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Weapon dice multiplier

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With Update 14, upper tier weapons in game, that previously had irregular damage dices (such as old Green Steel weapons and old Alchemical weapons) are updated in order to standardize them among various weapon types. New mechanic called Weapon Dice Multiplier or Base Damage Dice modifier is now applied to weapon dice roll. It is shown on the weapon description window in the format of #[W], where # is the multipler and [W] is the base weapon damage. For example, "1.5[1d8]" would mean 1d8 is weapon specific dice roll for base damage and 1.5 is what is considered as multiplier (1.5-1=0.5 is what is considered modifier).

Weapon dice multiplier is applied to weapon damage before enhancement bonus and before critical hit multiplier. Spell buffs such as Deadly Weapons, and feats such as Point Blank Shot may have impact on this value.


List of weapon dice multiplier[edit]

Randomly generated weapons[edit]

With Update 29, randomly generated weapons gain additional [W] depending on their minimum level:

  • Min Level 10 = 1.5[W]
  • Min Level 20 = 2.0[W]
  • Min Level 24 = 3.0[W]
  • Min Level 28 = 4.0[W]

Named / crafted weapons[edit]

Effects that grant extra [W][edit]

Feats[edit]

Enhancements[edit]

Artificer

Barbarian

  • Crazy Strike: +0,3[W]/+0,6[W]/+1[W] (after you score a critical hit with Cracking Attack)
  • Raging Blows: +1[W] (melee attacks while raging)

Fighter/Paladin

Monk

Rogue

  • Sniper: +2[W] (non-repeating crossbows)

Wizard

Harper Agent/Halfling

Warforged/Bladeforged

Epic Destinies[edit]

Spells[edit]

Item Effects[edit]

Guild Airship Amenities[edit]

Notes[edit]

  • The Damage Boost enhancements and the Action Boost Damage always show a +1[W] increase to your weapons in the inventory damage box only. Regardless of rank and % value, a +1[W] is always displayed.

Developer quote[edit]

Quote:
Originally Posted by (former developer) Eladrin, 11-15-2011 Source
Note: The following is still subject to change.

We are planning on updating epic weapons (and some others) to have a Base Damage Dice modifier, with the base weapon damage of a normal weapon of their type. Most epic weapons will have normal base weapon damage with a +1 bonus to the damage dice modifier.

Nonstandard dice like Thornlord's base damage dice of 1d8+2 will remain, so Epic Thornlord will become 2[1d8+2], 3[1d8+2] in Point Blank Shot range or with Deadly Weapons, and 4[1d8+2] with both. Epic Sting keeps d12's, becoming 2[1d12].

The Sword of Shadows is planned to be 2d6 damage with a +1.5[W] modifier, so will become 2.5[2d6] instead of 5d6. Deadly Weapons cast on it will make it 3.5[2d6] (roughly 7d6*) instead of 10d6.

This pass will also affect Nightforge weapons from the Black Anvil Mines, which we're kicking up to +0.5[W], Greensteel (standardized at +0.5[W] instead of varying between +23% to +64%), and Alchemical weapons (+0.75[W]). A couple of quest specific weapons will be boosted through the roof too - temporary items should be fun to use. (Tesyus (+2[W]), Oath of Droaam (+3[W]), the Gauntlet weapons (+2[W]).)

We don't want to make these changes until what's going on can be clearly communicated on weapon tooltips. Having the Epic Sword of Shadows drop to 2d6 damage on the tooltip without a full explanation would be explosive.

(* It'll actually be 6d6+(2d6/2) at 3.5[2d6])