No wonder everyone in Angband starts out wielding daggers. They are freakishly good.
Values that have been modified are in red (I've also hand modified the table after the fact, so a couple of calculations may be out):
Weapons |
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Description | Dam/AC | Wgt | Lev | Cost Info | Average Damage | Damage per wgt |
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Broken Dagger | 1d1 | 0.5 | 0 | 1 | 1 | 2 |
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Shovel | 1d2 | 6 | 1 | 10 | 1.5 | 0.25 |
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Gnomish Shovel | 1d2 | 6 | 10 | 100 | 1.5 | 0.25 |
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Broken Sword | 1d2 | 3 | 0 | 2 | 1.5 | 0.5 |
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Orcish Pick | 1d3 | 18 | 15 | 300 | 2 | 0.111111111 |
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Pick | 1d3 | 15 | 5 | 50 | 2 | 0.133333333 |
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Dwarven Shovel | 1d3 | 12 | 20 | 200 | 2 | 0.166666667 |
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Dart | 1d3 | 1 | 0 | 10 | 2 | 2 |
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Dwarven Pick | 1d4 | 20 | 25 | 600 | 2.5 | 0.125 |
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Whip | 1d4 | 3 | 1 | 10 | 2.5 | 0.833333333 |
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Dagger | 1d4 | 1.2 | 0 | 15 | 2.5 | 2.083333333 |
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Main Gauche | 1d5 | 3 | 3 | 25 | 3 | 1 |
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Javelin | 1d6 | 5 | 5 | 36 | 3.5 | 0.7 |
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Hatchet | 1d6 | 4 | 3 | 30 | 3.5 | 0.875 |
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Small Sword | 1d6 | 3.5 | 5 | 48 | 3.5 | 1 |
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Rapier | 1d6 | 3 | 5 | 42 | 3.5 | 1.166666667 |
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Spiked Club | 1d7 | 13 | 1 | 10 | 4 | 0.307692308 |
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Cutlass | 1d7 | 5 | 5 | 35 | 4 | 0.8 |
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Spear | 1d7 | 7 | 0 | 30 | 4 | 0.571428571 |
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Short Sword | 1d7 | 4 | 5 | 60 | 4 | 1 |
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Throwing Axe | 2d3 | 2.5 | 30 | 80 | 4 | 1.6 |
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Mattock | 1d8 | 25 | 30 | 700 | 4.5 | 0.18 |
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Awl-Pike | 1d8 | 16 | 5 | 35 | 4.5 | 0.28125 |
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Harpoon | 1d8 | 6 | 5 | 120 | 4.5 | 0.75 |
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Sabre | 1d8 | 5 | 5 | 50 | 4.5 | 0.9 |
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Ball-and-Chain | 2d4 | 15 | 5 | 45 | 5 | 0.333333333 |
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Quarterstaff | 1d9 | 7.5 | 5 | 200 | 5 | 0.666666667 |
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Mace | 2d4 | 6 | 5 | 65 | 5 | 0.833333333 |
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Throwing Hammer | 2d4 | 3 | 40 | 125 | 5 | 1.666666667 |
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Sacrificial Dagger | 2d4 | 3.6 | 20 | 1000 | 5 | |
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Broad Sword | 2d5 | 7.5 | 10 | 255 | 6 | 0.8 |
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Long Sword | 2d5 | 6.5 | 10 | 300 | 6 | 0.923076923 |
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Glaive | 2d6 | 19 | 15 | 363 | 7 | 0.368421053 |
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Lucerne Hammer | 3d4 | 12 | 5 | 180 | 7.5 | 0.625 |
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Bastard Sword | 3d4 | 9 | 10 | 350 | 7.5 | 0.833333333 |
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Katana | 3d4 | 6 | 20 | 400 | 7.5 | 1.25 |
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War Hammer | 4d3 | 9 | 10 | 225 | 8 | 0.888888889 |
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Two-Handed Spear | 2d8 | 20 | 10 | 230 | 9 | 0.45 |
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Pike | 3d5 | 16 | 10 | 120 | 9 | 0.5625 |
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Broad Axe | 3d5 | 12 | 10 | 304 | 9 | 0.75 |
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Scimitar | 3d5 | 10.5 | 10 | 250 | 9 | 0.857142857 |
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Lead-Filled Mace | 4d4 | 18 | 15 | 502 | 10 | 0.555555556 |
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Trident | 3d3 | 14 | 5 | 75 | 10 | |
