it actually took me a long time to fully understand how the modifiers work and it was only from reading the Wiki for elminage ORIGINAL that i finally got it. rule of thumb is:
- modifiers are: half damage ( - ); NORMAL DAMAGE ( = ); +50% ( + ), and double damage.
As with almost everything, E: Gothic did away with modifiers beyond 2x (in E: Original you could go all the way to fucking 10x) in order to make it more Wizardry-like and more difficult.
- regardless of what dmg modifier your weapon has it gets overridden by the modifier from armor pieces.
1. an example: God Slayer sub-spear does half-damage ( - ) versus humanoid classes (fighter/cleric/mage/thief) but double damage versus gods...
2. you equip warrior's obi or demon king's belt and that overrides the modifiers versus fighters (such as Skillving, your new best friend!) up to 1.5x dmg.
3. you enchant God Slayer to do double-damage versus fighers (Skillving) and also versus thieves (Polyete), but continue wearing the warrior's obi.
4. you will still do only 1.5x dmg versus fighters and thieves, regardless of the enchantment.
5. you change up your armor pieces and instead equip a Force Robe and now your God Slayer immediately begins dealing the 2x damage you enchanted on it versus those types.
This also applies to negative downgrades from armor pieces.
The whole point is to balance items, enchantment and armor pieces so that the player can't just blindly wear "sets" of gear without having to put thought into it.
There is ALWAYS some sort of pro/con trade off, even if it amounts to losing 1 armor class point in favor of dealing normal damage versus gods, or whatever.
If you enchanted a weapon to do double damage and it's not doing it, then you need to check your armor. Sometimes it's worth not having 2x damage, and instead settling for a "measly" 1.5x damage and opt to wear the best armor for a class, such as Lacquered armor for the samurai withs its + sign modifiers, which will override whaterver double-dmg enchantment is on those types on your weapon.
- modifiers are: half damage ( - ); NORMAL DAMAGE ( = ); +50% ( + ), and double damage.
As with almost everything, E: Gothic did away with modifiers beyond 2x (in E: Original you could go all the way to fucking 10x) in order to make it more Wizardry-like and more difficult.
- regardless of what dmg modifier your weapon has it gets overridden by the modifier from armor pieces.
1. an example: God Slayer sub-spear does half-damage ( - ) versus humanoid classes (fighter/cleric/mage/thief) but double damage versus gods...
2. you equip warrior's obi or demon king's belt and that overrides the modifiers versus fighters (such as Skillving, your new best friend!) up to 1.5x dmg.
3. you enchant God Slayer to do double-damage versus fighers (Skillving) and also versus thieves (Polyete), but continue wearing the warrior's obi.
4. you will still do only 1.5x dmg versus fighters and thieves, regardless of the enchantment.
5. you change up your armor pieces and instead equip a Force Robe and now your God Slayer immediately begins dealing the 2x damage you enchanted on it versus those types.
This also applies to negative downgrades from armor pieces.
The whole point is to balance items, enchantment and armor pieces so that the player can't just blindly wear "sets" of gear without having to put thought into it.
There is ALWAYS some sort of pro/con trade off, even if it amounts to losing 1 armor class point in favor of dealing normal damage versus gods, or whatever.
If you enchanted a weapon to do double damage and it's not doing it, then you need to check your armor. Sometimes it's worth not having 2x damage, and instead settling for a "measly" 1.5x damage and opt to wear the best armor for a class, such as Lacquered armor for the samurai withs its + sign modifiers, which will override whaterver double-dmg enchantment is on those types on your weapon.