Cyreus

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Well - you can at least upgrade an item already crafted from a precious material:

GM Core p253 wrote:
After creating an item with a precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the precious material.

I'd in most cases let a player upgrade an existing mundane item to be crafted from a precious material.


Finoan wrote:


Hit: 4d10 +6 +6 +16
Crit: (4d12 +6 +6 +16)x2 +1d12 +8

And for funsies - when you get to Major Striking, the damage from Deadly 1d10 in an Ogre Hook slightly surpasses the Fatal 1d12 from Greatpick in damage. Using your example:

Major Striking Greatpick (1d10, Fatal 1d12):
Hit: 4d10 + 6 + 6 + 16 = 4d10 + 28, average 50.
Crit: 2*(4d12 + 6 + 6 + 16) + 1d12 + 8 = 9d12 + 64, average 122.5

Major Striking Ogre Hook (1d10, Deadly 1d10):
Hit: 4d10 + 6 + 6 + 16 = 4d10 + 28, average 50.
Crit: 2*(4d10 + 6 + 6 + 16) + 3d10 + 8 = 11d10 + 64, average 124.5


If you have critical specialization on a pick, you do the following damage (with +0 in strength):
A regular great pick(one die):
Hit: 1d10, Crit: 2*1d12+1d12+2 = 3d12+2

Striking great pick (two dice):
Hit: 2d10, Crit: 2*2d12+1d12+4 = 5d12+4

Greater Striking great pick (three dice):
Hit: 3d10, Crit: 2*3d12+1d12+6 = 7d12+6

Major Striking great pick (four dice):
Hit: 4d10, Crit 2*4d12+1d12+8 = 9d12+8

So to answer your question: Before doubling it is 5d12+8, and after doubling it is 9d12+8, since only the first 4d12 are doubled.
You need special handling of the multiplication - so that you do not incorrectly multiply the added damage from a crit. A major striking great pick has four damage dice (4d10 on a regular hit), and so the pick crit spec adds +8 on a crit. The extra 1d12 from Fatal does not count as damage dice, and the extra 1d12 from Fatal and the extra +8 from pick crit spec are not doubled, since they come from a critical hit effect.
(But you do get the die size increase from Fatal before doubling.)

Edit: clarified.


shroudb wrote:


It still has the consumable trait, which specifically states that it is destroyed after being activated unless explicitly stated otherwise. It just lacks a "flavour" description in what it disintegrates into.

Bah - I'm blind - I thought I had looked for that. The "destroyed" descriptions are of course just flavor text. Thanks! :D


Shouldn't the Moonlit Spellgun have been consumed/destroyed upon use, like all the other Spellguns?
You can't load Spellguns, so it should be useless after a single use.
https://2e.aonprd.com/Traits.aspx?ID=491


Bugs (tested on iOS):
- There is no "finish" to the quizzes when you complete or fail them. When I have answered the last question (or failed) there is no "end". I have to press the X to abort the quiz, which gives me a warning that "Progress will not be saved". Whut? I was at the end anyway.
- When pressing X to abort a quiz, I must select Cancel or Confirm. After selecting Confirm, I am back to the front page, but the Cancel or Confirm dialog is still shown, and I can't progress until I press Cancel on this second Cancel/Confirm dialog.

Feedback:
"At which level does class X gain Y" are boring questions. They are only about memorizing almost irrelevant numbers you look up during the game anyway - it is much more interesting with questions that pertain to game mechanics, which have information that is way more useful to know by heart.


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I'd like Skill Feats in Archetypes to have the Skill trait marked in a different color, to make them stand out more - it's very hard to overlook that an archetype feat is a skill feat.


But will it be a "pure" action RPG like Diablo, or will you be able to switch between real-time and turn based like the earlier Pathfinder games?


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I'd like to see that the SKILL trait in feats has a different color than the other traits - for example blue instead of red. That would make them stand out more, for example in lists of Archetype feats, where it is very easy to overlook that one of the feats is a Skill feat, and not a regular Archetype feat.


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Right now there will be an influx of new players, many of which coming from 5e. There is of course a FAQ/Errata page with "/faq" in the URL, but it is really just an Errata page, with only a select few (recently added) clarifications.

I'm guessing that you guys have answered a lot of questions on these forums, and that some may have boilerplate responses you can copy/paste when replying to questions. (I know I have when answering Gloomhaven questions - on my phone I have 10-15 commonly used snippets that I copy/paste instead of typing in when I answer questions on Facebook.)

So - I'm wondering if we fans perhaps could help Paizo compile a list of FAQ entries to help new users - especially rules 5e players often get wrong. Even if they are clearly answered by looking in the rule book - if we have a good FAQ we can help ease new players into the world of PF2 and help them have a better experience for it. And of course the FAQ should be filled with keyword links to Archives of Nethys - it is awesome that we have such a resource for Pathfinder. :)

This could for example be:

  • Do I get only get a -4 MAP (Multiple Attack Penalty) if my first attack was made with an Agile weapon?
    No - but if your second attack in the turn is made with an Agile weapon, the MAP for that attack is -4 instead of -5, and -8 instead of -10 on on the third and subsequent attacks in the turn. It doesn't matter what kind of weapon the previous attacks were made with.
etc.

We should also specifically add answers with special cases for those fiddly situations - like how Cloud Jump, Sudden Leap and similar feats work with both vertical and horizontal jumps - it is not at all clear from the rules how that work. Sure - the community may have found the correct answers, but it would require fiddly searching to locate the correct answer. Things like that should be in the FAQ.

We should also add FAQ sections for the Beginner Box. The Beginner Box may be the entry point for many, many players, and many aspects are not covered in the rules there at all.
Like - how should the encounters scale for differing numbers of players? It is not at all granted that there are exactly fours players and one GM playing the game. Sure - there are rules for how to make encounters easier/harder, but if you only have printed media you don't get to those rules (like Weak or Elite) until you also purchase and read the Bestiary.

There should be a list for the Beginner Box (and we'd probably need blessing from Paizo to do that, as the list would contain contents from the adventure) with instructions for how to adjust the various encounters for parties of for example 2, 3, and 5 players.
I am a bit puzzled as the first description seemingly tells you how to adjust the number of rats in the very first encounter based on the number of players:

Beginner Box wrote:
Before starting, get the giant rat pawns from the box. You’ll need one giant rat for each player.

