Aquarius
Werecat
Inactive Player
Gold:
Blacksmith
Berserker
Guild:
|
Post by lukavminaev on Aug 29, 2014 17:43:31 GMT
First, I don't know about DnD mechanic much so forgive me if I am wrong.
For damage multiplication, I think it will be too much to multiply directly from level. How about we divide it to the cap, so with full stat or weapon level it will be twice the damage and at lower level it same as original damage. Says : [total base damage] = [weapon damage] * [stats multiplication]
[stats multiplication] = 1 + [dex or str or int] / [stat cap]
Of course higher level weapon also granted more advantageous effect.
Ah, right, also [weapon damage] is something I propose. How about we add basic damage for each weapon's description in player inventory, it will ease the calculation for player and mods can keep the formula by themselves and add it to the weapon each time it changed (claim approved). So, like lvl 1 nodachi basic damage 100, lvl 5 claymore basic damage 2000, and so on. Also include weapon level multiplication in hidden formula.
[weapon level multiplication] = 1 + [weapon level] / [weapon level cap]
It will also enable forging weapon to the level of 90. Also I am not sure but [stat cap] or [weapon level cap] can be tuned so when it reach full cap it may give twice or five time multiplication, depend on the plan. For equipment and defense value can also be applied by the same manner. Also, monk or monster base attack and monster base defense can be written beforehand in description. :P
|
|
The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
|
Post by Luna on Aug 29, 2014 20:46:58 GMT
Just wondering, but have any of you guys tried researching higher level materials? Like try to make a higher level metal alloy from lower level metals?
|
|
Nine.
Human
Inactive Player
Gold:
Tailor
Tracker
Guild:
|
Post by Kumori on Sept 2, 2014 18:17:03 GMT
We were told that we didn't have to do that a while back...
|
|
Dwarf
Inactive Player
Gold:
Brewer
Tracker
Guild:
|
Post by Tobin on Sept 2, 2014 21:26:38 GMT
Just wondering, but have any of you guys tried researching higher level materials? Like try to make a higher level metal alloy from lower level metals? It is possible to make higher levels of material by combining two lower materals. So two level 10's make a 20. Least that was the impression I was under. The issue isn't the material, it's the fact that the tools to craft above level 10 are very rare. So much so that I could probably count the people who actually have the tools to craft above level 10 on one hand. You cannot craft crafting tools, so research isn't an option.
|
|
Schiesse
Half-Alv
Inactive Player
Gold:
Pharmacist
Animal Tamer
Guild:
Ephemeral Solace
|
Post by Capsule on Sept 2, 2014 21:28:55 GMT
We were told that we didn't have to do that a while back... To further Rien's point: The text under the skill lists is outdated information and should be removed shortly. It was a prototype for the crafting system. Better material research methods might be a possible idea in the future, but for now you'll just have to find Basic Upgrading Tools from events/dungeons. For the time being, follow the rules of the crafting tutorial post for anything related to crafting: log-horizon.proboards.com/thread/32/No one is going to bother if they believe they can't, or just assume they have to rely on upgrade tools. There's also the fact that pending research claims are not moving, which really cuts down on the motivation to research better materials. Just Saiyan. It might be easier to allow people to craft with higher materials.
|
|
The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
|
Post by Luna on Sept 9, 2014 3:39:15 GMT
If you guys could test these formulas and numbers out at various levels, it would be nice. A lot of these numbers are still up for tweaking (especially the damage dice).
Note: If any of these contradict the original post, these take priority unless stated otherwise as these are newer than the original post's.
Revised Accuracy and Damage Roll formulas:
To Hit DC (THD): 50+(Agility*Armor Type Multiplier)+Armor Level+Level
Armor Type Multiplier (ATM): 1.0: Cloth and Leather 0.5: Chain 0.0: Plate
Dodge Reactions grant a 1.5x Agility Bonus to the Hit DC against a single Attack
To Hit Roll (THR): d100+Attack Stat+Weapon Level+Level If the To Hit Roll is equal to or surpasses the To Hit DC, the attack succeeds in striking the target.
