| RAWmonger |
Does a dancing weapon do the damage that the creature who loosed it would do with it, or does it only do damage without any modifiers?
For instance, to keep it simple, let’s say I have a rapier and fencing grace with 18 dex. With a +1 dancing rapier, I do 1d8+1enhancement+4Dex+Xfromabunchofotherstuf
When I loose the weapon, does it only do 1d8+1enhancement, or does it do the same damage I would do if I were wielding it?
If it only does base damage that seems pretty Underwhelming for a +4 enhancement
| Ryze Kuja |
Dancing
Price +4 bonus; Aura strong transmutation; CL 15th; Weight —
DESCRIPTION
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor; Spells animate objects; Cost +4 bonus
Well, it doesn't say officially. However, it does say you're not considered Armed with the weapon (so one could infer that the weapon would not be considered wielded by you), but it does explicitly say the weapon is considered as wielded when targeting items.
I'd say no, you don't get to apply feats, but you would be able to apply any enhancement bonus to the attacks and damage, and since it uses your BAB, I would say that you could be able to perform a full attack with it.
I think the "draw" of using this enchantment is to let it loose and pull out a backup weapon for lots of attacks per round, and possibly to have multiple dancing weapons out at once.
| RAWmonger |
Yeah that’s about what I figured... for a +4 enhancement though... let’s assume that this is a +1 weapon and you’re BAB 11. Let’s play this favoring the dancing weapon. This weapons full attack is 12/7/2 and does what, a max 2d6+1?
Let’s even fancy the idea that it manages to hit all 3 times.
6d6+3. Average damage is 24, max is 39...
Or we could go with speed, a +3 enhancement (and we won’t even cash in on the extra +1).
With a pretty standard level 11 full Bab class, Let’s assume 18STR, weapon focus, and power attack... that’s all, we won’t even consider class abilities or other ways to boost to hit or damage.
Power attack would be -3/+9....
His full attack is 14/14/9/5. 2d6+16.
Average of 23 damage for the bonus attack (only 1 below the average of EVERY dancing attack) and his max is 28, all of this with a higher chance to hit.
Not only is a dancing weapon at least 18,000gp more expensive, but it also barely outperforms a single attack *even if every single attack hits, AND it has a lower chance to hit, AND it takes a standard to activate, AND it’s limited use (4 rds then wait).*
All of this is not even considering what class the character is... a barbarian is gonna hit way harder and increase his chance of hitting. A fighter is going to do the same. A swashbuckler is going to deal more damage from his level, and have double the crit chance, and have a higher chance of hitting. And if you’re not a full Bab class, you might as well just throw the gold you were planning to spend on this enchantment directly into the trash can, because it’s going to have no chance to hit its target.
And every additional dancing weapon is another 50,000gp and a standard to activate. By the time you have the amount of dancing weapons going that they would contest a single attack based on how often they actually hit, any other character could have made multiple full attacks... and don’t forget, you can’t even prep these things for a fight, since they only last 4 rounds... you *have* to spend time in combat activating them.
If these weapons don’t get other bonuses are worth maybe (maaaaaybe) a +2 enhancement, and even then they’re still barely contesting other things you can do with a +2 enhancement ability. Literally an enhancement meant to be on weapons found, because if you pay for this you’re an idiot
I mean... an equivalent bonus makes your weapon bypass armor, and the difference between a +4 and a +5 is “5% chance to automatically kill your target). But the difference between a +3 and +4 is “the +4 is mathematically worse in any scenario?” Seems wrong.
| Chell Raighn |
It might be worth it for a Magus or Paladin or any class that can imbue weapons with enchantments from class features, and then let it loose. I dunno, still seems iffy at best.
If your DM houserules that class granted enhancements can exceed the normal +10 total limit... yes... but for any that follow the FAQ on the subject, your class ability will be severely hampered by the existing enchantment level of the weapon.
Dancing weapons are a case of a thematic and interesting enchantment that proved too difficult to properly balance and as a result were balanced into a virtually unusable state. The problems with Dancing weapons from a balance perspective are as follows:
1) if the weapon receives all bonuses as if you were still wielding the weapon, then a high damage character who can afford multiple dancing weapons would be extremely overpowered, even just 1 dancing weapon effectively doubles their damage output for 4 rounds. Which in many cases can be enough extra damage to end combat in less than 4 rounds.