...And so I expected the remaining encounters to also tell you how to adjust them - but there is (as far as I can see) no other information in the box what so ever as for how to scale the encounters. There should also be mentioned that you could scale the difficulty up or down depending on how well the players are doing and how experienced they are.

This scaling information should very much be in the FAQ for the Beginner Box!

So - what do you think? Wouldn't it be a good idea to expand the FAQ?
I'm still a novice at PF2 (although I can answer just about any question for Gloomhaven!), so I don't think I'd be able to help that much in listing what players as about the most.

And remember - if the question is asked a lot on the forums, it deserves to be in the FAQ, even if the answer is right there in the rules if you know where to look.


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Hopefully the attempt to "unauthorize" the OGL 1.0a will be rejected - I do not believe that the attempt will hold up in court.

Well - Hasbro seems so finally have united the role playing community. The bad news is that they now are united against Hasbro.


When reading the FAQ page on a 4k monitor, I get a horrible vignetting effect, where the sides of the text get a lot darker. I get this on a 3840x2160 monitor using Windows 10 and latest Chrome (108.0.5359.125).

I can easily replicate this on a lower resolution display by using the zoom feature in Chrome - once the browser width is about double the width of the center text column, the vignetting appears.

How it looks.


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But animal familiars and companions do have the Animal trait. Well - if you have an updated rule book.

My own rule book PDF says:

CRB page 217, Familiars wrote:
You choose a Tiny animal as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of having the animal trait.

So - for example a Leshy familiar is a Plant and by implication have the Plant trait, while Tiny Animal familiars are animals and thus have the Animal trait.

This should have been more explicit in the rule book, but it is quite clear from the context that they are animals and have the animal trait (unless they're something else and have a different trait).

This also goes for animal companions:

3rd printing errata wrote:
Page 214, 217: Animal companions don't technically ever say they are animals, even though some later companions that aren't animals mention they have the "dragon trait instead of the animal trait" for instance. Therefore, change to say "Your animal companion has the animal and minion traits."


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My take:
Squeeze:

AoN wrote:

You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.

(..)
Sample Squeeze Tasks
Trained space barely fitting your shoulders
Master space barely fitting your head

If I as a normal human tried to walk through a corridor about 1.5 feet (or 45cm) wide, it would be narrower than the width of my shoulders (let's call my shoulders two feet wide). I could easily walk down the corridor, but maybe not at full speed, since I would have to walk a bit sideways. In other words - difficult terrain; half speed. A corridor that is tall enough, but just a bit narrow - that's merely difficult terrain. (In a previous job there was an gap between two pillars less than a foot wide, that I regularly used as a shortcut, even though I'm 6" tall.)

Trolls can move sideways too!

Now if I instead as a normal human tried to get through a tunnel that was only 1.5 feet wide and 1.5 feet tall, then I would have to squeeze. Or for that matter a tunnel 2 feet wide and 2 feet tall. That would be bothersome, and I'd probably have to roll for Acrobatics in a squeeze check.

There's quite a bit of difference between an opening (or hallway) that is small, vs one that is merely narrow. As a biped I can easily get through tall but narrow corridor, while I would move very slowly through a corridor that was wide, but low.

So - I would definitely rule that a Troll could walk down a 5ft wide (but tall) corridor just fine - that it was merely difficult terrain.
And hey - if this was the lair of the troll, where the troll had lived for a long time, and walked up and down that corridor on a regular basis, I might even rule that it could move at full speed.


Captain Morgan wrote:

It seems to me like since you could every square if it had a visible enemy, you could target every square if held a possible enemy as well. However, if you can't distinguish between friend or foe because both are undetected within reach, I wouldn't let you cheese your way out of magically missing your ally.

Just have the GM secretly roll the appropriate amount of strikes and flat checks. They can throw in a dummy roll or two to keep you guessing.

Yeah - just about my conclusion too. It's a bit circumstantial, though. If an undetected ally is amongst attacked squares I would probably not allow it, but I'd allow attacking the entire "front sector", without any chance of hitting an undetected ally behind the character.


Themetricsystem wrote:
Undetected enemies cannot be targeted and you by definition do not know what square they are in so if they are undetected you have zero information on where they are.

Undetected enemies are still Enemies, and can be attacked by attacking squares. Even the passage in the rule book exemplifies a character running forward, swinging wildly at the empty air, hoping to hit the undetected enemy. Whether you do this with a sweeping Whirlwind attack, by attacking certain squares with Strikes, cast a fireball, cast burning hands, or maybe empty a clip at the bushes in a modern RPG using an automatic weapon - is immaterial.

The rule for Whirlwind Strike says "Enemies", while the rule for Strike says "Creatures". I am very glad that they have written the rule for Whirlwind attack using the word "Enemies" and not "Creatures" - otherwise you would have a lot of confusion whether you also target friendlies with a Whirlwind attack. If it said Make a melee Strike against each creature within your melee reach players could very easily have believed that Whirlwind Strike also attacked friendlies like a Fireball, which it does not.
And an undetected Enemy is still an Enemy. (I feel my tires have pretty good traction on that one.)

I'd also argue that for example Terrifying Howl could just as well frighten undetected or unnoticed enemies. The Barbarian is just as frightening even if he/she/it doesn't know exactly where you are.

Unnoticed enemies: If a party has been attacked by several goblins in the underbrush, and the fighter manically starts swinging wildly at certain squares instead of first performing a seek action - I don't see the problem with that.

As a side note - while Whirlwind Strike is for Fighters and Barbarians, the Mauler archetype has Avalanche Strike, which enables other classes to attack this way too.


SuperBidi wrote:
There's just one issue with attacking all the squares around you: Whirlwind Attack only targets enemies, when an Unnoticed creature can be either friend or foe.

In my opinion the rule for Whirlwind Strike is worded for brevity. It simply says "enemies" as opposed to "creatures" in the Strike action, to emphasize that you do not (also) attack allies. And so - it does not target (visible) friendlies. I'd personally say that Whirlwind Strike should work just in the same way as regular Strikes in those situations, however you'd rule such situations.

