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jokalotus

Anc Vs. Sharp

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On hbusa it says this:

 

"Sharp Increases the dice damage by +1

Ancient Increases the dice damage by +2"

 

Is this true on nemesis as well?

If so wouldn't sharp+1 be just about as good as ancient seeing as it cannot be upgraded?

 

If you rolled a 7 on a sharp+1 it would be 3d7+1=8dmg

If you rolled a max dmg on ancient it would be 3d8=8dmg

correct?

 

Or am i missing something here?

Numbers based on War Axe*

 

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Ok I will try explain it the best I can...

 

2D12+3 is the damage done by a Blacksmith Giant Sword.

 

Sharp increases DICE damage by 1 and Ancient increases DICE damage by 2.

 

In this instance the dice is 12.

 

Sharp would become 2d13+3 and Ancient would be 2d14+3.

 

When you upgrade a weapon with X Stone, it does not effect dice, it adds +1 damage(after the dice has been rolled). In this instance it would effect the +3.

 

So with this in mind, a Sharp +1 GiS would be 2D13+4 whereas a Ancient GiS would be 2D14+3.

 

You want a higher DICE. Ancient would be better, the ancient will deal more damage most of the time.

Edited by Vampyr

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Is there any place that would show all weops and their damages beside the game itself and how to do the math behind the damages which they show?

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Ive forgotten the exact formula, I used to have tons of these little tools from my stint as a GM at another server.

 

HBportal has one built into its charachter simulator, but it doesnt include any of the rares or jewelery.

 

Based on this simulator I have the following figures. Remember this does not take into account jewelery such as rings or necklaces. It does not take into account armor, it merely shows the best possible damage you can theoretically achieve.

 

ANCIENT GIANT SWORD

 

IPB Image

SHARP GIANT SWORD

 

IPB Image

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yes sharp and ancient work perfectly.

 

sharp adds +1 on the dice roll

ancient adds +2 on the dice roll

 

Sharp+1 is not equally to ancient, not even close.

 

Example:

 

Standard dice damage: 2D6+0 -> which is same as 2D6+0 -> 2 ~ 12 Damage

Sharp: 2D7+0+0 -> which is same as 2D7+0 -> 2 ~ 14 Damage

Sharp+1: 2D7+0+1 -> which is same as 2D7+1 -> 3 ~ 15 Damage

Ancient: 2D8+0+0 -> which is same as 2D8+0 -> 2 ~ 16 Damage

 

As a final conclusion we can see that sharp+1 is not equal to ancient, the minimum damage of the sharp item is increase by 1 due to it's upgrade, but it's maximum damage does not exceed the Ancient's maximum damage and therefore it is considered less powerfull as most people only look at the maximum damage.

 

Side Note: Ancient items have INCREASE endurance, you don't see it as a stat, but it do has increased undurance, therefore you ancient weapon will last longer then your sharp+1 would, as the sharp+1 doesn't have the increased endurance.

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Standard dice damage: 2D6+0

Sharp: 2D6+0+1+0 -> which is same as 2D6+1

Sharp+1: 2D6+0+1+1 -> which is same as 2D6+2

Ancient: 2D6+0+2+0 -> which is same as 2D6+2

 

 

Shouldnt it be

 

Standard 2d6+0

Sharp 2d7+0

Sharp +1 2d7+1

Ancient 2d8+0

 

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hhmm, i'll need to look that up definitly vampyr !

 

[edit]

 

I've looked up the sources and I've edited my previous topic to make it accurate to the new information I discovered.

 

Thx for noting me on this Vampyr !

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but sharp+2 is better at ancient B), well maximum damage is same, but minimum damage - sharp+2 owns :rolleyes:

Edited by Emke

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as white is saying the +2 is added to minimum dmg not maximum so ancient will always be better for higher dmg but sharp is better for a more controlled even attack range so make your own decisions...

 

and yes i realize about the endurance factor on anc weps which is awesome for training but in the end for getting eks doesnt help

 

Thank you white and vamp for just being helpful!

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as white is saying the +2 is added to minimum dmg not maximum so ancient will always be better for higher dmg but sharp is better for a more controlled even attack range so make your own decisions...

 

and yes i realize about the endurance factor on anc weps which is awesome for training but in the end for getting eks doesnt help

 

Thank you white and vamp for just being helpful!

 

I dont know if I understood ur post completely but... This is what white said:

 

Standard dice damage: 2D6+0 -> which is same as 2D6+0 -> 2 ~ 12 Damage

Sharp: 2D7+0+0 -> which is same as 2D7+0 -> 2 ~ 14 Damage

Sharp+1: 2D7+0+1 -> which is same as 2D7+1 -> 3 ~ 15 Damage

Ancient: 2D8+0+0 -> which is same as 2D8+0 -> 2 ~ 16 Damage

 

Lets make the dices a little higher, for example bh:

 

standard (low) dice is 3d7+2 = 23 dmg

Sharp would be 3d8+2 = 26 dmg (sharp+1 would be 27 naturally)

Ancient would be 3d9+2 = 29dmg

 

So at that point ancient beats sharp wpons in every factor easily... What Im not sure about tho, is how strength bonuses are counted, if its counted from the dice roll, then ancient wpons are even better.