2) if the weapon receives no bonuses as if you were still wielding the weapon, then the enchanted weapon is of little to no use against anything but weak enemies. With no attribute bonuses the chance to hit with the weapon takes a sharp nosedive leaving it missing the vast majority of the time, quite possibly resulting in 4 rounds of the weapon simply floating around effectively doing nothing at all.
3) if the weapon can benefit from a lot of low level enchantments and still be dancing, then it can potentially add a massive amount of extra damage for a character who normally would do very little weapon damage.
Rather than find a middle ground that can reasonably limit the weapons potential without making it effectively useless, the original writers for the enchantment took the nuclear approach and stuck it as a +4 with no bonuses. Solving issue 1 & 3, but exasperating issue 2.
When Paizo converted it over for Pathfinder, they didn't change anything about it. It is still exactly the same as it was in 3.0, and just as useless...
+4 is too high of a cost for a weapon that misses on more than 70% of its strikes and does hardly any damage when it does hit. But allowing it full bonuses is too strong.
Quite frankly the most effective use of Dancing is to make a +1 Dancing Vorpal/Heart-piercing weapon, and cash in on the weapon only being guaranteed to hit on a nat 20 by making it have a chance to outright kill the target.
| Ryze Kuja |
Ryze Kuja wrote:It might be worth it for a Magus or Paladin or any class that can imbue weapons with enchantments from class features, and then let it loose. I dunno, still seems iffy at best.If your DM houserules that class granted enhancements can exceed the normal +10 total limit... yes... but for any that follow the FAQ on the subject, your class ability will be severely hampered by the existing enchantment level of the weapon.
Dancing weapons are a case of a thematic and interesting enchantment that proved too difficult to properly balance and as a result were balanced into a virtually unusable state. The problems with Dancing weapons from a balance perspective are as follows:
1) if the weapon receives all bonuses as if you were still wielding the weapon, then a high damage character who can afford multiple dancing weapons would be extremely overpowered, even just 1 dancing weapon effectively doubles their damage output for 4 rounds. Which in many cases can be enough extra damage to end combat in less than 4 rounds.
2) if the weapon receives no bonuses as if you were still wielding the weapon, then the enchanted weapon is of little to no use against anything but weak enemies. With no attribute bonuses the chance to hit with the weapon takes a sharp nosedive leaving it missing the vast majority of the time, quite possibly resulting in 4 rounds of the weapon simply floating around effectively doing nothing at all.
3) if the weapon can benefit from a lot of low level enchantments and still be dancing, then it can potentially add a massive amount of extra damage for a character who normally would do very little weapon damage.
Rather than find a middle ground that can reasonably limit the weapons potential without making it effectively useless, the original writers for the enchantment took the nuclear approach and stuck it as a +4 with no bonuses. Solving issue 1 & 3, but exasperating issue 2.
When Paizo converted it over for Pathfinder, they didn't change anything about...
On a full bab class at level 16, a +1 dancing vorpal weapon with 4 attacks per round would kill someone once every 5 rounds of combat, at least in theory :)
| RAWmonger |
Eh, the weapon has to confirm the critical with its trash bonuses. Far less than a 5% chance tbh. More like 2% or lower to both roll a 20 and confirm in this instance
And sincerely, thank you for the history lesson. I never account for stuff like carryovers and the fact that there are certain things in this game that just couldn’t find a good balance for. Good to know... I may run some numbers/scenarios and try to find a good houserule for these, since it is thematically cool.
| Chell Raighn |
Actually... in theory, it's much rarer... once every 5 rounds you'll score a nat 20, but the confirm may prove much rarer...
Confirm on a 20 = 1 in 400 rolls.
Confirm on a 15 = 1 in 66 rolls.
Confirm on a 10 = 1 in 36 rolls.
Confirm on a 5 = 1 in 25 rolls.
Confirm on a 1 = 1 in 20 rolls.
The only reason that Vorpal on a dancing weapon is the most effective use of the Dancing enchantment though, it because, no matter how unlikely it may be to score that confirm, the chance of outright killing the target will always make up for the utter lack of worthwhile damage from the dancing weapon.