Damage Roll (DR): Damage Dice+(Damage Stat/10 rounded down)*Weapon Level
Damage Dice: Dagger: 1d8 1H Sword: 1d10 2H Sword: 2d8 1H Pole Weapon: 1d10 2H Pole Weapon: 2d8 1H Axe: 1d10 2H Axe: 2d8 1H Blunt Weapon: 1d10 2H Blunt Weapn: 2d8 Staves: 1d8 Whips: 1d8 Grimoires: 1d10 Crossbow: 2d4 Shortbow: 1d10 Longbow: 2d8 Greatbow: 2d10
xdy means the sum of x y sided dice so 2d8 means the sum of 2 eight sided dice. Melee weapons are granted a 1.5x strength bonus when two-handing.
Armor Damage Reduction (ADR): Armor Reduction Multiplier*(Armor Level/Weapon Level)
Armor Reduction Multiplier (ARM): 0.125: Cloth 0.250: Leather 0.375: Chain 0.500: Plate
Block Reactions grant additional Damage Reduction against a single attack if they succeed.
To Block DC (TBD): 50+Dex+Blocking Item Level+Level
Blocked Damage Reduction (BDR): Block Type Multiplier*(Blocking Item Level/Weapon Level)
Block Type Multiplier (BTM): 0.50: Great Shield 0.25: Small Shield 0.10: Other
Final Damage: (DR*ADR)-[BDR*(DR*ADR)]
|
|
Elf
Shaman
Gold:
Artisan
Scholar
Guild:
|
Post by Haneroze on Sept 9, 2014 11:38:59 GMT
At level 100, a strike with Dagger would do, on average 950 damage. This is without counting possible Stat enchants. Against a caster type, it would deal 831 damage. Knowing they have around 7000 to 10000 HP, it would take around 10 successful hits to kill a caster. Note that I am not counting block rates and dodge rates. Against a Tank type, it would deal 475 damage. Knowing they have around 14000 to 16000 HP, it would take around 32 successful hits to kill a Tank.
At level 20, a strike with Dagger would do, on average, and if every point has been allocated in the damage stat, 160 damage Against a caster type, it would deal 140 damage. Knowing they have around 1500 to 2000 HP, it would take around 13 successful hits to kill a caster. Against a Tank type, it would deal 80 damage. Knowing they have around 3000 to 3500 HP, it would take around 40 successful hits to kill a Tank.
I would tend to say these need to be swapped. At lower levels, you have less Skill options, and the skills you have are weaker. As such, it's harder to land in powerful hits. At higher levels, you have so many Skills that you could practically spam them, landing more powerful hits more easily. In the current state that at low level, the battles would take a while with many regular attacks, while at higher levels, battles are ended swiftly.
Ideally, it should be the opposite. Less necessary hits at low levels, so that battles don't get repetitive too quickly, and more necessary hits at high levels, so that you have more time to abuse the tactical prowess of your skills. This, however, isn't necessary true against monsters as it becomes easier to abuse their AI, and thus they generally deal quite a punch at higher levels, making it impossible to act no-brain.
Other thing, I would tend to believe that Block rates should be higher. Or rather, that the blocking is made powerful not by the value it reduces, but instead by how often it happens. If I block an attack with my sword, the only damage I would take is a strain within the arms as they push against a powerful force, that's not even close to 90% of taking the full attack and starting to bleed. With the current block values, if you're not wearing a Great Shield, it's not even worth it to try and block. Somewhere between 50 and 75% for every weapon would be far more worth it, and closer to block values from other games (and that's not counting those where blocking is 100% damage prevention). Only times I see it lower than 50%, it's because the Blocking is done passively, with zero impact to your actual offensive actions.
|
|
The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
|
Post by Luna on Sept 9, 2014 16:52:50 GMT
There are both offensive and defensive skills at high level though so the defensive skills are used to counteract the offensive skills. Also, if it is skills that is causing the issue it will have to be skills that would have to be changed.
Also, Luna forgot to add in the To Block DC (TBD):
To Block DC (TBD): 50+Dex+Blocking Item Level+Level.
Final Damage: (DR*ADR)-[BDR*(DR*ADR)]
If the Blocking Rates were anymore powerful, it would make blocking a bit too strong. Plate + Great Shield already grants 75% damage reduction. Plate + Small Shield Grants 62.5% total Damage Reduction. Plate + Weapon Grants 55% Damage Reduction.
Blocking with a weapon isn't supposed to be effective and a 25% damage reduction on small shields is well worth the one initiative point cost.
