str per hit

    Bone Breaking - -1d6 Dex per crit

    Strength Sapping--- -6 str, -6 con -50% move 15 DC Fort Check Per Hit.

    * These effects apply to the character, not just the weapon. Items in your off-hand effect your main hand as well and vis versa


    _______________________________________________________________


    Below is a great video outlining most of the Spacial weapon types.
    (Paralyzing is Blue in video as it was a MOD 7 or less video - changed to the Green we know and love in Mod 8 - same effect just different visual)


  2. #2
    Awesome! Thanks for posting....
  3. #3
    Thanks! I can never remember that info on my own. Haven't watched the vid yet however...
  4. #4
    Well I got slightly confused..... thought a paralyzed monster took critical hits no matter what when paralyzed..... nope.

    Using that flawed info Bbenader was at auction looking around, went to bank and came back - I was away from the auctioneer one min at most - and found someone mis-posted a +4 Vorpal Long sword for 90K plat (other +1 ~ +3 Vorpals were selling for 150,000 - 250,000 plat at the time) so I grabbed it for Vicodiin (It's a level 14 sword) before they could rescind the auction.

    Clerics are not fighters.... although he hits natural 20's about 30% of the time - his hits are not like the barbarian in the video - but it is cool to land a critical and see them turn blue and just drop dead....
    Will be interesting to see Sarge with my paralizing and Vic with the vorpal, may make a real interesting combo.

    Had to spend a few enhancement points to remove the -4 penalty that Clerics get for using sharp objects, but it's a small price to pay for being able to use any Long sword now.

    Should it turn out to be a dog for Vic, is anyone very proficient in long swords? if so I'll save for you and sell for what I bought it for 90K plat. or make a trade for a +4 paralyzing long sword, mace or morningstar down the road.


    Now there are 2 spells that do cause all hits after the spells land to be critical hits.
    Hold Person
    Level:
    2 Bard, Cleric, Favored Soul
    3 Sorcerer, Wizard

    Hold Monster
    Level:
    4 Bard
    5 Sorcerer, Wizard

    So I'll make sure I arm Vic with Hold Person for casters and other humanoids.

    Any way - shortly we'll be set with what should be a great combo of weapons.
  5. #5
    I get lots of lovely hit and damage bonuses with long swords so if you see any particularly badass one's - pick them up and I'll pay or trade you for them.

    Right now I am generally using a +4 longsword in my primary hand and that +5 paralyzing sickle in my off-hand.

    I also have a +1 silver longsword, a pair of +4 Kopeshes (which I don't get bonuses for), and a couple of other +1 or +2 kopeshes that are ghost touch/holy/righteous or something. 3 bows and 2 +2 Greatswords, a +4 greataxe, a pair of hammers, and I am sure others.....

    It's time again to evaluate my weapons inventory and clean out stuff for sure.
  6. #6
    Longswords are my main weapon, followed by Great Swords. I get extra bonuses for Long Swords.

    Is Vorpal one of the best swords to get?


    Also, I did not see Metalline in your list of Metals. We will need to confirm, but my understanding is it will act as any of the metal types based on the creature you are fighting. If this is true, it's the best of all the metals to have.

  7. #7
    General thought the Vorpal sword is a potent and feared sword with the ability that allows the weapon to sever the heads of those it strikes. Upon a natural roll of 20 the weapon severs the opponents head, killing it instantly.

    The most powerful general purpose weapon currently available in DDO.
    (while not as strong as certain weapons like Disruption vs: undead) it works well against a widest variety of creatures.

    Where as the Paralyzing weapons on a hit the monster must make a save against will or make them immobile - and then you still must attack them to bring their HP down to -10 to kill them.
    The same is true for Vorpal unless it hits a natural 20 critical and then no matter HOW MANY hit points the monster has, it just drops dead.

    Vicodiin not being a fighter is less apt to roll natural 20's like you or Sarge, he still gets them about 30% of his swings - if Bbender had a Vorpal the % would change to 73% of the time he swings he hits criticals (like in the video)

    Yah I looked, a +1 Vorpal great sword or him is "only" 4,500,000 gold.
  8. #8
    Some new observations -

    Cursespewing
    - OK - it's nice to know that they are at -4 to hit you but higher level content their to hit is 2 or greater..... so dropping them to 5 or better to hit - Good for 3bc, Searing heights and lower level content - marginal for Atraxia - not so much for Orchard and the 12.

    Paralyzing - Can buy them at lvl 10 lose effectiveness at level 14 as enemy (most all of them no matter who) have a high enough DC to not get paralyzed, noticed Red names do not paralyze at all.

    Vorpal - We're all familiar with and it's truly luck of the dice. You need that natural 20 to get the kill, if not it's just a sword, but when the dice are hot..... it rocks - good for all content even greater creatures that are immune to critical hits - Daemons, Devils, Golems, War Forged Vampires.... they all are effected by Vorpal.

    Any pluses you have to boost critical hits do not effect vorpla swords.

    Disruption - The DC is too low (DC 14) to be truly effective, you cant boost it it's solely a dice thing - it's great to see Undead turn blue only to save and keep coming at you.
    Save your money and look for Greater Undead bane instead.

    Smiting
    - I have a Great SW of Smiting, it's OK but as Atomm has seen even with a DC of 23 (higher DC is better for us as the save less) they still do save, and when your beating down a nasty Greater Iron Golem it sucks to see blue and a save.

