Legildur said:
But surely Caliban there is some break even point (lots of variables in this equation) where the use of WWA is more useful against multiple opponents that take several attacks to kill?
Given that each attack of WWA is at the highest BAB, then you are more likely to hit with multiple attacks against multiple opponents than your normal iterative attacks against a single opponent. That is, at least you are more likely to damage the other opponents along the way where they are hard to hit with iterative attacks.
Can someone do the maths like was done with Power Attack? Or ar there too many variables?
Yes, you reach the break even point in several cases:
When facing multiple opponents that take 1.5-2 normal hits to drop but are easy to hit IF you are also using Power Attack
When facing multiple opponents that take multiple hits AND you cant hit with your second attack at least 75% of the time.
When facing multiple opponents that take multiple hits AND working in conjunction with a Wiz/Sor using fireball or some other AoE spell. (WWA'er acts as bait, draws badies out into a nice congested grouping, softens them up with a single WWA, then beats feet while the Wizzo lets loose).
When using the WWA+ImpTrip or ImpDisarm or Knockdown combo.
However, as Caliban rightly points out, WWA is a suboptimal option under
most circumstances. As Ive pointed out before, the usefulness of WWA scales directly with the risk for using it. In other words, to get the most optimal effect from it you have to engage 8 opponents who you can only hit around 75% of the time with your top attack bonus. Being surrounded by such foes is not a good recipe for healthy and comfortable living in the Martha Stuart way. Also, thanks to the feat chain to get it, the WWA'er is more likely to be a dextrous fighter with lighter armor than a heavily armored tank. In short, a riskier proposition than the Power Attacking - Great Cleaving tank fighter.
Except in special circumstances, it is always better to drop 1 opponent that to wound 8 when fighting in melee. Characters and Monsters are basically just vehicles for damage infliction in melee. Since there are no injury penalties in D&D, an opponent fights as well with 1 hp as they do with 250. Also, since a 20 always hits even outmatched opponents will still hit 5% of the time. Multiple opponents are 100% combat effective as long as they have a positive hp balance. Therfore it is better to reduce thier actual numbers than to reduce thier hp. Further, weight of numbers plays a big role in combat resolution; the longer you allow opponents to outnumber you, the more damage they can inflict on you for longer.