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Scythe | 5d3 | 12.5 | 15 | 400 | 10 | 0.8 |
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Flail | 2d9 | 12 | 15 | 353 | 10 | 0.833333333 |
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Two-Handed Mace | 4d4 | 12 | 15 | 450 | 10 | 0.833333333 |
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Two-Handed Sword | 3d6 | 12 | 20 | 775 | 10.5 | 0.875 |
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Executioner's Sword | 4d5 | 19.5 | 20 | 850 | 12 | 0.615384615 |
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Halberd | 4d5 | 19 | 20 | 430 | 12 | 0.631578947 |
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Morning Star | 6d3 | 15 | 20 | 396 | 12 | 0.8 |
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Battle Axe | 3d8 | 17 | 20 | 334 | 13.5 | 0.794117647 |
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Great Axe | 4d6 | 23 | 25 | 500 | 14 | 0.608695652 |
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Beaked Axe | 4d6 | 18 | 25 | 408 | 14 | 0.777777778 |
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Two-Handed Flail | 3d9 | 28 | 25 | 590 | 15 | 0.535714286 |
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Executioner's Axe | 4d8 | 25 | 25 | 750 | 18 | 0.72 |
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Blade of Chaos | 6d5 | 18 | 50 | 4000 | 18 | 1 |
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Scythe of Slicing | 8d4 | 25 | 45 | 3500 | 20 | 0.8 |
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Mace of Disruption | 5d8 | 40 | 55 | 8700 | 22.5 | 0.5625 |
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Lance | 3d8
| 33 | 25 | 460 | 18 | 0.818181818 |
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8 comments:
Has anyone ever done an analysis of what items people actually use in *bands?
Something like a cross-correlation between item type, class and time spent wielding it?
Isn't there some minimum effective weight for the purposes of multiple hits? It might be worthwhile taking that into account in the table. Back when I last used a class that actually does melee I seem to recall the calculation being along the lines of:
* with sufficiently light weaponry, can do N hits per turn.
* can do N hits per turn with up to W weight
* look for weapon with max damage for W weight
I seem to recall a minimum effective weight actually making something around the short sword/sabre range most effective.
Dave said...
Has anyone ever done an analysis of what items people actually use in *bands?
You'd need at least two; optimum equipment changes drastically as you move from vanilla combat to O-combat. And every variant dev puts their own tweaks in, so even that would only give you a very vague outline.
With all that said: the damage per pound on daggers does seem a bit high (darts and broken daggers, too, but those are balanced out by other factors). Maybe up the weight to 1.5, for a d/lb of 1.667? (Still very high for a melee weapon, but a bit more balanced with the others.)
Kris: There is a minimum effective weight for a weapon, between 3 and 4 pounds, depending on what class you are. Anything less than that weight is intended to be used as a thrown weapon, because the total stack weight is significant in this instance.
I was balancing most of the weapons against a x1 damage to weight multiplier, slowly decreasing towards the higher total damage levels. Even with a minimum weight of 4 pounds for a weapon, an Angband dagger is obscenely efficient compared to what most weapons were set at (around x0.5 or worse) before I revised them.
My point is that daggers are less effective melee weapons than the slightly heavier ones, and a sling outperforms them for both damage and weight in the missile department.
So why "freakishly good"?
Kris: Prior to me updating them, most of the other weapons had a damage to weight ratio of about 0.5. The only exception being the Main-Gauche, which also sees a lot of service in the early and mid-game. The Main-Gauche and Dagger were clearly out in front in terms of damage to weight performance - which is why I balanced up everything else.
I've been playing a lot of steam games and Valve gets so much useful info for tuning their games from capturing and analyzing everything players do.
How would something like that work in a game like this? Maybe log everything and at the end of the game ask: "Do you want to upload an anonymous log file? (Yes / No / Always)"
Now, achievements ... :)
oops... forgot to click "email follow-up" comments earlier :P
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