If weapons were boosted to 50 to 75%, both shields would have to be boosted further past that and that would make them far too powerful thus necessitating either a large nerf to armor which would make only shield users capable of effectively tanking or a nerf to block rates which would render the shields ineffective and defeats the purpose of having shields
|
|
Elf
Shaman
Gold:
Artisan
Scholar
Guild:
|
Post by Haneroze on Sept 10, 2014 16:20:02 GMT
You say you don't want defending to be overpowered. I remain to my case that they are waaaaay underpowered in the current situation. In fact, I believe the main problem is that you do not view dodging the same as blocking, despite being both defensive actions. This is how I view it:
Dodging: If successful, you take 0% damage, else it's 100% damage. But some attacks are hard or impossible to dodge, and even direct attacks can be hard to dodge. In other words, powerful results, but low success rate. Blocking: If successful, you take 25 to 50% damage, else it's 100% damage. The success rate is high, but just like there are attacks that are hard to dodge, there are also attacks that are hard to block.
So, Dodging's weakness are: Area of Effects, Quick attacks, and homing attacks. Blocking's weaknesses would be: Powerful attacks, back attacks and magic attacks.
Currently, for the blocked damage, I have come up with this:
Blocked percentage = (75 + S.STR - O.ATK / 2 - D.Roll * TIME) / 100 * M.P
S.STR is the blocker's STR, O.ATK is the opponent's Attack stat, D.Roll is the damage roll he landed, TIME is the number of seconds for each attack. Thus, 5 hits in one second is very inefficient, but 1 hit in 5 seconds is going to pierce that defense. M.P is either 1 or 0,5. If the attack is magic, then the defended percentage is halved.
From my test, I have arrived at these results, for a regular attack: 10 STR vs 50 STR 1H sword: between 50% and 68% blocked. 50 STR vs 10 STR Staff: 100% blocked. (but we all know they're going to use magic instead) 50 STR vs 50 STR 1H sword: between 80% and 98% 50 STR vs 50 STR 2H mace: between 68% and 96% 50 STR vs 50 INT Grimoire: between 40% and 49%
The D.Roll * Time could perhaps be increased, to make the Block piercing more worthwhile. The Blocker's STR could also be halved, it won't impact magicians much but will certainly reduce the defended damage by 25% for all those 50 STR examples.
As for the success rate of blocking, I have yet to come up with something conclusive. I just know that an attack from the side would lower the chances by half, and being attacked from behind is auto-fail. But this is ultimately where the difference between weapon and shield will come. Low dex would have a low success rate, as they aren't good enough to keep the weapon in the trajectory of the attack (especially if it's a thrusting one).
We could add some other rules, like: -If TIME is 3 or more, the Blocker is unable to act for 1 or 2 seconds (Sort of like in Soul Calibur) -Trying to fit the equipment and character levels in those formulaes. My formula assumes both attacker and defender are equal level. -Adding more exceptions, like with ranged weapons. I'm thinking about giving Axes the same base success rate of Small shields, for example. -Low and/or High caps. The maximum defended damage could be 80%, for example.
|
|
The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
|
Post by Luna on Sept 11, 2014 3:49:10 GMT
You say you don't want defending to be overpowered. I remain to my case that they are waaaaay underpowered in the current situation. In fact, I believe the main problem is that you do not view dodging the same as blocking, despite being both defensive actions. This is how I view it: Dodging: If successful, you take 0% damage, else it's 100% damage. But some attacks are hard or impossible to dodge, and even direct attacks can be hard to dodge. In other words, powerful results, but low success rate. Blocking: If successful, you take 25 to 50% damage, else it's 100% damage. The success rate is high, but just like there are attacks that are hard to dodge, there are also attacks that are hard to block. So, Dodging's weakness are: Area of Effects, Quick attacks, and homing attacks. Blocking's weaknesses would be: Powerful attacks, back attacks and magic attacks. Currently, for the blocked damage, I have come up with this: Blocked percentage = (75 + S.STR - O.ATK / 2 - D.Roll * TIME) / 100 * M.P S.STR is the blocker's STR, O.ATK is the opponent's Attack stat, D.Roll is the damage roll he landed, TIME is the number of seconds for each attack. Thus, 5 hits in one second is very inefficient, but 1 hit in 5 seconds is going to pierce that defense. M.P is either 1 or 0,5. If the attack is magic, then the defended percentage is halved. From my test, I have arrived at these results, for a regular attack: 10 STR vs 50 STR 1H sword: between 50% and 68% blocked. 