We do have the exact same problem with regular Strikes targeting squares. If I'm trying to hit an invisible enemy, then I could have the exact same problem targeting a square with a regular Strike, if there also is an undetected NPC ally (or other friendly) sneaking about.

You could also argue that from the wording, Whirlwind Strike automatically targets all enemies (edit: and enemies only) within your reach no matter if they are unnoticed, undetected, observed, hidden, concealed or whatever - it simply states "Make a melee Strike against each enemy within your melee reach.". You could then also argue that it would be the GMs responsibility not to give away information when secretly rolling if you hit undetected/unnoticed enemy creatures.

So - a GM could rule that you only attack enemies, or maybe rule that Hidden, Undetected, and Unnoticed friendlies within reach are fair game (barring any PvP restrictions) and that the character could choose which squares to target to avoid hitting any unknown friendlies.

I guess I'd personally rule that you in general automatically only attack Hidden/Undetected/Unnoticed enemies in such situations, but that you once in a while could throw in an undetected sneaking NPC Ally about, where you may risk attacking that NPC if you do not choose squares wisely. But hey - that would probably be only in rare situations.

And I do not think, for that matter, that it would be OP to rule that Whirlwind Strike may only attack enemies, even if there are hidden/undetected/unnoticed allies about. Area attacks attack both friend and foe, but do not have to roll any flat DC for CHUU figures. Whirlwind Strike may then only attack enemies, but you have to roll the flat DC to hit.


Yeah - my thoughts too. As a GM I'd roll for all the observed/hidden figures, plus 0-2 extra. I would of course always roll for at least one figure if the character attacks with no visible enemies, to keep the players on their toes. Unless I had anticipated the move and already had pre-rolled the dice (heh, heh).

Player: I attack the darkness.
DM: (without rolling) You hit the darkness for 18 damage.

The rule also notes that GMs might wish to allow targeting squares for other abilities:

CRB p 466 wrote:
The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion.


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Just like the base Strike action says to target a creature and not a square - but you can still specifically target a square with a Strike.

CRB, p 471 wrote:
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack).

Such attacks and flat checks should be rolled by the GM anyway - who could be content with rolling a check or two if there are doubts if there are unnoticed/undetected enemies. If there was only one potential creature that could have been in the targeted area, the GM could roll a single extra roll - and maybe the creature was in the targeted area, and maybe it wasn't.

I think it would be quite reasonable to allow a barbarian (or fighter, mauler etc. with similar abilities) to attack with a whirlwind attack even if there are no visible targets - to do a large swipe in the underbrush, trying to hit hidden goblins or similar, or for example to try to hit an invisible creature. Just like you (by the book) can use several Strikes to attack several squares, hoping to hit enemies.


Blave wrote:

3) is correct.

Imagine you have enough actions to Strike each enemy within your reach. That's basically what Whirlwind Strike does (plus ignoring the MAP). So all rules for regular Strikes apply. And you can't target an Undetected or Unnoticed creature with a Strike.

But you may target an Undetected or Unnoticed enemy with a Strike - by targeting its square.

CRB p 466 wrote:

Targeting an undetected creature is difficult. If you suspect there’s a creature around, you can pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won’t tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. Undetected creatures are subject to area effects normally.

For instance, suppose an enemy elf wizard cast invisibility and then Sneaked away. You suspect that with the elf’s Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct— the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it’s the right space, and the GM’s secret attack roll and flat check both succeed, so you hit!

So yes - you can in deed attack Undetected and Unnoticed enemies - by targeting its square. And shouldn't Whirlwind Strike work in the same way? By attacking every square within range that doesn't contain an ally? You could do exactly that with regular strikes, if you had enough actions.

(Of course - you could then infer that you also gain MAP for every square you attempt to attack, if you choose to attack (seemingly) empty squares with a Whirlwind Strike, but usually that is a moot point, as is a three action ability, and you are probably already attacking two or more enemies anyway.)


When attacking Hidden, Unnoticed or Undetected creatures, you need to succeed at a flat DC 11 check to attack them (if you even are attacking the right square, for Unnoticed and Undetected creatures), and when attacking Concealed creatures you need to succeed at a flat DC 5 check to attack them. If you fail at this check, then the attack fails.

But (according to the CRB Conditions Appendix) you do not need to roll this flat check for Area Attacks. Area attacks will attack Hidden/Undetected/Unnoticed/Concealed creatures normally. ("Dodge this!")

But I was wondering - how about a Whirlwind Strike (or similar), that attacks all enemies within range. Would that work on CHUU (Concealed/Hidden/Unnoticed/Undetected) enemies? Is such an attack considered an Area Attack?

I'm thinking the conclusion would have to be one of:

1) Whirlwind Strike is considered an Area Attack, and you may attack CHUU enemies without rolling a flat DC.

2) Whirlwind Strike is not considered an Area attack, but may be considered attacking (or attempting to attack) enemies in all hexes within melee range. You may attack CHUU enemies in hexes within range, but you will have to roll the flat DC for each individual target.

3) Whirlwind Strike is not considered an Area attack, and you may only attack enemies you can see. So - you may only attack Observed, Hidden or Concealed enemies within melee range, and you will have to roll the flat DC for each individual target (for Hidden or Concealed enemies).

My take is that Whirlwind Strike is 2). A fireball is a an area attack, a burst that affects all creatures within its range, whether they be friend or foe. Whirlwind Strike says "You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach.". So - it won't attack friendlies within range and is more selective. And - the feat doesn't say "area attack", or for that matter burst, cone, line or emanation.
And thus, my take is that you may choose which squares (not containing allies) you attack within melee range, and so you may attack all squares within range not containing allies. The DM could then make a show of rolling some hidden dice (maybe just for show) if there was any chance of there being any unnoticed/undetected enemies within melee range.

What do you think? :)


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If you felt with your hands for a completely clear glass wall you knew was there you'd in real life be able to feel exactly where it was with your hands (touch should IMHO be considered a precise sense with range touch) and strike it quite well with a hammer, even if it was completely clear and "invisible". I'd say that you could "observe" it with the precise sense "touch".
I'd rule as a GM that you could use two actions to feel it with your hand/weapon, pull back and strike it without penalty. This wouldn't work if it was a living, moving invisible creature (since it might move between the touch and the strike, trying to dodge and what not), but as an inanimate object should IMHO be fine.


aobst128 wrote:
Right but what I'm saying is how would you use bomb specialization on a torch?

