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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2137065" data-attributes="member: 23094"><p>Taken out of order:</p><p></p><p></p><p></p><p>And yet, yours is, as well.</p><p></p><p>A rapier will not confirm its critical on 15% of "hits." That's crazy talk.</p><p></p><p>A rapier *threatens* a critical 15% of the time - assuming you don't need more than an 18 to hit. It will confirm its critical 95% of the time - assuming <strong>anything but a 1 will hit</strong>.</p><p></p><p></p><p></p><p>Which is a faulty way of doing things. Rather, you <strong>should</strong> calculate expected damage per attack.</p><p></p><p>IOW, the expected damage for a given attack is:</p><p></p><p>(Chance of Normal Hit * Expected Normal Damage) + (Chance of Confirmed Critical * Expected Critical Damage) = Expected Damge per Attack</p><p></p><p>Let's assume a rapier and a longsword, both used with a damage bonus of +X. Expected Normal Damage and Expected Critical Damage are thus easy to calculate:</p><p></p><p>END(R): 3.5 + X</p><p>END(L): 4.5 + X</p><p>ECD(R): 7 + 2X</p><p>ECD(L): 9 + 2X</p><p></p><p>Chance of Hit: MIN(95%, (AC-AB)/20)</p><p>Chance of Threat: MIN(Chance of Hit, Threat Range)</p><p>Chance of Confirmed Critical: Chance of Threat * Chance of Hit</p><p>Chance of Normal Hit: Chance of Hit - Chance of Confirmed Critical</p><p></p><p>Now, assuming you hit on anything but a 1 (i.e., Chance of Hit = 95%), then the expected damage for an attack with a Rapier is 14.7 damage per hit - when X is equal to 10. For the longsword in the same situation? 15.2. That's equivalent to a 30 Strength score, by the by.</p><p></p><p>They're roughly equivalent - 23.5 damage per attack - at a Strength score of 46.</p><p></p><p>Reduce the chance to hit (to, say 50%), and the longsword wielder retains his lead. Drop it below the critical threshhold of the rapier (15%), and the longsword's lead increases.</p><p></p><p>Now, take the same situation, and give the Rapier wielder stacking Keen and Improved Critical. We'll give the longsword wielder Flaming.</p><p></p><p>The rapier-wielder is now down a feat compared to his longsword-wielding buddy.</p><p></p><p>At a damage bonus of +10 (again, equivalent to a 30 Strength), and when anything other than a 1 hits, the rapier wielder is ahead of the longsword wielder - by 0.12 damage per attack. Should the longsword wielder decide to spend that feat in, say, Weapon Specialization (for a +2 to damage), he's back out in the lead again - by 2 points per attack.</p><p></p><p>EDIT:</p><p></p><p>For kicks and giggles, let's throw in a battleaxe in that last scenario. It is exactly equal to the longsword - as expected. In other words, a suped-up rapier wielder *barely* breaks even at +10 to damage vs. the "standard" melee weapons, but only so long as those weapons have nothing fancy going for them. A single extra damage enhancement - flaming, shocking, an additional +1 enhancement, - or a single extra feat - like Weapon Spec. - and they handily beat the optimized rapier.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2137065, member: 23094"] Taken out of order: And yet, yours is, as well. A rapier will not confirm its critical on 15% of "hits." That's crazy talk. A rapier *threatens* a critical 15% of the time - assuming you don't need more than an 18 to hit. It will confirm its critical 95% of the time - assuming [b]anything but a 1 will hit[/b]. Which is a faulty way of doing things. Rather, you [b]should[/b] calculate expected damage per attack. IOW, the expected damage for a given attack is: (Chance of Normal Hit * Expected Normal Damage) + (Chance of Confirmed Critical * Expected Critical Damage) = Expected Damge per Attack Let's assume a rapier and a longsword, both used with a damage bonus of +X. Expected Normal Damage and Expected Critical Damage are thus easy to calculate: END(R): 3.5 + X END(L): 4.5 + X ECD(R): 7 + 2X ECD(L): 9 + 2X Chance of Hit: MIN(95%, (AC-AB)/20) Chance of Threat: MIN(Chance of Hit, Threat Range) Chance of Confirmed Critical: Chance of Threat * Chance of Hit Chance of Normal Hit: Chance of Hit - Chance of Confirmed Critical Now, assuming you hit on anything but a 1 (i.e., Chance of Hit = 95%), then the expected damage for an attack with a Rapier is 14.7 damage per hit - when X is equal to 10. For the longsword in the same situation? 15.2. That's equivalent to a 30 Strength score, by the by. They're roughly equivalent - 23.5 damage per attack - at a Strength score of 46. Reduce the chance to hit (to, say 50%), and the longsword wielder retains his lead. Drop it below the critical threshhold of the rapier (15%), and the longsword's lead increases. Now, take the same situation, and give the Rapier wielder stacking Keen and Improved Critical. We'll give the longsword wielder Flaming. The rapier-wielder is now down a feat compared to his longsword-wielding buddy. At a damage bonus of +10 (again, equivalent to a 30 Strength), and when anything other than a 1 hits, the rapier wielder is ahead of the longsword wielder - by 0.12 damage per attack. Should the longsword wielder decide to spend that feat in, say, Weapon Specialization (for a +2 to damage), he's back out in the lead again - by 2 points per attack. EDIT: For kicks and giggles, let's throw in a battleaxe in that last scenario. It is exactly equal to the longsword - as expected. In other words, a suped-up rapier wielder *barely* breaks even at +10 to damage vs. the "standard" melee weapons, but only so long as those weapons have nothing fancy going for them. A single extra damage enhancement - flaming, shocking, an additional +1 enhancement, - or a single extra feat - like Weapon Spec. - and they handily beat the optimized rapier. [/QUOTE]
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