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Critical stacking and feats - balanced? (Math-fu needed)

Grayhawk

First Post
For this comparison, lets focus on the Rapier, the Longsword and the Battleaxe. AFAIK, they deal equal amounts of damage with their different damage die and critical threat ranges/multipliers.

Now, let's say that Improved Critical and Keen only adds 1 to the threat range each, but they stack. (I know that this favors the low threat/high multiplier weapons.) Let's also introduce a new feat called Surgical Strike, that does away with the confirmation roll on a threat, but only for finessable weapons.

Will this make someone with Improved Critical and Surgical Strike wielding a Rapier (1d6, 17-20x2, no confirm needed) the equal of someone with a Battleaxe and Improved Critical (1d8, 19-20x3)?

How far will the Longsword fall behind at 1d8, 18-20x2?

What if all wield Keen weapons?
 

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Without number crunching (yet), I have to say that I think Surgical Strike would be overly powerful. First of all, it's best when your opponent has a high AC, so it benefits you most when you need it most. Second, special critical-related abilities will be triggered more easily.

That is, even if the numbers did come out equal, Surgical Strike would be better than Improved Critical in actual gameplay.
 

More questions come to mind:

1: Does it make a difference if a crit only multiplies the damage die?

2: Will the 'no need to confirm' be more powerful than a doubling of the threat range? Always?

Thanks for any insight you math savy guys can provide!
 

I've done up a quick Excel spreadsheet to compare. I've picked two average numbers to use as a comparison. The first assumes the characters face opponents with ACs evenly distributed between 2 and 20 points above their best attack bonus. The second assumes the characters face opponents with ACs evenly distributed between 5 and 15 points above their best attack bonus. The spreadsheet does not take iterative attacks into account.

Playing around with the numbers produces some interesting results:

1. The longsword and battleaxe maintain their relative strengths regardless of damage bonus. The battleaxe is slightly (0.02%) superior over the 2-20 range and equal over the 5-15 range. Improved Critical makes it slightly better (0.18%) over the 2-20 range, but they are still equal over the 5-15 range. Adding +1 or +2 to the threat range of both weapons increases the battleaxe's advantage.

2. The rapier benefits the most from a high damage bonus. It is inferior when the damage bonus is low, but outperforms the longsword when the damage bonus is +19 or more, or +10 with Improved Critical.

3. Surgical Strike is probably too good. With Surgical Strike, a rapier starts to outperforms a longsword from a +3 damage bonus. By +10, it is outperforming a longsword by about 7.72% over the 5-15 range.

4. Extra damage which is not multiplied makes all weapons more equal to each other.

Hope this is helpful.

EDIT: Analysis changed after fixing error pointed out by CRGreathouse (below).
 

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Very cool, FireLance; thanks for taking the time to do this!

Unfortunately I don't have Excel so I can't open the file, so maybe you (or someone else) can tell me how the following examples compare:

Rapier 1d6, 17-20x2
Longsword 1d8, 18-20x2
Battleaxe 1d8, 19-20x3

Rapier 1d6, 16-20x2
Longsword 1d8, 17-20x2
Battleaxe 1d8, 18-20x3

For this comparison, assume a roll of 15 is needed to hit and that a crit only multiplies the damage die.

How balanced are they?

What if you include a damage bonus of +6 (that is multiplied on a crit)?
 

FireLance said:
I've done up a quick Excel spreadsheet to compare. I've picked two average numbers to use as a comparison. The first assumes the characters face opponents with ACs evenly distributed between 2 and 20 points above their best attack bonus. The second assumes the characters face opponents with ACs evenly distributed between 5 and 15 points above their best attack bonus. The spreadsheet does not take iterative attacks into account.

Your spreadsheet counts critical damage twice: once when it hits, and once agian if it crits. This is the reason that the average damage for longsword is better than battleaxe in your spreadsheet -- actually the battleaxe should have a (tiny) lead on the longsword, since it doesn't lose any of its threat range when a 20 is needed for a hit.
 

Each point of Crit Potential (range x (multiplier-1)) adds 5% to the average damage of the weapon.

First batch:
Rapier 3.5, +20% = 4.2 average damage per strike
Longsword 4.5 + 15% = 5.175 a.d.p.s.
Battleaxe 4.5, + 20% = 5.4 a.d.p.s.

Battleaxe is the clear winner here beating the rapier by ~28% on average damage.

Second batch:
Rapier 3.5 +25% = 4.375
Longsword 4.5 + 20% = 5.4
Battleaxe 4.5 + 30% = 5.85

Battleaxe still wins, advantage increases to ~33%.

Adding a damage bonus (that is not multiplied) decreases the advantage %, but the Axe will still always be better.

Adding a damage bonus that is multiplied does not change the advantage %, but as average damage increases, the difference in a.d.p.s goes up.
 

Grayhawk said:
Rapier 1d6, 17-20x2
Longsword 1d8, 18-20x2
Battleaxe 1d8, 19-20x3

Rapier 1d6, 16-20x2
Longsword 1d8, 17-20x2
Battleaxe 1d8, 18-20x3

For this comparison, assume a roll of 15 is needed to hit and that a crit only multiplies the damage die.

How balanced are they?

What if you include a damage bonus of +6 (that is multiplied on a crit)?

I wrote up a spreadsheet to test this. Here's the average damage:

Threat range +1: Lsword 1.55, battleaxe 1.62, rapier 1.26
Threat range +2: Lsword 1.62, battleaxe 1.76, rapier 1.31

+6 damage multiplied in:
Threat range +1: Lsword 3.62, battleaxe 3.78, rapier 3.42
Threat range +2: Lsword 3.78, battleaxe 4.10, rapier 3.56

For comparison, without changing the threat range or adding damage:
Lsword 1.49, battleaxe 1.49, rapier 1.21


All of these assume a 15 is needed to hit. I can run it for other numbers if you'd like...
 


Using the revised spreadsheet (CRGreathouse, thanks for pointing out the error, BTW), I get the following:

No Damage Bonus

5 to hit:
Threat range +0: Longsword 3.96, battleaxe 3.96, rapier 3.22,
Threat range +1: Longsword 4.14, battleaxe 4.32, rapier 3.36
Threat range +2: Longsword 4.32, battleaxe 4.68, rapier 3.50

10 to hit:
Threat range +0: Longsword 2.72, battleaxe 2.72, rapier 2.21
Threat range +1: Longsword 2.85, battleaxe 2.97, rapier 2.31
Threat range +2: Longsword 2.97, battleaxe 3.22, rapier 2.41

20 to hit (same average damage regardless of threat range):
Threat range +0: Longsword 0.24, battleaxe 0.25, rapier 0.18
Threat range +1: Longsword 0.24, battleaxe 0.25, rapier 0.18
Threat range +2: Longsword 0.24, battleaxe 0.25, rapier 0.18

Over 2-20 range:
Threat range +0: Longsword 2.47, battleaxe 2.48, rapier 2.01
Threat range +1: Longsword 2.59, battleaxe 2.70, rapier 2.10
Threat range +2: Longsword 2.70, battleaxe 2.92, rapier 2.18


+6 Damage Bonus

5 to hit:
Threat range +0: Longsword 9.24, battleaxe 9.24, rapier 8.74,
Threat range +1: Longsword 9.66, battleaxe 10.08, rapier 9.12
Threat range +2: Longsword 10.08, battleaxe 10.92, rapier 9.50

10 to hit:
Threat range +0: Longsword 6.35, battleaxe 6.35, rapier 6.01
Threat range +1: Longsword 6.64, battleaxe 6.93, rapier 6.27
Threat range +2: Longsword 6.93, battleaxe 7.5, rapier 6.53

20 to hit (same average damage regardless of threat range):
Threat range +0: Longsword 0.55, battleaxe 0.57, rapier 0.50
Threat range +1: Longsword 0.55, battleaxe 0.57, rapier 0.50
Threat range +2: Longsword 0.55, battleaxe 0.57, rapier 0.50

Over 2-20 range:
Threat range +0: Longsword 5.77, battleaxe 5.77, rapier 5.46
Threat range +1: Longsword 6.03, battleaxe 6.30, rapier 5.69
Threat range +2: Longsword 6.29, battleaxe 6.81, rapier 5.91
 

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