The light splashes 5 feet further, of course! The other way around is even easier - you use the torch to light the fuse! Ahem.

But no, it doesn't make sense.


Red Griffyn wrote:
You missed that Orcs or half orcs or those adopted by them can take the L5 Hold Mark feat which allows axes to use the pick crit specialization if you want to. So you can choose the crit specialization that give the best damage based on the circumstance and get that pick crit spec on a 1D12 weapon when facing a single target.

That's not how I read the rule:

aonprd wrote:

(..) When you critically hit using a weapon of the listed group, you apply the weapon's critical specialization effect. (..)

  • Axe axe or pick
  • Shield hammer or shield
  • Torch bomb or knife

I read this as that if you have the feat and chose the group Axe, then you get the critical specialization effect of your weapon - if you are wielding a weapon in the group (here an axe or pick). The group is "axe", and the weapons in the group are "axe or pick".

It doesn't say "you may apply any specialization effect from the group" or similar - it says to apply "the weapon's critical specialization effect" - not that of another weapon. And if you already have critical specialization for your wielded weapon from other feats, then this feat has no effect. It could, however, be useful to gain critical specialization for a weapon you do not already have critical specialization for. I read it as a fun and thematic way to get critical specializations, as many other feats do at level 5. Wield a pick - this is a way to get the critical specialization of a pick.

Good observations on AC - and I plan to take several feats mainly to reduce the AC of my enemies, by making them flat footed. :)


Taja the Barbarian wrote:
Giant Barbarians can somehow always find an oversized version of any weapon otherwise available for sale: It's just one of those things...

Sure, but if you want to justify getting/finding an item later on in-game, or (as I did) justifying getting an uncommon item at character creation at a slightly higher level...

I'd argue that thematically it should be easier to find a large Ogre Hook than large versions of many other items.

(But hey - I totally agree that a lvl 1 Giant Instinct Barbarian should be able to get a large version of any weapon they otherwise have access to.)


Well - thematically you could argue that there's a problem getting any kind of large weapon for a giant instinct barbarian - most weapon smiths probably mostly make weapons for medium or small sized creatures. (Unless you are in a society where there are many large humanoid creatures regularly wielding large weapons.)

Getting a Large sized weapon should be much easier if the weapon is of a type commonly used by Large creatures - like Ogre Hooks or Great Axes for Ogres. You could get one off an Ogre, or a blacksmith might have one lying around, as there are many such weapons "in circulation". A blacksmith might be happy to buy some, if nothing else for reforging to other types of weapons or tools.

As for weapon types I thought a lot about hammers and flails (just as you mentioned, also for the sweet critical specialization), and mostly settled on a large War Flail - a cool weapon with decent damage, sweep, trip and a nice critical specialization.
I also considered a weapon with the Two Handed trait, to also be able to fight with a free hand, for various Athletics skills. I considered a large Gnome Hooked Hammer, to also get Trip in 2h mode and versatile damage, but an uncommon small gnome weapon sounds really unlikely to have for a low-level character (my new character will be joining an existing campaign at level 4), and a Large version of a Small Uncommon weapon would thematically in my opinion have be a custom job by a blacksmith (unless the player has a really good thematic explanation).

I'd also prefer to go for a weapon that works well late game - Maul and War Flail sound really cool and imposing, and should be rather nice for later Whirlwind attacks when I have more reach (I don't rank reach as highly for this character since I'll be getting more reach at higher levels).

Buuut - I ended up with an Ogre Hook. Not because of the crazy crit damage, but because it has Trip, and thematically because it is plausible to get a Large sized one. And especially since we weaved it into my backstory - about an Ogre killing off the rest of my family when I was younger, and me later getting revenge and taking its weapon. (It is uncommon and thus unfit as a starter weapon, but since I start at level 4 it is more plausible that I have gotten one. We'll probably start off with a solo pre-adventure where I use a different weapon and (hopefully) end up taking down that Ogre.)

Side note: That you only can start with ancestry weapons if you have an ancestral trait - is that a rule in the rule book or just a (very reasonable) house rule? I know that you cannot start with uncommon weapons unless you have access to them, but ancestral weapons should be fine, as long as they are not uncommon or rare, right? Otherwise the rules to me seem more thematic than anything else: "Elves craft and use these weapons".
(To me it seems a reasonable house rule, in that I would disallow it, unless you have a thematic reason. I'd allow a thematic reason without requiring any feats or backgrounds; "One of my best friends growing up was an Grippli, who taught me to hunt with the Hand Adze".)
But looking closer, this rant doesn't have much impact in the game - there are only a very few non-uncommon weapons with ancestry traits - seems to me to only be Grippli, Vanara and a few Monk weapons. (I guess the Grippli Adze weapons aren't uncommon because they really are common tools - it's just uncommon to use them as weapons.)


Ah - thanks, now I get it.
The damage mentioned in the feats "XX [Instinct Ability]" and "Specialization Ability" enhances the base +2 damage from Rage, not the damage from "Weapon Specialization" or "Greater Weapon Specialization". Rule reading failure. ;) Hits like a truck in deed. :)

Thanks for the clarification on Demoralize. So this means that Battle Cry (which Demoralizes as a free action when I determine initiative, and Demoralizes as a reaction when I critically hit) also uses the same cooldown towards me for Demoralize.

And if I'm the only character in the party that Demoralizes, then the 1 minute cooldown for Terrifying Howl won't matter, as the same enemies will have a 10 minute cooldown for Demoralize towards me anyway.


Barbarian Weapon specialization:

Rule book wrote:

Weapon Specialization Level 7

Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.

Greater Weapon Specialization Level 15
The weapons you’ve mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary. You gain a greater benefit from your instinct’s specialization ability.

The base feats Weapon Specialization and Greater Weapon Specialization above state that the damage increases as you get higher proficiency in your weapons.

The Specialization Ability feats in the various instincts do not mention this - so if you have an instinct with a specialization ability, then there is no extra damage boost as you gain higher proficiency in the weapon, and you instead get the flat damage boost mentioned in the instinct's specialization ability? So the increased damage mentioned in the feats above is only for others multiclassing into Barbarian or similar?
Or is the damage mentioned in the Specialization Ability boosted further when you gain the higher proficiencies? (I'm assuming that it is not.)

