What does "extra melee damage" mean?
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- Brock Fanning
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What does "extra melee damage" mean?
I also have a crossbow that has, I believe, "extra ranged damaged: piercing", and was wondering what exactly it means.
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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!
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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- makeshiftwings
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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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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.
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.
- Dirk Cutlass
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I did some experiments last week, just to see if this had been fixed by Bioware yet.... it has notVanor 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.

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!