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Grading Daily Powers
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<blockquote data-quote="Cadfan" data-source="post: 4371363" data-attributes="member: 40961"><p>Except that I agree with you on a lot of powers. I just think you devalue certain ones.</p><p></p><p>I should have been more clear. Clerics lack GOOD single target damage, particularly at low levels, and they are extremely lacking in knockout power.</p><p></p><p>Eh? A maul user with Brute Strike and 18 strength clocks in at average damage on a hit of 22. A greatsword user clocks in at 20.5. In any case, that wasn't the point- the point was that 6d6+str is higher than the expected damage output on a hit of most other daily abilities of that level. The only ones that compare are sneak attacking rogues using rapiers, rangers using Hunter's Quarry, and wizards who are hitting multiple foes with an area of effect attack. A Fighter often gets more out of 3[W] than other classes because he often has a bigger [W].</p><p></p><p>No, it is. And while Scorching Burst isn't equivalent "Miss: Half" under any circumstances, its damage IS properly calculated based on how many foes you expect to fit inside the burst. That's why Wizard damage is so much higher than some people think- the damage of an area spell is multiplied by the targets struck.</p><p></p><p>Lets say you hit on an 11+ with Split the Tree. If you hit, you will deal 2[W]+dex to each target (and you'll get your hunter's quarry on one, probably, but we'll leave that aside). Since its Split the Tree, you roll twice and keep the better one. We'll ignore the increased chance of a critical hit.</p><p></p><p>Your possible rolls are, with equal odds for each,</p><p></p><p>Hit, Hit, choose to Hit</p><p>Hit, Miss, choose to Hit</p><p>Miss, Hit, choose to Hit</p><p>Miss, Miss, you have to Miss.</p><p></p><p>So you've got a 75% chance of hitting. If you hit, your total damage is 2[W]+Dex per target, for a total of 4[W]+2[Dex]. Lets give you a 1d10 longbow, and +4 dex. This makes your total expected damage .75*(4*5.5+2*4)= 22.5.</p><p></p><p>If you were using a Miss: Half power that also dealt 4[W]+2[Dex] and hit on an 11+, you'd have expected damage of .5*(4*5.5+2*4) + .5*.5*(4*5.5+2*4) = 22.5.</p><p></p><p>Its exactly the same. Miss: Half increases your expected damage by one half times your chance of missing times your expected damage. When you hit on an 11+, that's .25*expected damage. When you roll twice and hit on an 11+, you increase your chance of hitting by 25%. The outcome is the same. If the number you hit on rises, Miss: Half improves. If it falls, the double roll method improves.</p><p></p><p>The two options are easily compared to one another, and Miss: Half comes out about even.</p><p></p><p>For the record, you rated Jaws of the Wolf as a B+.</p><p></p><p>Its expected damage, if your strength 18 ranger hits on an 11+ with longswords, is 2d8+4 per hit, and half that on a miss. You get a kicker of +1d6 either way, from Hunter's Quarry, since that occurs on damage dealt, not on a miss. So overall, your expected damage per attack is</p><p></p><p>.5*(2*4.5+4) + .5*.5*(2*4.5+4) = 9.75</p><p></p><p>times 2 for two attacks, plus a guaranteed 3.5 from hunter's quarry, gives you 23 damage. The longsword ranger gets +1 extra weapon proficiency, but the ranger can use Prime Shot, so that's about a wash with a slight edge to Jaws. Also, the 22 I quoted above for Split the Tree did not include Hunter's Quarry, which increases overall damage by 3.5*.75 = 2.625, raising the overall result to 24.625.</p><p></p><p>These powers are almost exactly the same in terms of damage. They have various minor benefits (prime shot takes effort, as does marking ranged quarries, but the ranged combatant can choose his foes more easily, etc etc), but the overall damage output is very, very similar, certainly enough so to justify about equal ratings.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4371363, member: 40961"] Except that I agree with you on a lot of powers. I just think you devalue certain ones. I should have been more clear. Clerics lack GOOD single target damage, particularly at low levels, and they are extremely lacking in knockout power. Eh? A maul user with Brute Strike and 18 strength clocks in at average damage on a hit of 22. A greatsword user clocks in at 20.5. In any case, that wasn't the point- the point was that 6d6+str is higher than the expected damage output on a hit of most other daily abilities of that level. The only ones that compare are sneak attacking rogues using rapiers, rangers using Hunter's Quarry, and wizards who are hitting multiple foes with an area of effect attack. A Fighter often gets more out of 3[W] than other classes because he often has a bigger [W]. No, it is. And while Scorching Burst isn't equivalent "Miss: Half" under any circumstances, its damage IS properly calculated based on how many foes you expect to fit inside the burst. That's why Wizard damage is so much higher than some people think- the damage of an area spell is multiplied by the targets struck. Lets say you hit on an 11+ with Split the Tree. If you hit, you will deal 2[W]+dex to each target (and you'll get your hunter's quarry on one, probably, but we'll leave that aside). Since its Split the Tree, you roll twice and keep the better one. We'll ignore the increased chance of a critical hit. Your possible rolls are, with equal odds for each, Hit, Hit, choose to Hit Hit, Miss, choose to Hit Miss, Hit, choose to Hit Miss, Miss, you have to Miss. So you've got a 75% chance of hitting. If you hit, your total damage is 2[W]+Dex per target, for a total of 4[W]+2[Dex]. Lets give you a 1d10 longbow, and +4 dex. This makes your total expected damage .75*(4*5.5+2*4)= 22.5. If you were using a Miss: Half power that also dealt 4[W]+2[Dex] and hit on an 11+, you'd have expected damage of .5*(4*5.5+2*4) + .5*.5*(4*5.5+2*4) = 22.5. Its exactly the same. Miss: Half increases your expected damage by one half times your chance of missing times your expected damage. When you hit on an 11+, that's .25*expected damage. When you roll twice and hit on an 11+, you increase your chance of hitting by 25%. The outcome is the same. If the number you hit on rises, Miss: Half improves. If it falls, the double roll method improves. The two options are easily compared to one another, and Miss: Half comes out about even. For the record, you rated Jaws of the Wolf as a B+. Its expected damage, if your strength 18 ranger hits on an 11+ with longswords, is 2d8+4 per hit, and half that on a miss. You get a kicker of +1d6 either way, from Hunter's Quarry, since that occurs on damage dealt, not on a miss. So overall, your expected damage per attack is .5*(2*4.5+4) + .5*.5*(2*4.5+4) = 9.75 times 2 for two attacks, plus a guaranteed 3.5 from hunter's quarry, gives you 23 damage. The longsword ranger gets +1 extra weapon proficiency, but the ranger can use Prime Shot, so that's about a wash with a slight edge to Jaws. Also, the 22 I quoted above for Split the Tree did not include Hunter's Quarry, which increases overall damage by 3.5*.75 = 2.625, raising the overall result to 24.625. These powers are almost exactly the same in terms of damage. They have various minor benefits (prime shot takes effort, as does marking ranged quarries, but the ranged combatant can choose his foes more easily, etc etc), but the overall damage output is very, very similar, certainly enough so to justify about equal ratings. [/QUOTE]
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