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yea how str bonuses are counted in could make a big difference

And if you were to +2 the same sharp wep wouldn't it make it equal to a anc wep? except for endurance?

+3 better?

 

Sharp+3

 

Example:

 

Standard dice damage: 2D6+0 -> which is same as 2D6+0 -> 2 ~ 12 Damage

Sharp: 2D7+0+0 -> which is same as 2D7+0 -> 2 ~ 14 Damage

Sharp+3: 2D7+0+3 -> which is same as 2D7+3 -> 5 ~ 17 Damage

Ancient: 2D8+0+0 -> which is same as 2D8+0 -> 2 ~ 16 Damage

 

 

Am i wrong?

 

And ruutu dunno what stats you are using but Battle Hammer is 3d8+1

Anc BH 3d10+1 4~31dmg

Sharp 3d9+1 4~28dmg

 

The only weapons that would not be better (Only equal) at +3 sharp then anc are:

 

Battle Axe

Hammer

Battle Hammer

 

Therefore upgrading these sharp weapons is completely idiotic and/or suicidal

because getting a +4 without loosing your sharp BH wont happen.....

but if you did it would be 8d32.... for BH

Edited by jokalotus

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as white is saying the +2 is added to minimum dmg not maximum so ancient will always be better for higher dmg but sharp is better for a more controlled even attack range so make your own decisions...

 

and yes i realize about the endurance factor on anc weps which is awesome for training but in the end for getting eks doesnt help

 

Thank you white and vamp for just being helpful!

 

I dont know if I understood ur post completely but... This is what white said:

 

Standard dice damage: 2D6+0 -> which is same as 2D6+0 -> 2 ~ 12 Damage

Sharp: 2D7+0+0 -> which is same as 2D7+0 -> 2 ~ 14 Damage

Sharp+1: 2D7+0+1 -> which is same as 2D7+1 -> 3 ~ 15 Damage

Ancient: 2D8+0+0 -> which is same as 2D8+0 -> 2 ~ 16 Damage

 

Lets make the dices a little higher, for example bh:

 

standard (low) dice is 3d7+2 = 23 dmg

Sharp would be 3d8+2 = 26 dmg (sharp+1 would be 27 naturally)

Ancient would be 3d9+2 = 29dmg

 

So at that point ancient beats sharp wpons in every factor easily... What Im not sure about tho, is how strength bonuses are counted, if its counted from the dice roll, then ancient wpons are even better.

 

 

on GiS.

 

standart is 2d11+3 = 25

 

Sharp is 2d12+3 = 27

 

Anc is 2d13+3 = 29

 

Anc GiS = bbh

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It's all about high D dmg for crits. D dmg has the str and lvl multiplyer on crits, + dmg will only do the + dmg. Anc is really better with crits then any + wep of the same type. That's why dk+15 crits like crap.

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Dont expect much of a 130 str weapon... If not, the whole server would be 130 str vit wars.. such as yours Iowa..

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but sharp+2 is better at ancient B), well maximum damage is same, but minimum damage - sharp+2 owns :rolleyes:

 

Wrong. Maximum damage will not be the same. You will notice the difference between Sharp+2 and Ancient. Otherwise people would buy Sharp Battle Hammer's for pretty much nothing and upgrade them instead of forking out for ABH.

Edited by Vampyr

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OMG. 100 topics about the same.

You forgot people, that dmg in dice (ancients) is increased by str, lvl, zerk. Dmg added by xelima stones (+4) isnt increased by str, lvl, zerk ...

so sharp gis+4 -> 2d13+3+4 = 33

and when you add bonuses:

(2d13*lvl*str*crit*zerk*dezsnaturalpower)+3+4 = for example 204

 

ancient gis+0 ->2D14+3=31

and when you add bonuses:

(2d14*lvl*str*crit*zerk*dezsnaturalpower)+3 = 224

 

(that dmg is just an example, because my power is much more mighty)

Edited by DEz

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i had no idea that str lvl crit and zerk added on to the dice figured they were added on like +dmg at the end...

 

Str lvl bonus: adds before crit calculation, it adds HP and damage.

 

crit bonus: add before actual dice roll, it adds hp depending on item class and adds damage.

 

zerk bonus: added at the end after the dice roll, it's just damage * 2.

 

Some side notes:

the zerk is added after the dice has been rolled, so the actual damage is doubled, and not the throw, eyes or bonus of the dice.

If an item deals 2D8+0, it will first throw a dice 2 times with 8 eyes and have a damage value of 2~16, then adds zerk to this value.

zerk will NOT make 4 dice throws with 16 eyes !

 

Also, zerk bonus * 2 is IGNORED when using crit or dash !

 

Also, necklaces damage (DM5) and rings (rod) their damage bonus is added AFTER the drice roll and AFTER the zerk bonus !

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