50 STR vs 10 STR Staff: 100% blocked. (but we all know they're going to use magic instead) 50 STR vs 50 STR 1H sword: between 80% and 98% 50 STR vs 50 STR 2H mace: between 68% and 96% 50 STR vs 50 INT Grimoire: between 40% and 49% The D.Roll * Time could perhaps be increased, to make the Block piercing more worthwhile. The Blocker's STR could also be halved, it won't impact magicians much but will certainly reduce the defended damage by 25% for all those 50 STR examples. As for the success rate of blocking, I have yet to come up with something conclusive. I just know that an attack from the side would lower the chances by half, and being attacked from behind is auto-fail. But this is ultimately where the difference between weapon and shield will come. Low dex would have a low success rate, as they aren't good enough to keep the weapon in the trajectory of the attack (especially if it's a thrusting one). We could add some other rules, like: -If TIME is 3 or more, the Blocker is unable to act for 1 or 2 seconds (Sort of like in Soul Calibur) -Trying to fit the equipment and character levels in those formulaes. My formula assumes both attacker and defender are equal level. -Adding more exceptions, like with ranged weapons. I'm thinking about giving Axes the same base success rate of Small shields, for example. -Low and/or High caps. The maximum defended damage could be 80%, for example. You fail to correctly take into account the armor used normally by characters that block and characters that dodge. Blockers will lean towards plate armor which will give them a 50% damage reduction straight out. With blocking, they increase the damage reduction to 62.5% to 75% so it isn't you take 25 to 50% damage if successul, it is you take 37.5 to 25% damage if successful. For dodging, they will lean towards cloth or leather meaning they will take 87.5 to 75% damage if they fail. Chain is currently in the middle ground at the moment and Luna is a bit unsure about it. Plate armor users are already effectively mitigating half of the damage done to them so in a sense they are already "dodging" half of the damage. The downside to this is that their actual dodging ability is non-existent. Add in how their main users have either large sums of health or healing to boost their effective HP, letting them block 90+% of the damage done (after they already get a 50% damage reduction so it is effectively reducing the damage to around 5%) is a little insane unless the chance is low.
|
|
Elf
Shaman
Gold:
Artisan
Scholar
Guild:
|
Post by Haneroze on Sept 11, 2014 11:48:15 GMT
But you're only thinking in raw numbers. Yes, we could say they have twice as much health as mages, already reduces 50% damage from their armor, and further decreases damage from blocking, to a total of around 90% efficiency.
I'm thinking strategically and RP-wise. I keep blocking a powerful option, but present it with many weaknesses that the opponents may use to their advantage. If all someone does is slash from the front, the defender will easily block most of his attacks, and simply counter-attack on the first opportunity. But if the opponent is smart, he'll keep trying to bypass that blocking, forcing the blocker to use different strategies and having to determine when blocking is a good option. Things like using slow skills to break that defense, spreading the archers and mages around him, using movements skills to move behind him... This is what I want to promote.
|
|
The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
|
Post by Luna on Sept 12, 2014 15:55:23 GMT
The issue is that will only apply in PvP settings or against intelligent monsters. Luna doesn't like the idea of limiting threatening enemies to just intelligent monsters. There should also be large monsters that rely purely on brute strength. To make those threatening to shield users that can block 90+% of the damage would require them to deal damage that would absolutely cripple or outright kill other classes. Also, in a one on one situation, it can be difficult to bypass their defense when it is practically a free action to change the direction you are facing while costing an entire initiative point to move to flank. It takes a lot more effort to move around your target than it does for the target to just adjust the way they are facing.
Furthermore, at the moment, mobs don't have the primary statistics that adventurers have. They will most likely only have derived statistics, like just a single number for things like THD. They may have just a flat number like 75 for their THD or something like d100+50 for their THR so players don't have to calculate the monster's derived stats. Plus, some enemies may not even follow the same basic formulas due to things like unique physiology thus making it difficult to do str vs str checks.
|
|
Ritual
Inactive Player
Gold:
Brewer
Dancer
Guild:
|
Post by Elia on Sept 14, 2014 1:38:25 GMT
I can already state one thing, the level difference of a - based on level difference should be a no go, in regular games it's not even like that on dice rolls. I'd say more effectively set a level limit on how far apart they are. Every 10 levels above a player of the other, make is a percentage reduction, Say a Guardian in this example had 20 strength, well take their level difference of 89 as it stats, that's a 80% reduction on the attack roll, so it's not a complete null of an action, because in a sense, with that much of a null, it'd almost be like trying to kill a god. This would also work beneficial to fighting monsters, instead of other players.
