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Energy Enhancements are too good at +1 (math)
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<blockquote data-quote="The Souljourner" data-source="post: 2331508" data-attributes="member: 1622"><p>So, I was reading the "Should keen exist?" thread in House Rules, and someone mentioned that keen is pretty weak when compared to the energy enchantments, and that got me to thinking that the energy enchantments are probably way too good for what they cost. Let's do some math, comparing +1 to hit and damage versus +1d6 energy damage.</p><p></p><p>+1 to hit is +5% average damage per swing, since you'll hit 5% more often (ignoring edge cases). Thus, the enhancement bonus goes up in value as your average damage per swing goes up in value. To figure out where this equalizes with the energy enchantment, we simply use a little algebra. </p><p></p><p>3.5 = (x + 1) * 5%, x = 69 </p><p></p><p>(this is a little fudged, since the +1 to damage should really be multiplied times your to-hit percentage first... but it's such a small difference, it doesn't matter much)</p><p></p><p>If your average damage per swing is 69, then +1 to hit and damage is approximately equal to +3.5 damage. If your damage per swing is over 69, +1 to hit and damage is better, if it's lower, +1d6 is better.</p><p></p><p>69 is a lot. Keep in mind that this is not average per hit, it's average per swing. That means you have to take into account how often you hit. If you only hit 50% of the time, your damage per swing will be 50% of your damage per hit.</p><p></p><p>If we do the same calculation for +2 to hit and damage, things get a little more reasonable... </p><p></p><p>3.5 = (x + 2) * 10%, x = 33. </p><p></p><p>Still kinda high, but since some things are totally immune to energy damage, but nothing is immune to the enhancement bonus, it's pretty much a wash.</p><p></p><p>The long and the short of it? Energy Enchantments should be +2. The various alignment enchantments that give +2d6 should be at least +3, maybe +4 (depending on how much of a discount you give for them not affecting all your opponents equally).</p><p></p><p>7 = (x + 3) * 15% = 43 ... kinda high for average damage</p><p>7 = (x + 4) * 20% = 31 ... more reasonable</p><p></p><p>So... adding holy to your weapon should cost +4 (maybe +3, but the fact that it lets you bypass "good" damage reduction is probably a good enough balance to the fact that it won't damage neutral creatures).</p><p></p><p>-The Souljourner</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 2331508, member: 1622"] So, I was reading the "Should keen exist?" thread in House Rules, and someone mentioned that keen is pretty weak when compared to the energy enchantments, and that got me to thinking that the energy enchantments are probably way too good for what they cost. Let's do some math, comparing +1 to hit and damage versus +1d6 energy damage. +1 to hit is +5% average damage per swing, since you'll hit 5% more often (ignoring edge cases). Thus, the enhancement bonus goes up in value as your average damage per swing goes up in value. To figure out where this equalizes with the energy enchantment, we simply use a little algebra. 3.5 = (x + 1) * 5%, x = 69 (this is a little fudged, since the +1 to damage should really be multiplied times your to-hit percentage first... but it's such a small difference, it doesn't matter much) If your average damage per swing is 69, then +1 to hit and damage is approximately equal to +3.5 damage. If your damage per swing is over 69, +1 to hit and damage is better, if it's lower, +1d6 is better. 69 is a lot. Keep in mind that this is not average per hit, it's average per swing. That means you have to take into account how often you hit. If you only hit 50% of the time, your damage per swing will be 50% of your damage per hit. If we do the same calculation for +2 to hit and damage, things get a little more reasonable... 3.5 = (x + 2) * 10%, x = 33. Still kinda high, but since some things are totally immune to energy damage, but nothing is immune to the enhancement bonus, it's pretty much a wash. The long and the short of it? Energy Enchantments should be +2. The various alignment enchantments that give +2d6 should be at least +3, maybe +4 (depending on how much of a discount you give for them not affecting all your opponents equally). 7 = (x + 3) * 15% = 43 ... kinda high for average damage 7 = (x + 4) * 20% = 31 ... more reasonable So... adding holy to your weapon should cost +4 (maybe +3, but the fact that it lets you bypass "good" damage reduction is probably a good enough balance to the fact that it won't damage neutral creatures). -The Souljourner [/QUOTE]
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