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Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
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<blockquote data-quote="clearstream" data-source="post: 7240254" data-attributes="member: 71699"><p>Yes, although people often fail to grasp the significance of that. Think of it this way</p><p></p><p>If I hit on 13 numbers on the die (65%), hitting on 2 more numbers will mean I hit 15/13 times more. About a 15% gain. Now consider the case where you're using power-attack?</p><p></p><p>I'm hitting on 8 on the die (40%), so hitting on 2 more numbers will mean I hit 10/8 times more. About a 25% gain. That's what makes Archery so valuable in conjunction with Sharpshooter.</p><p></p><p>That all said - by modelling in Excel these gains will be emergent from the calculations. The way I like to do it is slightly different from [MENTION=6785802]guachi[/MENTION]. I set up twenty rows representing each number on the die, and populate them with the average damage. With a column for each damage source. I then sum the table and divide over 20. The advantage of this is that it makes it clearer what is going on, and which attacks matter (for instance, Riposte sounds good but adds very little damage). Rows that are live only conditionally (e.g. with Precision) get a multiplier e.g. the second number made live by Precision contributes 0.9.</p><p></p><p>Additionally, I add <em>applicability</em> assumptions such as, Sneak Attack doesn't apply all the time. That keeps things clearer with counting stuff like bounce damage off GFB or Sentinel triggers. They obviously don't happen every turn. For example, to trigger Sentinel you must have an ally next to you (with planning, perhaps 80% of the time?) the foe must choose to attack that ally (without knowing more, 50% of the time?) and you must be able to reach that foe (90% of the time?) and have not used your reaction (90% of the time?) = about 32% of the time.</p><p></p><p>Elaborating slight further on something guachi said, a useful tool is this</p><p></p><p>1-(1-%)^t</p><p></p><p>Say we want to know our chance to get a critical hit with our three attacks, so that we get a bonus attack (for GWM). If our critical chance is 5% (natural 20).</p><p></p><p>1-(1-5%)^3</p><p></p><p>1-(.95)^3</p><p></p><p>1-.857 = the chance of <em>not</em> landing a critical hit in three attempts given a 5% chance to get one</p><p></p><p>= 14.3% = the chance to land a critical hit in one of those attempts (we don't know which one)</p><p></p><p>(if you're not familiar with exponents, .95^3 is the same as .95*.95*.95)</p></blockquote><p></p>
[QUOTE="clearstream, post: 7240254, member: 71699"] Yes, although people often fail to grasp the significance of that. Think of it this way If I hit on 13 numbers on the die (65%), hitting on 2 more numbers will mean I hit 15/13 times more. About a 15% gain. Now consider the case where you're using power-attack? I'm hitting on 8 on the die (40%), so hitting on 2 more numbers will mean I hit 10/8 times more. About a 25% gain. That's what makes Archery so valuable in conjunction with Sharpshooter. That all said - by modelling in Excel these gains will be emergent from the calculations. The way I like to do it is slightly different from [MENTION=6785802]guachi[/MENTION]. I set up twenty rows representing each number on the die, and populate them with the average damage. With a column for each damage source. I then sum the table and divide over 20. The advantage of this is that it makes it clearer what is going on, and which attacks matter (for instance, Riposte sounds good but adds very little damage). Rows that are live only conditionally (e.g. with Precision) get a multiplier e.g. the second number made live by Precision contributes 0.9. Additionally, I add [I]applicability[/I] assumptions such as, Sneak Attack doesn't apply all the time. That keeps things clearer with counting stuff like bounce damage off GFB or Sentinel triggers. They obviously don't happen every turn. For example, to trigger Sentinel you must have an ally next to you (with planning, perhaps 80% of the time?) the foe must choose to attack that ally (without knowing more, 50% of the time?) and you must be able to reach that foe (90% of the time?) and have not used your reaction (90% of the time?) = about 32% of the time. Elaborating slight further on something guachi said, a useful tool is this 1-(1-%)^t Say we want to know our chance to get a critical hit with our three attacks, so that we get a bonus attack (for GWM). If our critical chance is 5% (natural 20). 1-(1-5%)^3 1-(.95)^3 1-.857 = the chance of [I]not[/I] landing a critical hit in three attempts given a 5% chance to get one = 14.3% = the chance to land a critical hit in one of those attempts (we don't know which one) (if you're not familiar with exponents, .95^3 is the same as .95*.95*.95) [/QUOTE]
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