Again the same thing about equipment, don't make it a set number, it would cause a unfair number revolving around a player making a stronger place by being better in every way, just from equipment alone. I'd say give it a percentage debating on levels, some where like this.
Level 1 2.5% Bonus Level 2 3% Bonus Level 3 3.5% Level 4 4% Level 5 4.5% Level 6 5% Level 7 5.5% Level 8 6% Level 9 6.5% Level 10 7%
And so forth, say you have a level 90 weapon on a character, that could be applied by going up in those variables, or going as you wish. Recommendable bonus for a level 90 equipment for a sword and such would probably cap at about 50% following the chart I have there, going up by .5% at a time for equipment levels So A guardian that's level 90 has a higher attack than his dexterity, say at about 72 attack. a 50% bonus would add in 36 making his dice roll increased by an exceptional 98 on his dice roll. Now say a monster wearing light armor, and at level 90 with 65 vitality, add in the light armor by a starting lower 1% and making it up would end about 35% bonus at a level 90 light armor. So 65x 35%= a nice 22.75 defense bonus, which can round down to 23. Upon that it's 65+23= a 88 bonus. that gives the Guardian a +10 chance on their dice roll.
|
|
The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
|
Post by Luna on Sept 14, 2014 9:01:51 GMT
Fixed some of the formulas and adjusted stuff:
Reactionary Maneuvers: If a player has any leftover points at the end of the round, they may those leftover points to perform Reactionary Maneuvers. A Reactionary Maneuver is a quick response to an action from the previous round. When using a skill as a Reactionary Maneuver, only skills that cost 1 Initiative Point can be used. Initiative Points spent towards a Reactionary Maneuver do not count towards cooldown(s). Leftover points are lost upon the end of a round.
You can reserve all five of a round's action points for reactionary maneuvers now.
Basic Attack Initiative Costs reworked from Murasaki: Small Weapons (example: daggers and fist/fist weapons) [1 point] Medium Weapons (example: longsword) [1.5 points] Large Weapons (example: greatsword) [2 points]
To Hit DC (THD): 50+(Agility*Armor Type Multiplier)+(Armor Level+Level)/2
Armor Type Multiplier (ATM): 1.00: Cloth and Leather 0.75: Chain 0.25: Plate
Buffed Chain and Plate ATM.
Dodge Reactions grant a 1.5x Agility Bonus to the Hit DC against a single Attack
To Hit Roll (THR): d100+Attack Stat+(Weapon Level+Level)/2 If the To Hit Roll is equal to or surpasses the To Hit DC, the attack succeeds in striking the target.
Bonuses from level and equipment level halved in To Hit formulas.
Damage Roll (DR): [Damage Dice+(Damage Stat/10 rounded down)]*(Character Level+Weapon Level*2+10)/4
New damage formula from Hane.
Damage Dice: Reworking...
xdy means the sum of x y sided dice so 2d8 means the sum of 2 eight sided dice. Melee weapons are granted a 1.5x strength bonus when two-handing.
Armor Damage Reduction (ADR): Armor Reduction Multiplier*(Weapon/Armor Level)
Armor Reduction Multiplier (ARM): 0.875: Cloth 0.750: Leather 0.625: Chain 0.500: Plate
Inversed Reduction Multipliers (smaller number means more damage is negated).
Block Reactions grant additional Damage Reduction against a single attack if they succeed.
To Block DC (TBD): 50+Dex+(Blocking Item Level+Level)/2
Blocked Damage Reduction (BDR): Block Type Multiplier*( Weapon Level/ Blocking Item Level) If BDR equals or exceeds 1, the blocking attempt is automatically fail.
Block Type Multiplier (BTM): 0.5: Great Shield 0.6: Small Shield 0.6: Large Weapons 0.7: Medium Weapons 0.8: Small Weapons
Using a small shield grants a 1.25x Dex Bonus to TBD while a great shield grants a 1.5x Dex Bonus to TBD Inversed reduction multipliers. Buffed Small Shield Multiplier. Added Multipliers for different weapon sizes. Added Dex bonus for TBD when using a shield.
