here are some averages I calculated, assuming everything is a 100% hit:
Just add water (your modifier to damage) and apply (multiply by chance to hit) for profit (actual per round.)
Imo, the sweet spot regarding damage is the 11/9 option.
DISCLAIMER: The numbers may or may not be erroneous, and may lack something taken into account. the formula is assuming base weapon of 1d8. formula structure: (weap.avg*crit.avg.dmg.multipl.) * #atk + (sneak.dmg*crit.avg.dmg.multipl.)
fighter/rogue levels | average dice damage with crit included |
3/17 | 35,75 (+ stat once) |
5/15 | 36,85 (+ stat twice) |
11/9 | 34,1 (+ stat thrice) |
15/5 | 27,6 (+ stat thrice) |
Imo, the sweet spot regarding damage is the 11/9 option.
DISCLAIMER: The numbers may or may not be erroneous, and may lack something taken into account. the formula is assuming base weapon of 1d8. formula structure: (weap.avg*crit.avg.dmg.multipl.) * #atk + (sneak.dmg*crit.avg.dmg.multipl.)
Last edited: