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Dex vs. Str
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<blockquote data-quote="Pax" data-source="post: 1656152" data-attributes="member: 6875"><p>No. I made no assumptions about haste / weapon-of-speed. So <strong>only</strong> +42/+37/+32/+27.</p><p></p><p></p><p> No, again, no Haste or Weapon of Speed factored in for either fighter, so only +41/+36/+31/+26.</p><p></p><p> Also, I didn't even assume magic weapons aiding in the attack for <em>either</em> fighter - in which case, plus for plus, the agility fighter benefits more, because the enhancmenet bonus would represent a much lrger proportional boost to his damage with each blow.</p><p></p><p></p><p> Less the first attack.</p><p></p><p></p><p> Nope. 4 attacks, roughly one-in-twenty chance to hti with each attack, so roughly 23.6 per round average damage.</p><p></p><p></p><p> If considering solely pure damage-output-per-round, yes you're right. But consider the other elements I mentioned: pre-melee ranged combat and initiative. Contemplate the effects, after the strength fighter nukes his BAB to full power attack, of a simple disarm (or <strong>five</strong>) by the agility fighter, who can choose to forgo his Improved Combat Expertise for the round; the Strength fighter is more reliant on having a 2H weapon around, than the agility fighter is. ^_^</p><p></p><p> Also consider, that once critical hits come into play, the agility fighter is rolling dice more often, and will thus get Threats more often - and convert them to criticals more easily based on his chances to hit, too. Threat- or Critical-based weapon modifiers will similarly be of more value to him (paired Scimitars of <em>+1/Vorpal</em>, for example - or just a pair of Icy/Fiery/Whatever Burst weapons ... etc).</p><p></p><p> Or simple Shortswords of Wounding/Marrowcrushing. Sure, only 6 average damage per round - <strong>and two to four points of constitution!</strong> Twice that with Greater Wounding, heh (Marrowcrushing would be preferable, since immunity to crits is irrelevant to it - but it's Evil-with-a-capital-E, <strong>and</strong>, a +3 weapon ability). For some routes to victory, quantity of attacks is superior to quality of attacks. ^_^</p><p></p><p> For myself, rather than shortswords ... I'd actually go with Light Maces, make sure to get Improved Critical (Light Mace), and take the "Lightning Mace" combat-style feat from Complete Warrior. More Attacks = Good. However, I wasn't going to try and ultra-twink-out <strong>either</strong> side of my comparison.</p><p></p><p></p><p> The defense-based character needs to apply his/her advantage in a way that benefits the party. Knowing s/he is harder to hit, s/he can purposely take AoOs to get enemy spellcasters into their Threatened area; interpose theirself between melee-brute enemies and the party spellcaster(s); hold a doorway to cover the party's retreat; and so on.</p></blockquote><p></p>
[QUOTE="Pax, post: 1656152, member: 6875"] No. I made no assumptions about haste / weapon-of-speed. So [b]only[/b] +42/+37/+32/+27. No, again, no Haste or Weapon of Speed factored in for either fighter, so only +41/+36/+31/+26. Also, I didn't even assume magic weapons aiding in the attack for [i]either[/i] fighter - in which case, plus for plus, the agility fighter benefits more, because the enhancmenet bonus would represent a much lrger proportional boost to his damage with each blow. Less the first attack. Nope. 4 attacks, roughly one-in-twenty chance to hti with each attack, so roughly 23.6 per round average damage. If considering solely pure damage-output-per-round, yes you're right. But consider the other elements I mentioned: pre-melee ranged combat and initiative. Contemplate the effects, after the strength fighter nukes his BAB to full power attack, of a simple disarm (or [b]five[/b]) by the agility fighter, who can choose to forgo his Improved Combat Expertise for the round; the Strength fighter is more reliant on having a 2H weapon around, than the agility fighter is. ^_^ Also consider, that once critical hits come into play, the agility fighter is rolling dice more often, and will thus get Threats more often - and convert them to criticals more easily based on his chances to hit, too. Threat- or Critical-based weapon modifiers will similarly be of more value to him (paired Scimitars of [i]+1/Vorpal[/i], for example - or just a pair of Icy/Fiery/Whatever Burst weapons ... etc). Or simple Shortswords of Wounding/Marrowcrushing. Sure, only 6 average damage per round - [b]and two to four points of constitution![/b] Twice that with Greater Wounding, heh (Marrowcrushing would be preferable, since immunity to crits is irrelevant to it - but it's Evil-with-a-capital-E, [b]and[/b], a +3 weapon ability). For some routes to victory, quantity of attacks is superior to quality of attacks. ^_^ For myself, rather than shortswords ... I'd actually go with Light Maces, make sure to get Improved Critical (Light Mace), and take the "Lightning Mace" combat-style feat from Complete Warrior. More Attacks = Good. However, I wasn't going to try and ultra-twink-out [b]either[/b] side of my comparison. The defense-based character needs to apply his/her advantage in a way that benefits the party. Knowing s/he is harder to hit, s/he can purposely take AoOs to get enemy spellcasters into their Threatened area; interpose theirself between melee-brute enemies and the party spellcaster(s); hold a doorway to cover the party's retreat; and so on. [/QUOTE]
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