Demoralize:
The Demoralize action under Intimidate states

CRB wrote:
Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

How does this cooldown work for various other feats that demoralize enemies?

Terrifying Howl says
CRB wrote:
Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute.

I assume that this cooldown is separate from the cooldown for Demoralize? So I can use Demoralize on an enemy that currently is temporarily immune to Terrifying Howl and vice versa?


The primary reason for choosing a weapon would for me anyway be a thematic reason, even though it helps that it performs ok. :)

But - as you also state - I'd rather want a weapon that does works well for regular attacks, instead of a pure crit monster.

I originally started this post out as questions about damage, but it changed underway, and ended up as a table answering my own questions. (I still wonder if my math is correct, though.)


Hi, all

I'm rolling up my very first P2e character (Barbarian), and I'm looking at big bad weapons - and so I thought - what are the best, or at least highest damage weapons in the game? I'm not factoring in feats or special runes, only plain weapons with and without strike runes; considering regular damage and damage for critical hits.
(I'm also wondering if I'm calculating damage correctly in the lists below. ;) )

I couldn't find any resource with a list of weapons with average damage, so I thought I'd make a list over the damages for the various damage type weapons in the game. This could be a nice resource to compare the damage of different weapons.

In the list:

  • Damage for regular weapons (Plain:), as well as weapons with Striking runes (Striking:), Greater Striking Runes (Greater:), and Major Striking Runes (Major:)

  • The damage dice roll, with the average number in parenthesis; 1d4 (2.5)

  • Strike damage (Plain/Striking/Greater/Major), crit damage (Crit), and crit damage/effect for Axe (Spec Axe) and Pick (Spec Pick) - for crits with the critical specialization

  • For weapons with the Forceful trait: Damage for the 2nd and 3rd+ hits (as the damage increases if you attack more than once in a round)

  • Special entries for the Lance and War Lance

I have tried to compile the list as best as I could - do comment below if I have made any typos (there are a lot of numbers!) or if I have made any conceptual errors calculating the damages (hope not!).
If I ever make such a list again I'd rather write a small program to output the numbers, rather than calculating and punching manually. ;)

I have listed several of the weapon names - the intention is to list the various damage types, so that you easily can look up the damage type and easily see what the dice calculation and average damage would be.
I have probably missed a few special weapons, and I did not list all the generic weapon names for the "main" categories.

Below is also some silly discussion about which weapon that can do the most damage.


