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Evaluating Range versus Damage (SS vs GWM) - putting a price on range
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<blockquote data-quote="guachi" data-source="post: 7234982" data-attributes="member: 6785802"><p>Not having a foe in range to attack is not something unique to the GWM bonus action attack. It's not relevant to our calculations compared with any other melee attack we'd be looking at.</p><p></p><p>All of these of your things are possible, and I take those into account later. My 25% of the time guess was for dropping a foe to 0 on rounds you didn't crit.</p><p></p><p></p><p></p><p></p><p>This is not the maximum. You could be facing lower CR creatures. You could always choose to attack a creature with the lowest HP in range. It's an average. That foes may be out of range, or dead, or fled has literally no bearing on comparing a bonus action attack to any other attack. Because all the things on a bonus action attack can happen on your regular attack. Why apply factors to a bonus action attack that you aren't applying to other attacks?</p><p></p><p>When we compare damage, we always assume foes have infinite HP as no one calculates overkill damage from attacks. I've never seen it.</p><p></p><p>Pick an average HP for foes. The range of possible foe HP when you attack will be between 1 and that value. It's (very roughly) linear HP range. From this we calculate the chance of dropping a foe with a hit compared to a random HP value from this range. The simplest way is to calculate average damage divided by whatever HP value you chose. Make a guess on how often you are facing one foe (because it's the only thing relevant to our calculations that's different from SS or crit bonus attack from GWM. You haven't shown any work for foes fleeing or being killed on a your second attack, or whatever for SS. So we can't consider it for GWM dropping a foe to 0)</p><p></p><p>If you can't plausibly guess it's okay to leave that value at 1 and state you don't know. I don't know. I've never seen any calculations done for it. I've never seen good estimates. It obviously happens. However, we assume a target with infinite HP when we calculate DPR so why not assume infinite foes for our purposes here? Do neither or do both. But if you can come up with a good estimate and justify it then multiply that value by the chance of dropping a foe to 0 assuming infinite foes. Is it 70%? If so, multiply .7*27.56 and add 14.3 = 33.59%. And then calculate the amount of overkill damage and and remove that from all your other calculations. Be consistent.</p><p></p><p>I don't even know what a good average HP of a foe for a level 11 party is. The UA encounter guidelines suggests one CR 5 foe per party member is just a bit much for a 11th level party. That's one reason I chose it. The other is I calculated average HP for a CR 5 creature a few days ago. I actually think it's a bit less than 100. Swarm the party? Attack with a bunch of CR 3 creatures (average about 60 HP or so, I think). I chose 100 as it's close and it made the math easy.</p></blockquote><p></p>
[QUOTE="guachi, post: 7234982, member: 6785802"] Not having a foe in range to attack is not something unique to the GWM bonus action attack. It's not relevant to our calculations compared with any other melee attack we'd be looking at. All of these of your things are possible, and I take those into account later. My 25% of the time guess was for dropping a foe to 0 on rounds you didn't crit. This is not the maximum. You could be facing lower CR creatures. You could always choose to attack a creature with the lowest HP in range. It's an average. That foes may be out of range, or dead, or fled has literally no bearing on comparing a bonus action attack to any other attack. Because all the things on a bonus action attack can happen on your regular attack. Why apply factors to a bonus action attack that you aren't applying to other attacks? When we compare damage, we always assume foes have infinite HP as no one calculates overkill damage from attacks. I've never seen it. Pick an average HP for foes. The range of possible foe HP when you attack will be between 1 and that value. It's (very roughly) linear HP range. From this we calculate the chance of dropping a foe with a hit compared to a random HP value from this range. The simplest way is to calculate average damage divided by whatever HP value you chose. Make a guess on how often you are facing one foe (because it's the only thing relevant to our calculations that's different from SS or crit bonus attack from GWM. You haven't shown any work for foes fleeing or being killed on a your second attack, or whatever for SS. So we can't consider it for GWM dropping a foe to 0) If you can't plausibly guess it's okay to leave that value at 1 and state you don't know. I don't know. I've never seen any calculations done for it. I've never seen good estimates. It obviously happens. However, we assume a target with infinite HP when we calculate DPR so why not assume infinite foes for our purposes here? Do neither or do both. But if you can come up with a good estimate and justify it then multiply that value by the chance of dropping a foe to 0 assuming infinite foes. Is it 70%? If so, multiply .7*27.56 and add 14.3 = 33.59%. And then calculate the amount of overkill damage and and remove that from all your other calculations. Be consistent. I don't even know what a good average HP of a foe for a level 11 party is. The UA encounter guidelines suggests one CR 5 foe per party member is just a bit much for a 11th level party. That's one reason I chose it. The other is I calculated average HP for a CR 5 creature a few days ago. I actually think it's a bit less than 100. Swarm the party? Attack with a bunch of CR 3 creatures (average about 60 HP or so, I think). I chose 100 as it's close and it made the math easy. [/QUOTE]
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