/Anti-Proton mudslingers off
Back on Topic:
The "fresh weapon" modifier does not modify the exceptional/whatever damage bonus ONLY: it modifies the TOTAL base damage generated on any specific hit.
So, from the top:
CASE 1: durability modifier applies to base weapon damage
halberd damage base range:
5-49 (2d23+3);
exceptional bonus (+4) raises this to
9-53;
4a) GM Tactics
1.5*(9-53);
4b) 100 Strength: 1.5*(9-53) + .2*(9-53), which is the same as
1.7*(9-53);
4c) GM Anatomy: 1.5*(9-53) + .2*(9-53) + .2 (9-53);
1.9*(9-53);
4d) "fresh" durability modifier adds another .25*(9-53):
- without GM Anatomy: 1.95*(9-53);
with GM Anatomy: 2.15*(9-53)
Step5+ Subtract for AR & Reactive Armor (test conditions = 0 to both), and halve remaining damage.
The final damage numbers should be:
- No Anatomy: Min 8.775; Max 51.675; Avg 29.25;
GM Anatomy: Min 9.675; Max 56.975; Avg 32.25
RoseRIP's data includes a result of 53 @ No Anatomy, which is impossible if this case is true.
CASE 2: durability modifier is applied to the final result of steps 4a)-4c);
- No Anatomy: 1.25*1.7*(9-53), or 2.125*(9-53);
GM Anatomy: 1.25*1.9*(9-53), or 2.375*(9-53)
The final damage numbers are:
- No Anatomy: Min 9.5625; Max 56.3125; Avg 31.875;
GM Anatomy: Min 10.6875; Max 62.9375; Avg 35.625
This matches the collected data more closely.
Implications:
Compare,
damages generated under the "old" system ("fresh" = 100% damage modifier):
- No Anatomy: Min 7.65; Max 45.05; Avg 25.5;
GM Anatomy: Min 8.55; Max 50.35; Avg 28.5
to,
damages generated under "new" (125%) system:
CASE1 (ruled-out by data):
- No Anatomy: Min 8.775; Max 51.675; Avg 29.25;
GM Anatomy: Min 9.675; Max 56.975; Avg 32.25
CASE2 (supported by data):
- No Anatomy: Min 9.5625; Max 56.3125; Avg 31.875;
GM Anatomy: Min 10.6875; Max 62.9375; Avg 35.625
CONCLUSION:
Against AR 0, with no Anatomy bonus, an exceptional halberd used to possess a minimum hit of 7 and a maximum hit of
45, with an average hit of
25-26;
under the same conditions, an exceptional halberd
now possesses a minimum hit of 9 and a maximum hit of
56, with an average hit of
32!
I would simply ask someone from staff to confirm that CASE2 is the desired algorithm here, rather than CASE1 (personally, I think CASE1 makes much more sense, and I "feel" that weapons are hitting a little too hard right now ...)
SS