  • 1d4
    (Hand Adze (axe), Club, Dagger, many many others)
    Plain: 1d4 (2.5), Crit: 2d4 (5), Spec Axe: 2d4 (5), adjacent 1d4 (2.5)
    Striking: 2d4 (5), Crit: 4d4 (10), Spec Axe: 4d4 (10), adjacent 2d4 (5)
    Greater: 3d4 (7.5), Crit: 6d4 (15), Spec Axe: 6d4 (15), adjacent 3d4 (7.5)
    Major: 4d4 (10), Crit: 8d4 (20), Spec Axe: 8d4 (20), adjacent 4d4 (10)
  • 1d4 Forceful, 2nd and 3rd strike in the same turn
    (Hand Adze)
    2nd: 1d4+1 (3.5), Crit: 2d4+2 (7), Spec Axe: 2d4+2 (7), adjacent 1d4 (2.5)
    3rd+: 1d4+2 (4.5), Crit: 2d4+4 (9), Spec Axe: 2d4+4 (9), adjacent 1d4 (2.5)
    Striking 2nd: 2d4+2 (7), Crit: 4d4+4 (14), Spec Axe: 4d4+4 (14), adjacent 2d4 (5)
    Striking 3rd+: 2d4+4 (9), Crit: 4d4+8 (18), Spec Axe: 4d4+8 (18), adjacent 2d4 (5)
    Greater Striking 2nd: 3d4+3 (10.5), Crit: 6d4+6 (21), Spec Axe: 6d4+6 (21), adjacent 3d4 (7.5)
    Greater Striking 3rd+: 3d4+6 (13.5), Crit: 6d4+12 (27), Spec Axe: 6d4+12 (27), adjacent 3d4 (7.5)
    Major Striking 2nd: 4d4+4 (14), Crit: 8d4+8 (28), Spec Axe: 8d4+8 (28), adjacent 4d4 (10)
    Major Striking 3rd+: 4d4+8 (18), Crit: 8d4+16 (36), Spec Axe: 8d4+16 (36), adjacent 4d4 (10)
  • 1d4 Deadly 1d6
    (Forked Bipod, Katar, Fighting Fan, Filcher's Fork, Pantograph Gauntlet)
    Plain: 1d4 (2.5), Crit: 2d4+1d6 (8.5)
    Striking: 2d4 (5), Crit: 4d4+1d6 (13.5)
    Greater: 3d4 (7.5), Crit: 6d4+2d6 (22)
    Major: 4d4 (10), Crit: 8d4+3d6 (30.5)
  • 1d4 Deadly 1d8
    (Shears, Claw Blade, Kris)
    Plain: 1d4 (2.5), Crit: 2d4+1d8 (9.5)
    Striking: 2d4 (5), Crit: 4d4+1d8 (14.5)
    Greater: 3d4 (7.5), Crit: 6d4+2d8 (24)
    Major: 4d4 (10), Crit: 8d4+3d8 (33.5)
  • 1d4 Fatal 1d8
    (Fangwire, Light Pick (pick))
    Plain: 1d4 (2.5), Crit: 3d8 (13.5), Spec Pick: 3d8+4 (17.5)
    Striking: 2d4 (5), Crit: 5d8 (22.5), Spec Pick: 5d8+8 (30.5)
    Greater: 3d4 (7.5), Crit: 7d8 (31.5), Spec Pick: 7d8+12 (43.5)
    Major: 4d4 (10), Crit: 9d8 (40.5), Spec Pick: 9d8+16 (56.5)
  • 1d6
    (Boarding Axe (axe), Hatchet (axe), Mace, Morningstar, many many others)
    Plain: 1d6 (3.5), Crit: 2d6 (7), Spec Axe: 2d6 (7), adjacent 1d6 (3.5)
    Striking: 2d6 (7), Crit: 4d6 (14), Spec Axe: 4d6 (14), adjacent 2d6 (7)
    Greater: 3d6 (10.5), Crit: 6d6 (21), Spec Axe: 6d6 (21), adjacent 3d6 (10.5)
    Major: 4d6 (14), Crit: 8d6 (28), Spec Axe: 8d6 (28), adjacent 4d6 (14)
  • 1d6 Forceful, 2nd and 3rd strike in the same turn
    (Panabas (1h), Scimitar, Talwar (1h), Sickle-Saber)
    2nd: 1d6+1 (4.5), Crit: 2d6+2 (9)
    3rd+: 1d6+2 (5.5), Crit: 2d6+4 (11)
    Striking 2nd: 2d6+2 (9), Crit: 4d6+4 (18)
    Striking 3rd+: 2d6+4 (11), Crit: 4d6+8 (22)
    Greater Striking 2nd: 3d6+3 (13.5), Crit: 6d6+6 (27)
    Greater Striking 3rd+: 3d6+6 (16.5), Crit: 6d6+12 (33)
    Major Striking 2nd: 4d6+4 (18), Crit: 8d6+8 (36)
    Major Striking 3rd+: 4d6+8 (22), Crit: 8d6+16 (44)
  • 1d6 Deadly 1d8
    (Elven Branched Spear, Katana (1h), Mambele (axe), Rapier)
    Plain: 1d6 (3.5), Crit: 2d6+1d8 (11.5), Spec Axe: 2d6+1d8 (11.5), adjacent 1d6 (3.5)
    Striking: 2d6 (7), Crit: 4d6+1d8 (18.5), Spec Axe: 4d6+1d8 (18.5), adjacent 2d6 (7)
    Greater: 3d6 (10.5), Crit: 6d6+2d8 (30), Spec Axe: 6d6+2d8 (30), adjacent 3d6 (10.5)
    Major: 4d6 (14), Crit: 8d6+3d8 (41.5), Spec Axe: 8d6+3d8 (41.5), adjacent 4d6 (14)
  • 1d6 Deadly 1d10
    (Shortbow, Composite Shortbow, Leiomano, Urumi, Shauth Lash)
    Plain: 1d6 (3.5), Crit: 2d6+1d10 (12.5)
    Striking: 2d6 (7), Crit: 4d6+1d10 (19.5)
    Greater: 3d6 (10.5), Crit: 6d6+2d10 (32)
    Major: 4d6 (14), Crit: 8d6+3d10 (44.5)
  • 1d6 Fatal 1d8
    (Double-Barreled Pistol)
    Plain: 1d6 (3.5), Crit: 3d8 (13.5)
    Striking: 2d6 (7), Crit: 5d8 (22.5)
    Greater: 3d6 (10.5), Crit: 7d8 (31.5)
    Major: 4d6 (14), Crit: 9d8 (40.5)
  • 1d6 Fatal 1d10
    (Pick (pick), Switchscythe (pick), Tricky Pick (pick), Piercing Wind, Flintlock Musket, Axe Musket, Clan Pistol, Double-Barreled Musket, Dueling Pistol, Gnome Amalgam Musket, Mithral Tree, Sliding Pistol, Flingflenser)
    Plain: 1d6 (3.5), Crit: 3d10 (16.5), Spec Pick: 3d10+4 (20.5)
    Striking: 2d6 (7), Crit: 5d10 (27.5), Spec Pick: 5d10+8 (35.5)
    Greater: 3d6 (10.5), Crit: 7d10 (38.5), Spec Pick: 7d10+12 (50.5)
    Major: 4d6 (14), Crit: 9d10 (49.5), Spec Pick: 9d10+16 (65.5)
  • 1d6 Fatal 1d12
    (Big Boom Gun)
    Plain: 1d6 (3.5), Crit: 3d12 (19.5)
    Striking: 2d6 (7), Crit: 5d12 (32.5)
    Greater: 3d6 (10.5), Crit: 7d12 (45.5)
    Major: 4d6 (14), Crit: 9d12 (58.5)
  • 1d8
    (Battle Axe (axe), Dwarven War Axe (axe), Orc Necksplitter (axe), Thundermace, Bastard Sword (1h), many many others)
    Plain: 1d8 (4.5), Crit: 2d8 (9), Spec Axe: 2d8 (9), adjacent 1d8 (4.5)
    Striking: 2d8 (9), Crit: 4d8 (18), Spec Axe: 4d8 (18), adjacent 2d8 (9)
    Greater: 3d8 (13.5), Crit: 6d8 (27), Spec Axe: 6d8 (27), adjacent 3d8 (13.5)
    Major: 4d8 (18), Crit: 8d8 (36), Spec Axe: 8d8 (36), adjacent 4d8 (18)
  • 1d8 Forceful, 2nd and 3rd strike in the same turn
    (Elven Curve Blade, Orc Necksplitter (axe))
    2nd: 1d8+1 (5.5), Crit: 2d8+2 (11), Spec Axe: 2d8+2 (11), adjacent 1d8 (4.5)
    3rd+: 1d8+2 (6.5), Crit: 2d8+4 (13), Spec Axe: 2d8+4 (13), adjacent 1d8 (4.5)
    Striking 2nd: 2d8+2 (11), Crit: 4d8+4 (22), Spec Axe: 4d8+4 (22), adjacent 2d8 (9)
    Striking 3rd+: 2d8+4 (13), Crit: 4d8+8 (26), Spec Axe: 4d8+8 (26), adjacent 2d8 (9)
