Correct assumption.I am facing a similar question with the maul vs. mordenkrag. Same damage dice (2d6), but the later is brutal 1. So what is the actual difference there for average damage? I assume +.5 per damage die, for +1?
I'm with Obryn. I have a similar feat for my 3.5 rogue - reroll any 1s on sneak attack damage - and I've got to say, it's intensely satisfying to turn a crappy roll into a great one. Because it's "swingier" than a simple +1 bonus to damage, as you could conceivably turn a damage roll of 2 into 12, I find it more fun. And on a 3w power where you get to roll 6d6? Totally worth it to me.So the question becomes, do you want to have to spend a feat to do an average +1 / [W] damage? I don't but that's just my taste.
I think that means I'm a lousy min-maxer but I like rolling high.
Funny, this is the case when it's better to have more damage, and not more hit (that's in general, it actually depends on the ratio of your avg damage vs % to hit)This is just me, but... If I'm playing an Avenger, my attitude is going to be "I expect to hit damn near every time I swing" -- assuming I'm set up to get the two attack rolls, which, again, I will expect to get almost every time. As a result, if I miss, I'm going to be pissed. I'd go with the Fullblade and take Heavy Weapon Expertise if the DM allows it.
Not trying to be a suck up, but this edition got a LOT of things right.One of the things I like about this edition is that fistfuls of dice or gigantic static modifiers are about equally good. That's a really impressive bit of game design, and I have to tip my hat to them for that, no matter what mistakes they have made.
Not trying to be a suck up, but this edition got a LOT of things right.
Funny, this is the case when it's better to have more damage, and not more hit (that's in general, it actually depends on the ratio of your avg damage vs % to hit)