here are some averages I calculated, assuming everything is a 100% hit:
[TABLE="width: 500"][TR][TD]fighter/rogue levels[/TD][TD]average dice damage with crit included[/TD][/TR][TR][TD]3/17[/TD][TD]35,75 (+ stat once)[/TD][/TR][TR][TD]5/15[/TD][TD]36,85 (+ stat twice)[/TD][/TR][TR][TD]11/9[/TD][TD]34,1 (+ stat thrice)[/TD][/TR][TR][TD]15/5[/TD][TD]27,6 (+ stat thrice)[/TD][/TR][/TABLE]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.)
[TABLE="width: 500"][TR][TD]fighter/rogue levels[/TD][TD]average dice damage with crit included[/TD][/TR][TR][TD]3/17[/TD][TD]35,75 (+ stat once)[/TD][/TR][TR][TD]5/15[/TD][TD]36,85 (+ stat twice)[/TD][/TR][TR][TD]11/9[/TD][TD]34,1 (+ stat thrice)[/TD][/TR][TR][TD]15/5[/TD][TD]27,6 (+ stat thrice)[/TD][/TR][/TABLE]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.)
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