I'm BURSTING with curiosity!!

Hypersmurf said:


That's not at all true.

Strength, Specialization, Enhancement, Favoured Enemy, Divine Might, and any other constant modifiers are multiplied as well.

It's bonus dice - like Sneak Attack or Energy enhancements - that aren't multiplied.

-Hyp.

I knew that -- I was just referring to the equation the poster had put up already and since Str, etc. weren't even mentioned separately, I presumed that the poster had included that stuff in with base weapon damage.

;)
 

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Hypersmurf said:
The Sage says the burst damage replaces the normal energy damage.

The Sage "said". At one point, he did indeed rule that way, but he hasn't held that stance for quite some time...

If I get a critical hit with a burst weapon (such as flaming burst) do I deal an extra d6 and extra d10

Yes. (See the DMG Errata).
 

The Sage "said". At one point, he did indeed rule that way, but he hasn't held that stance for quite some time...

Oh, that's good. Errata for Sage Advice.

Didn't that one even make it into the FAQ at one point?

-Hyp.
 

Hypersmurf said:


Oh, that's good. Errata for Sage Advice.

Didn't that one even make it into the FAQ at one point?

-Hyp.

It's hard to tell. They don't mention when they cut stuff out. I've caught 'silly' answers being corrected with no mention, no highlight. Frankly I find that rather unprofessional.
 

Hypersmurf said:
Oh, that's good. Errata for Sage Advice.

Wouldn't be the first time he's changed his mind. Won't be the last either. Come to think of it, that applies to everyone here as well. But, at least he's not as bad as CS.
 

Bauglir said:
I crunched the numbers on this one once. To replace the d6 with the d10 makes the enchantment completely feeble alongside a straight +1 enchantment. (ie a +1 flaming burst weapon as compared to a +2 flaming weapon).

The increase in average damage per strike was something in the region of 0.1-0.2 extra damage compared to a non-burst weapon.

If you add the d10 then the average extra damage climbs somewhat (although it's still not extraordinary - around 0.55 on average; a keen weapon and/or improved critical is really needed to get the average damage above 1, to make the enchantment worthwhile)

Given that a straight +1 enchantment increases average damage per strike by around 1.1, as well as giving a bonus to hit, a damage-boosting enchantment needs to be doing noticeably more than this to make it worthwhile.

Burst is a weak enchantment if you use d6+d10. It's worthless if you just use d10.

Don't your "numbers" get thrown off when you apply them to a weapon with 18-20 crit range (or higher, if you have Improved Crit / Keen)? Or if the crit multiplier is x3 or x4?

Certainly a "Burst" weapon is more useful on a Rapier or Scythe than on a Heavy Mace.
 

Actually, the criticals tend to cancel each other out.

Comparing 20 x3 and 19-20 x2 The first gives you 2 extra dice, but only half as often. The second happens twice as much, but only gives half as many 'bonus' dice. So they balance out.


.
 

My numbers assume in fact the 19-20/x2 or x3 style critical.

18-20/x2 critical or keen weapons multiply the average damage boost by numbers around 1.5-2 (4.5 maximum I think: a keen scimtar with improved critical gives 18-20 tripled, or 12-20; a 45% chance to critical).

So: Replacing dice
Flaming: +3.5 avg damage
Flaming burst: +5.5 avg damage
Difference: 2 avg damage

But since the flaming burst only comes into effect 45% of the time

Avg damage increase = 0.45 x 2 or 0.9 extra damage

This is the best case scenario.

Adding dice:
Flaming: +3.5 avg damage
Flaming Burst: +3.5 + 5.5 avg damage
Difference: 5.5 avg damage

Factoring in critical chance:
0.45 x 5.5 = 2.475

Better, but still weak when compared to the initial flaming enchantment, and again; best case scenario.
 
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