Bauglir said:
Pax: The strength fighter's attack routine is at +42/+42/+37/+32/+27 right?
No. I made no assumptions about haste / weapon-of-speed. So
only +42/+37/+32/+27.
Supreme power attack seems like a better choice than greater rage for sheer attack power - so if we tweak that to Barb10/FB10 the basic attack routine (assume a greatsword for simplicity) becomes +41/+41/+36/+31/+26 (2d6+31)
No, again, no Haste or Weapon of Speed factored in for either fighter, so only +41/+36/+31/+26.
Also, I didn't even assume magic weapons aiding in the attack for
either fighter - in which case, plus for plus, the agility fighter benefits more, because the enhancmenet bonus would represent a much lrger proportional boost to his damage with each blow.
With PA: +21/+21/+16/+11/+6 (2d6+111) - Avg damage on a hit then is 118
Less the first attack.
Therefore expected damage per round = ((1.05*118)*0.05)*5 = 30.975 dam/rnd
Nope. 4 attacks, roughly one-in-twenty chance to hti with each attack, so roughly 23.6 per round average damage.
Next up the dex fighter: his +2 damage is neatly cancelled by the barbarian's DR 2/-, so his average damage on a hit is 3.5
Expected damage/round = (((1.1*3.5)*0.5)*2) + (((1.1*3.5)*0.25)*2) + (((1.05*3.5)*0.05))*3) = 3.85+1.925+0.55125 =
6.32625 dam/rnd - nice estimate, Pax
So the strength fighter seems to be significantly more effective.
If considering solely pure damage-output-per-round, yes you're right. But consider the other elements I mentioned: pre-melee ranged combat and initiative. Contemplate the effects, after the strength fighter nukes his BAB to full power attack, of a simple disarm (or
five) by the agility fighter, who can choose to forgo his Improved Combat Expertise for the round; the Strength fighter is more reliant on having a 2H weapon around, than the agility fighter is. ^_^
Also consider, that once critical hits come into play, the agility fighter is rolling dice more often, and will thus get Threats more often - and convert them to criticals more easily based on his chances to hit, too. Threat- or Critical-based weapon modifiers will similarly be of more value to him (paired Scimitars of
+1/Vorpal, for example - or just a pair of Icy/Fiery/Whatever Burst weapons ... etc).
Or simple Shortswords of Wounding/Marrowcrushing. Sure, only 6 average damage per round -
and two to four points of constitution! Twice that with Greater Wounding, heh (Marrowcrushing would be preferable, since immunity to crits is irrelevant to it - but it's Evil-with-a-capital-E,
and, a +3 weapon ability). For some routes to victory, quantity of attacks is superior to quality of attacks. ^_^
For myself, rather than shortswords ... I'd actually go with Light Maces, make sure to get Improved Critical (Light Mace), and take the "Lightning Mace" combat-style feat from Complete Warrior. More Attacks = Good. However, I wasn't going to try and ultra-twink-out
either side of my comparison.
On a more subjective level I find defense based classes to be generally weaker in a party scenario - an astronomical AC does little good when the enemy decides to ignore your piddling damage output and go kill the casters instead. Naturally YMMV
The defense-based character needs to apply his/her advantage in a way that benefits the party. Knowing s/he is harder to hit, s/he can purposely take AoOs to get enemy spellcasters into their Threatened area; interpose theirself between melee-brute enemies and the party spellcaster(s); hold a doorway to cover the party's retreat; and so on.