Final Damage: DR*ADR*BDR Greatly simplified Final Damage thanks to inversed reduction multipliers.
|
|
The Black Reaper
Human
Inactive Player
Gold:
Scribe
Tracker
Guild:
|
Post by Elfriede on Sept 14, 2014 19:19:10 GMT
Added a new weapon speed class: Massive. Reworked damage dice.
Weapon Speed Class [Initiative Point Cost] Weapon type: damage dice
Small Weapons [1 point] Fist: 1 (Weapon Level is a quarter of your main class level) Fist (Monk): 1d4 (weapon level is equal to the monk level) Fist Weapon: 1d6 Dagger: 1d6
Medium Weapons [1.5 points] OH Weapons: 2d4 Whips: 1d8 Shortbow: 1d8 Grimoires: 1d4
Large Weapons [2 points] 2H Weapons: 2d6 Longbow: 1d12 Crossbow*: 3d4 Crossbows gain no bonus damage from stats.
Massive Weapon [3 points] Ultra Weapons: 3d6 Ultra weapons are basically just Larger 2H Weapons Greatbow: 2d8
|
|
Elf
Shaman
Gold:
Artisan
Scholar
Guild:
|
Post by Haneroze on Sept 14, 2014 22:03:50 GMT
If the Crossbow gains no bonus damage from stats, then isn't it just completely weaker than other weapons? Since in the end, it will simply be behind by that +5 bonus that other weapons has. And crossbow lovers certainly won't like.
Should it not be affected by stats, it could at least be affected by level. Something like Level / 20 instead of Stat / 10. Should bring it about to the same power than the other weapons.
|
|
The Black Reaper
Human
Inactive Player
Gold:
Scribe
Tracker
Guild:
|
Post by Elfriede on Sept 14, 2014 22:11:03 GMT
If the Crossbow gains no bonus damage from stats, then isn't it just completely weaker than other weapons? Since in the end, it will simply be behind by that +5 bonus that other weapons has. And crossbow lovers certainly won't like. Should it not be affected by stats, it could at least be affected by level. Something like Level / 20 instead of Stat / 10. Should bring it about to the same power than the other weapons. Giving them a higher base average damage to make up for the lack of stat bonus. This also lets them put the stats in something else for different builds.
|
|
Elf
Shaman
Gold:
Artisan
Scholar
Guild:
|
Post by Haneroze on Sept 15, 2014 0:07:19 GMT
Except it does not have a higher base average. Just to show you:
Longbow has 1d12. 1-12, so an average of 6,5. You start with 10 points in DEX, so you automatically get a +1, thus 7.5 that grows to up to 11.5 with base DEX. 2H weapons have 2D6. 2-12, so an average of 7. Again, starting with 10, you automatically get a +1, thus 8 that grows to up to 12 with base STR. Crossbow has 3D4. 3-12, so an average of 7,5. But since nothing modifies it, it starts at 7.5 and remains at 7.5 even in higher levels.
In other words, even if you spend no point for the damage, you would still deal the same damage with a Longbow, only more random.
|
|
The Red Puppet Master
Retired Moderator
Gold:
Narrator
Sage
Guild:
|
Post by Luna on Sept 15, 2014 18:46:59 GMT
Except it does not have a higher base average. Just to show you: Longbow has 1d12. 1-12, so an average of 6,5. You start with 10 points in DEX, so you automatically get a +1, thus 7.5 that grows to up to 11.5 with base DEX. 2H weapons have 2D6. 2-12, so an average of 7. Again, starting with 10, you automatically get a +1, thus 8 that grows to up to 12 with base STR. Crossbow has 3D4. 3-12, so an average of 7,5. But since nothing modifies it, it starts at 7.5 and remains at 7.5 even in higher levels. In other words, even if you spend no point for the damage, you would still deal the same damage with a Longbow, only more random. The damage is intended to be overall lower as you have many additional stat points. The higher average damage is there to give it more stable damage. Bows only gain an accuracy bonus from Dexterity and gain bonus damage from Strength, meaning they must invest in two different stats for offense. Crossbows, only needing the dexterity bonus for accuracy are designed with more stable but lower damage. In return, they have no need to invest into Str allowing them to invest those points into other stats. Luna may add a flat +1 or +2 to the damage dice but Luna wants to see how it does with just 3d4 first. Luna actually expects to increase their damage, but Luna wants to play it a bit safe for at least a week or two and see how they work for a quick bit.
|
|