The neutronium base multiplier for weapon/armor is x192. This is the link at the old forum official of Upper-Krust. (
Immortality).
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NEUTRONIUM (NEW SPECIAL MATERIAL)
This dark grey metal is so dense that even in its solid state its surface appears to have the properties of liquid.
Properties of pure neutronium:
- Neutronium is more than 10,000,000,000,000 times heavier than steel (thus a medium longsword made from neutronium would weigh in excess of 20 billion tons)
- Neutronium has a hardness of 1500.
- Weapons fashioned from Neutronium bypass the first 1500 points of hardness.
- Weapons made from it increase their base damage by a factor of 192 (thus a longsword would deal 160d10 as per the Universal Damage Table in the Epic Bestiary: Volume One page 7).
- You need a minimum strength of 235 to use neutronium items.
- Medium Armour made from pure neutronium grants damage reduction 150/-, Heavy Armour grants damage reduction 300/-.
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This thread has all the materials for utility (
https://www.enworld.org/threads/new...m-quark-strange-and-black-hole-matter.683977/).
Yes. ...but mathwise either the neutronium golem's punch does way more damage than it should (which it doesn't) or all that info on the neutronium multiplier being a mere 192 is wrong (which it technically is).
Think about it. A size Large fleshy punch does 1d6. Using 192, a neutronium punch only does 192d6.
This is clearly very wrong. Especially since virtual size categories effectively double your damage dice every 2 virtual size categories you go up. This is exponential.
Even using straight conversion those material charts are all in error.
Medium dagger (iron (2 VSCs already...see Iron Body)) +13 VSCs (pure orichalcum) = 40d10.
Medium dagger (iron (2 VSCs already)) +30 VSCs (pure neutronium) = 15,360d10
Large Human Punch +32 VSCs (pure neutronium) = 40,960d10
Perhaps use the multiplier strictly for armor bonuses as damage is already covered by the virtual size category rules and the multiplier would just gimp every monster in the book pretty much?
...or use a formula for armor based on VSC armor modifier? Something like the Size + VSC natural armor bonuses ÷ 10 then × the base armor (8 for full plate)?
It might make more sense that way than using an arbitrary multiplier.