    Personal opinion, find the highest "+" level of Metaline you an afford - and look for added pluses I have a +4 Metaline Ghost touch Holy burst of Pure Good.
    It's all I need in the Orchard - I never change swords and solo it all the time with no issues.

    Banishing - Can't talk about puncture weapon only. DC 24 but I assume it's like Smiting. Metaline FTW on the beat down.

    Weakening - Just bought a pair for Durzo - Don't like them they do -1 strength damage per hit plus what ever else the sword is infused with. After each successive hit they lose str and each time they hit you they do less and less damage, but it's along beat down - BUT once they are at 0 strength they turn blue and all subsequent hits are critical hits - no matter who's hitting them with what.

    Wounding - Also bought two of these for Durzo - OMG my new favorite item. They do -1 Constitution damage, every point off of Con they lose hit points and it's logarithmic (un-scientific but for explanation) every two con dam they lose 10 extra HP then two more Con dmg they lose another 20 on top of the 10 they just took plus the sword damage. The first hit of two HP drop slow but hits 3 and more the HP bar drops by half of whats left.... for me it's working very well - even in Orchard and 12.

    Puncturing - - on a critical hit target takes Extra 1d6 Constitution damage
    Enfeebling - on a critical hit target takes Extra 1d6 Strength damage

    I am absolutely looking for Wounding of Puncturing..... -1 con + 1d6 con.... Yah! YMMV

    Now I don't know how well a single sword like a great sw would do - doing only one Str or Con dmg each hit opposed to two weapon fighting doing -2 each attack..... just a thought.

    Another thing - I went to menectarun and fought some fire elementals, the Weakening -1 Str dropped the strength which took a very long time - it did no damage to the elemental but brought the Str to 0 then I needed to change sw to get a single crit to kill.
    It's interesting to see an ele hit you and do no damage with a str of 0.....

    The next elemental I used the Wounding and dropped con fast and was able to kill with just con damage as the sword also did no damage other than con.....

    Burst - anything with Burst is better than a straight effect bu far. As an aside....


    So that's my .02 cents on weapons I've used so far.

    After doing some re-reading of my original post I'd like to find and try a - Strength Sapping sword --- -6 str, -6 con -50% move 15 DC Fort Check Per Hit.
    The DC is low but if it can find a Strength Sapping, Wounding of Puncturing would be the bomb!

    Also I noticed the foot note at the bottom of the post.

    * These effects apply to the character, not just the weapon. Items in your off-hand effect your main hand as well and vis versa

    Interesting one ability boost effects the character not just the sword..... cool.
    And now, back to your regularly scheduled day.
  9. #9
    Nice wrap up I will need to absorb it... I still play the game of whatever has the most words is msot effective.
  10. #10
    That's a good rule of thumb Bubba the more OF's you can get on a single item the better off your bound to be.
  11. #11
    Attack sequence chart

    So Bbender w THF at lvl 16 gets 7 attacks while Durrzo w TWF at lvl 16 gets 8 attacks.
    (we often talk about how many attacks we think were getting)
  12. #12
    Duck, I don't get how to read that chart.

    Also, I'm not sure about the ability applying to the player. Are their exceptions? When using Vorpal and Paralyzing together, I've hit 20's on the Paralyzing sword and it didn't cause a vorpal hit.
  13. #13
    Look at your Base Attack Bonus (BAB) in game (character screen "C")
    Find your BAB and then read across on chart.

    If your using a single sword (and shield) your first chart One Handed Fighting.
    Bbender uses a Great Sword, which is Two Handed Fighting - he's level 16 w a BAB of 16 and has Greater Two Handed Fighting feat.

    So he has 7 attacks per round 2 then 1 then 2 then 2 (Chart number 3)

    Your Paralizer has a DC (difficulty check) of (17 will save) or is held, so when you get a HIT they make a roll if the roll is 17 or less they are held, if 18 or greater they are not paralyzed.

    The higher the DC the harder it is to resist a weapons effect - vorpals need a natural 20 to decapitate.

    Look at your attack chart - I'll use line 11 on Two Weapon Fighting and assume you DO have Improved Two Weapon Fighting but NOT Greater TWF
    So you would have 7 attacks in a round - segment one is 2 attacks (Primary hand followed by secondary hand in equipment window)
    You roll a to hit for right hand and a to hit with left hand (R=Primary L=Secondary) if they both hit you then roll damage and modifiers and then magical abilities.

    You can do damage but not magical abilities (vorpal, paralyze, disruption....) if they make a save or you roll lower than the number needed to trigger the effect.

    If you rolled a 20 on R had but had vorpal in left - no insta-kill as you did not hit with the vorpal weapon it was in the other hand.

    Some where in there the game rolls the enemy to hit and damage against us.... I don't know where that fits in the attack sequence.

    That's why I run matched pairs with Durrzo's scimitars - their is twice the chance to get the desired effect and less chance to miss the effect.

    So that may be why you did not vorp you probably hit with the paralyzer hand and they made their difficulty check against parametrization but you still did damage.

  14. #14
    Red - the basic color of damage.

    Yellow - The creature has damage reduction (DR). This is the damage the monster took after its damage reduction is accounted for.

    Purple - The creature is weak to this type of attack, and takes DOUBLE damage.

    Green - This color says that you just HEALED the monster (or player). If you targeted a monster with this, don't continue this attack!