    Greater Striking 2nd: 3d8+3 (16.5), Crit: 6d8+6 (33), Spec Axe: 6d8+6 (33), adjacent 3d8 (13.5)
    Greater Striking 3rd+: 3d8+6 (19.5), Crit: 6d8+12 (39), Spec Axe: 6d8+12 (39), adjacent 3d8 (13.5)
    Major Striking 2nd: 4d8+4 (22), Crit: 8d8+8 (44), Spec Axe: 8d8+8 (44), adjacent 4d8 (18)
    Major Striking 3rd+: 4d8+8 (26), Crit: 8d8+16 (52), Spec Axe: 8d8+16 (52), adjacent 4d8 (18)
  • 1d8 Deadly 1d6
    (Hongali Hornbow)
    Plain: 1d8 (4.5), Crit: 2d8+1d6 (12.5)
    Striking: 2d8 (9), Crit: 4d8+1d6 (21.5)
    Greater: 3d8 (13.5), Crit: 6d8+2d6 (34)
    Major: 4d8 (18), Crit: 8d8+3d6 (46.5)
  • 1d8 Deadly 1d8
    (Fauchard, Glaive, Naginata, Rhoka Sword (1h), Kalis, Lance (not mounted, 2h), War Lance (not mounted, 2h))
    Plain: 1d8 (4.5), Crit: 3d8 (13.5)
    Striking: 2d8 (9), Crit: 5d8 (22.5)
    Greater: 3d8 (13.5), Crit: 8d8 (36)
    Major: 4d8 (18), Crit: 11d8 (49.5)
  • 1d8 Deadly d8 Jousting 1d6 (mounted, 1h)
    (Lance (mounted, 1h), War Lance (mounted, 1h))
    Plain: 1d6 (3.5), Crit: 2d6+1d8+2 (13.5)
    Striking: 2d6 (7), Crit: 4d6+1d8+4 (22.5)
    Greater: 3d6 (10.5), Crit: 6d6+2d8+6 (36)
    Major: 4d6 (14), Crit: 8d6+3d8+8 (49.5)
  • 1d8 Deadly d8 Jousting 1d6 (mounted, 2h)
    (Lance (mounted, 2h), War Lance (mounted, 2h))
    Plain: 1d8 (4.5), Crit: 3d8+2 (15.5)
    Striking: 2d8 (9), Crit: 5d8+4 (26.5)
    Greater: 3d8 (13.5), Crit: 8d8+6 (42)
    Major: 4d8 (18), Crit: 11d8+8 (57.5)
  • 1d8 Deadly 1d8 Forceful, 2nd and 3rd strike in the same turn
    (Glaive)
    2nd: 1d8+1 (5.5), Crit: 3d8+2 (15.5)
    3rd+: 1d8+2 (6.5), Crit: 3d8+4 (17.5)
    Striking 2nd: 2d8+2 (11), Crit: 5d8+4 (26.5)
    Striking 3rd+: 2d8+4 (13), Crit: 5d8+8 (30.5)
    Greater 2nd: 3d8+3 (16.5), Crit: 8d8+6 (42)
    Greater 3rd+: 3d8+6 (19.5), Crit: 8d8+12 (48)
    Major 2nd: 4d8+4 (22), Crit: 11d8+8 (57.5)
    Major 3rd+: 4d8+8 (26), Crit: 11d8+16 (65.5)
  • 1d8 Deadly 1d10
    (Composite Longbow, Longbow)
    Plain: 1d8 (4.5), Crit: 2d8+1d10 (14.5)
    Striking: 2d8 (9), Crit: 4d8+1d10 (23.5)
    Greater: 3d8 (13.5), Crit: 6d8+2d10 (38)
    Major: 4d8 (18), Crit: 8d8+3d10 (52.5)
  • 1d8 Fatal 1d12
    (Arquebus, Shobhad Longrifle, Jezail)
    Plain: 1d8 (4.5), Crit: 3d12 (19.5)
    Striking: 2d8 (9), Crit: 5d12 (32.5)
    Greater: 3d8 (13.5), Crit: 7d12 (45.5)
    Major: 4d8 (18), Crit: 9d12 (58.5)
  • 1d10
    (Adze (axe), Boarding Pike, Falchion, Gill Hook, Gnome Hooked Hammer (2h), Greatclub, Griffon Cane (2h), Guisarme, Halberd, Khakkara, Panabas (2h), Ranseur, Talwar (2h), War Flail, Wish Blade (2h), Broadspear, Clockwork Macuahuitl, Heavy Crossbow, Halfling Sling Staff, Harmong Gun, Repeating Heavy Crossbow)
    Plain: 1d10 (5.5), Crit: 2d10 (11), Spec Axe: 2d10 (11), adjacent 1d10 (5.5)
    Striking: 2d10 (11), Crit: 4d10 (22), Spec Axe: 4d10 (22), adjacent 2d10 (11)
    Greater: 3d10 (16.5), Crit: 6d10 (33), Spec Axe: 6d10 (33), adjacent 3d10 (16.5)
    Major: 4d10 (22), Crit: 8d10 (44), Spec Axe: 8d10 (44), adjacent 4d10 (22)
  • 1d10 Forceful, 2nd and 3rd strike in the same turn
    (Adze (axe), Falchion, Panabas (2h), Talwar (2h), Clockwork Macuahuitl)
    2nd: 1d10+1 (6.5), Crit: 2d10+2 (13), Spec Axe: 2d10+2 (13), adjacent 1d10 (5.5)
    3rd+: 1d10+2 (7.5), Crit: 2d10+4 (15), Spec Axe: 2d10+4 (15), adjacent 1d10 (5.5)
    Striking 2nd: 2d10+2 (13), Crit: 4d10+4 (26), Spec Axe: 4d10+4 (26), adjacent 2d10 (11)
    Striking 3rd+: 2d10+4 (15), Crit: 4d10+8 (30), Spec Axe: 4d10+8 (30), adjacent 2d10 (11)
    Greater Striking 2nd: 3d10+3 (19.5), Crit: 6d10+6 (39), Spec Axe: 6d10+6 (39), adjacent 3d10 (16.5)
    Greater Striking 3rd+: 3d10+6 (22.5), Crit: 6d10+12 (45), Spec Axe: 6d10+12 (45), adjacent 3d10 (16.5)
    Major Striking 2nd: 4d10+4 (26), Crit: 8d10+8 (52), Spec Axe: 8d10+8 (52), adjacent 4d10 (22)
    Major Striking 3rd+: 4d10+8 (30), Crit: 8d10+16 (60), Spec Axe: 8d10+16 (60), adjacent 4d10 (22)
  • 1d10 Deadly 1d8
    (Katana (2h)), Rhoka Sword (2h)
    Plain: 1d10 (5.5), Crit: 2d10+1d8 (15.5)
    Striking: 2d10 (11), Crit: 4d10+1d8 (26.5)
    Greater: 3d10 (16.5), Crit: 6d10+2d8 (42)
    Major: 4d10 (22), Crit: 8d10+3d8 (57.5)
  • 1d10 Deadly 1d10
    (Ogre Hook (pick), Scythe, Taw Launcher)
    Plain: 1d10 (5.5), Crit: 3d10 (16.5), Spec Pick: 3d10+4 (20.5)
    Striking: 2d10 (11), Crit: 5d10 (27.5), Spec Pick: 5d10+8 (35.5)
    Greater: 3d10 (16.5), Crit: 8d10 (44), Spec Pick: 8d10+12 (56)
    Major: 4d10 (22), Crit: 11d10 (60.5), Spec Pick: 11d10+16 (76.5)
  • 1d10 Fatal 1d12
    (Greatpick (pick))
    Plain: 1d10 (5.5), Crit: 3d12 (19.5), Spec Pick: 3d12+4 (23.5)
    Striking: 2d10 (11), Crit: 5d12 (32.5), Spec Pick: 5d12+8 (40.5)
    Greater: 3d10 (16.5), Crit: 7d12 (45.5), Spec Pick: 7d12+12 (57.5)
    Major: 4d10 (22), Crit: 9d12 (58.5), Spec Pick: 9d12+16 (74.5)
  • 1d12
    (Bastard Sword (2h), Greataxe (axe), Greatsword, Maul, Butchering Axe (axe), Dwarven War Axe (2h, axe), Gada (2h), Backpack Ballista, Backpack Catapult)
    Plain: 1d12 (6.5), Crit: 2d12 (13), Spec Axe: 2d12 (13), adjacent 1d12 (6.5)
    Striking: 2d12 (13), Crit: 4d12 (26), Spec Axe: 4d12 (26), adjacent 2d12 (13)
    Greater: 3d12 (19.5), Crit: 6d12 (39), Spec Axe: 6d12 (39), adjacent 3d12 (19.5)
    Major: 4d12 (26), Crit: 8d12 (52), Spec Axe: 8d12 (52), adjacent 4d12 (26)

