What does "extra melee damage" mean?

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Brock Fanning
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What does "extra melee damage" mean?

Post by Brock Fanning » Tue Jul 15, 2003 3:22 am

I also have a crossbow that has, I believe, "extra ranged damaged: piercing", and was wondering what exactly it means.
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Post by Brock Fanning » Wed Jul 23, 2003 2:33 am

Don't nobody know this?
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Post by kombinat » Wed Jul 23, 2003 2:35 am

Don't know, but I've seen a dagger with the same thing I believe... no quantifier on it..
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Post by Ykirhs » Wed Jul 23, 2003 2:58 am

It probably just sounds neat... but does nothing as of yet, placeholder stuff.
Otherwise, if it's a dagger go hit something a few times with it, subtract your STR mod (If any) and if the result is over 4+whatever other bonuses there are on said dagger, voila!
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Post by makeshiftwings » Wed Jul 23, 2003 3:01 am

What it does is add another damage "type" to the weapon, not add any more actual numeric damage. So the dagger (by default piercing) with "Extra Melee Damage: Slashing" will do either piercing or slashing damage, whichever is better. So if you're fighting something immune to piercing damage, the dagger will still hit it because it will do slashing damage instead. At least that's how it's supposed to work; I've read that in reality it's bugged and sometimes does the worst form of damage, making it more of a curse than a blessing. Don't know if that was patched yet. As for the bows and crossbows with "Extra Melee Damage: Piercing", that won't have any effect at all, since they both already do piercing damage. Maybe the creators of the item weren't sure what it meant either, since the title is kindof vague.
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Post by Reinstag » Wed Jul 23, 2003 3:04 am

Yeah, there are some arrows and bolts for sale in Le'Or that do extra blunt damage so you can go hunt skeletons without having to worry about the DR they have against piercing weapons.
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Post by tindertwiggy » Wed Jul 23, 2003 3:58 am

that is how it works in theory. I haven't done any solid testing but the little bit I have noticed brings me doubt.
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Post by Reinstag » Wed Jul 23, 2003 4:03 am

tindertwiggy wrote:that is how it works in theory. I haven't done any solid testing but the little bit I have noticed brings me doubt.
I hope you aren't trying to say that NWN did something..*gasp*..wrong?!
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Post by Drakuul » Fri Oct 31, 2003 4:04 am

Yep, there's a thread on this on Biowares forums about it. I went searching because one of the compound bows used by the gentlemans henchmen had extra ranged damge piercing on it. Guess he's not so smart after all :)
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Post by eNTrOpY » Fri Oct 31, 2003 4:24 am

...bow with extra ranged damage piercing... Umm, considering that bows do piercing damage by default that property would do squat even if bioware had it working right
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Post by Sindol » Fri Oct 31, 2003 8:18 am

Yeah, that's a surefire way to make your bow more expensive, without adding anything extra.
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Post by Deider » Fri Oct 31, 2003 10:22 pm

Hey, don't look at me folks, I didn't make the bow, just spawned it from the palette. By its name I assumed it's one of the craftable items.

*passes the buck*
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Post by Vanor » Fri Oct 31, 2003 10:30 pm

In theory, that propery should make the belts and other DR vs a damage type less effective. Because it would go though anyway.

Morningstars for example are supposed to do both peircing and bludgeoning damage. Which means you take both damage types, and a single resistance won't help you out.

But it doesn't work as far as I know.
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Post by Drakuul » Sat Nov 01, 2003 10:07 am

Hey, don't look at me folks, I didn't make the bow, just spawned it from the palette. By its name I assumed it's one of the craftable items.
Craftable? As long as it's easier to make than a hickory longbow :) Cos it's just about as effective as a masterwork.
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Post by Dirk Cutlass » Mon Apr 19, 2004 8:17 am

Vanor wrote:In theory, that propery should make the belts and other DR vs a damage type less effective. Because it would go though anyway.

Morningstars for example are supposed to do both peircing and bludgeoning damage. Which means you take both damage types, and a single resistance won't help you out.

But it doesn't work as far as I know.
I did some experiments last week, just to see if this had been fixed by Bioware yet.... it has not :(

Which is a shame, weapons like halberds and morning stars should be able to defeat most DR (unless creatures/people have more than 1 type). But it seems it is still nerfed. I even tried to make items in the toolset, such as a hammer with extra piercing damage* (like a spiked hammer), but even the additional piercing damage gets treated as bludgeoning damage! The whole thing is screwed it seems. Shame. I would try to post a bug-report to Bioware (anyone know the link / email address) - I doubt if they would do anything.

* I don't just mean "extraa melee damage: piercing" (like a morning star), I actually added "bonus damage: piercing", so like my hammer should have been doing 1d8 bludgeon and 2 points piercing. But it treats it all as bludgeon (effectively becoming 1d8 + 2 bludegeon), which of course is not what was intended.

Such a real shame, they go to the effort of building all these damage types in and things, and then basically completely nerf them!
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Post by Cath » Mon Apr 19, 2004 8:25 am

:lol:
Just posted a question about that in another thread - how and if my bow with bludgeoning damage worked or not - guess it doesn't then.

Too bad as it would be just great.
I'll stuff it in my chest then.
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Post by kokobil » Mon Apr 19, 2004 10:49 am

Tried the same with a bow that was supposed to do Extra bludgeoning damage. I hoped for a bow that doesn't get penalties against skeletons.No use ! Broken! I think it was called Longarm but not sure. It was in the standard pallete and costed a fortune.
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