Epametheus
First Post
Spatzimaus said:Instead of dropping Bane to +1, I let it act sorta like a Favored Enemy, giving a few small bonuses that add up. So, besides just +2d6 damage, you also get +2 to a roll to confirm a critical hit, act as +2 higher enhancement for the purposes of bypassing DR, that sort of thing.
Actually, that's how Bane is supposed to work. A +3 dragon-bane longsword works as a +5 sword that deals another 2d6 damage when used against dragons. Unless there's something sayng otherwise that I'm not remembering, a +5 dragon-bane longsword would be +7 vs. dragons.
It's still a horribly situational weapon, and I'd much rather just have Holy or Unholy. In the group I play with, human-bane isn't bad -- humans are certianly the most commonly run adversery -- but still not really worth it.
As for flaming-flaming vs. flaming burst.. Depends on how confident you are in your crit rate, I guess. IMC, I've only seen ONE weapon with a burst enchantment, and it was the weapon of the guy with a 12-20 threat range.
A weaponmaster with a keen falchion can do pretty well with a burst enchantment. A weaponmaster with 3 levels of wizard so that he could cast Assassin Senses from Relics & Rituals would do even better.
Most characters would be better off with flaming-flaming, though. Crits don't really happen enough for the burst enchantments to worthwhile.