So - what do you think? Did I miss anything, fundamentally misunderstand anything, and/or screw something up in any arguments or calculations?
Is it a useful list? Should I change something in the formatting?
I'd love to hear your thoughts. :)

Mucho Damage (a slightly silly discussion):
So - what is the most damagest weapon in the game?

Spoiler:

If we look at plain damage for regular attacks, it might be a 1d12 weapon, with 6.5 average for a regular attack all the way up to 26 with a major striking rune.
But - let's not compare regular attacks. We wish to see which weapon that does the most damage on a Critical Hit. (Yeah!)

A Greatsword with a major striking rune does 8d12 - 52 average damage on a critical hit!
But that is still not the weapon doing the most damage. We must also consider the weapons critical specialization damage, which makes it complex. A sword will make the target flat-footed, maybe causing you to crit and do more damage on the next attack. A hammer or flail will knock the target prone, which makes the target flat footed and having to waste an action to stand up. A polearm or a club will knock the target back, which may be even more valuable. It's - complicated. If you add various runes with advanced effects you might get even more interesting combinations. If a monster is weak to fire damage you should rather deal fire damage etc.

But - let's look at pure damage on critical hits, using striking runes.
The Greatpick (1d12, pick, Fatal d12) is perhaps the best pure damage dealer in the game. As it is fatal d12, the d10 die will increase to d12 on a crit, and with critical damage specialization you also get +2 per die.
A critical hit with a Greatpick if you have critical damage specialization will cause 3d12+4 damage (average of 23.5), and a major striking rune will do a whopping 9d12+16 damage (average of 74.5)!!

So - is the major striking Greatpick the weapon with the most damage on crits, then, with 74.5 average damage? Well, not quite. Fatal d12 will change the die size to d12 and add a single extra die on a crit - but a deadly d10 will add up to three dice on a crit. The Ogre Hook (1d10, pick, Deadly d10) does less damage on a crit than a greatpick without runes or with a striking or greater striking rune, but if you get a major striking rune, the damage increases to 11d10+16 (average of 76.5), which is even slightly higher than even the mighty greatpick.

So - is the major striking Ogre Hook the weapon dealing the most damage on a critical hit, then, with 76.5 average damage?
Well - not necessary, if there are special circumstances. If there is another target within range and adjacent to the original target, then an Axe has the critical damage effect to deliver damage to the adjacent target, and if we take that into consideration, then a major striking Greataxe (1d12, axe, sweep) would deal 8d12 (52) to the main target and 4d12 (26) to an adjacent target - a total of 78 in average damage, slightly above the average of 76.5 of what a major striking Ogre Hook deals to a single target. (Of course there are other factors - resistances will result in less damage, but if there's a big baddie you might hit but not crit, and there's a minion next to it, then you could crit the minion for double damage, and also deal single damage to the big baddie if the roll would be a hit.)
(And when attacking multiple targets it doesn't hurt that it's got sweep either. ;) )

So - if the stars and the circumstances are just right for an attack to also hit an adjacent enemy - is the major striking Greataxe the weapon dealing the most damage on a critical hit, then, with 78 average damage?
Well - not necessary. You see - if we compare the Greataxe (1d12, axe, sweep) to the Grippli Adze (1d10, axe, sweep, forceful), then the Greataxe does more damage on the first attack in the turn, and still on the second attack in the same turn (main target 8d10+8 (52), adjacent 4d10 (22)), but on the third strike (and beyond) in the same turn, the Adze actually does even more damage on crits: 8d16+16 (60), adjacent 4d10 (22), for a whopping total of 82(!!).

So - if the stars are right, and you're regularly hitting 3 or more enemies on the same turn (could very well happen with Whirlwind Strike for a Giant Instinct Barbarian), then you could argue that the Adze (the 2h weapon often used by the lowly Grippli) has the potential of being the highest damage weapon in the game. But - as the first two attacks do less damage than the Greataxe, you should regularly be hitting more than 3 targets in the same round.

But - as these are a lot of ifs and buts - the "real" answer is probably that the Greatpick (or major striking Ogre Hook) is the highest damage weapon. But - for sweep attacks a sweep weapon is quite cool. ;)