FreeTheSlaves said:
"2WF Rogue"
Human male rogue 9
Neutral
str13 dex17(19) con14 int10 wis8 cha12, HPs = 52/52
Feats: TWF, Imp. TWF, Weapon finesse, weapon focus (short sword), skill focus UMD
Skills: tumble+16, use magic device+16, 4*skills max ranked, 6*skills half ranked
Equipment: cold iron +1 short sword of frost (10k), +1 shortsword of flame (8k), mithril breastplate+1 (5k=1k+4k), wand of invisibility (50*charges, 4.5k), gloves of dex+2, ring of deflection+1, cloak of resistance+1, 0.75k remaining from 36K
Class: sneak attack +5d6, improved uncanny dodge, evasion, trapfinding
Att: standard attack with frost sword +12 {1d6+2+1d6 frost (19+,*2)} +5d6 sneak attack
full atack is frost sword +10/+5 {1d6+2+1d6 frost (19+,*2)} +5d6 sneak attack & flame sword +10/+5 {1d6+2+1d6 flame (19+,*2)} +5d6 sneak attack
AC: 20, Initiative:+4, Speed:30', Fort:+6 Ref:+11 Will:+3
****
Such a character typically actives the invisibility or tumbles (depending on the level of threat posed, roll a 4+) to close with an enemy engaging the party tank & then unleashes a full attack before tumbling away.
FreeTheSlaves said:
This is missing the point because 2WF doesn't shine for the combatant classes it shines for the rogue. I will take you up on your offer if we compare rogue for rogue - default array, average hps, core rules only, standard wealth (no item > half starting wealth).
First off, your calculation on damage is slightly incorrect. The 1D6 for frost and for flame apply like sneak attack damage after all other calculations (i.e. if you critical, you add up all of the damage except frost and sneak attack and then add it in). It does not get added in twice on a critical.
Ok. I replace the TWF and TWF Imp and Weapon Focus (short sword) feats with Exotic Weapon Spiked Chain, Combat Reflexes, and Weapon Focus (Spiked Chain).
He has a +2 Frost Spiked Chain for 18K instead of the two short swords.
Let’s take an opponent of AC 25 (fairly reasonable at 9th level).
On a single attack (like a normal attack or an Attack of Opportunity), the damage is:
45% * ((2D4+3) * 1.05 (critical) + 1D6) = 5.544 average damage
versus
40% * ((D6+2) * 1.1 (critical) + 1D6) = 3.82 average damage
On a single sneak attack (like an AoO with flank), the damage is (with +2 on the attack due to being flank):
55% * ((2D4+3) * 1.05 (critical) + 6D6) = 16.17 average damage
versus
50% * ((D6+2) * 1.1 (critical) + 6D6) = 13.525 average damage
On a single invisible sneak attack (like an AoO when invisible), the damage is (with +2 on the attack due to being invisible and the opponent losing 2 AC from a 14 Dex on the attack because you are invisible):
65% * ((2D4+3) * 1.05 (critical) + 6D6) = 19.11 average damage
versus
60% * ((D6+2) * 1.1 (critical) + 6D6) = 16.23 average damage
On a full round attack, the damage is:
(45% + 20%) * ((2D4+3) * 1.05 (critical) + 1D6) = 7.735 average damage
versus
(30% + 5% + 30% + 5%) * ((D6+2) * 1.1 (critical) + 1D6) = 6.685 average damage
On a full round sneak attack (assuming +2 to hit due to flank), the damage is:
(55% + 30%) * ((2D4+3) * 1.05 (critical) + 6D6) = 24.99 average damage
versus
(40% + 15% + 40% + 15%) * ((D6+2) * 1.1 (critical) + 6D6) = 29.755 average damage
On a full round sneak attack (assuming +2 to hit due to flank and +2 on the first attack due to being invisible and the opponent losing 2 AC from a 14 Dex on the very first attack because you are invisible), the damage is:
(75% + 30%) * ((2D4+3) * 1.05 (critical) + 6D6) = 30.87 average damage
versus
(60% + 15% + 40% + 15%) * ((D6+2) * 1.1 (critical) + 6D6) = 35.165 average damage
The only time the Rogue with the two weapons has an advantage in average damage is in the full round sneak attack cases. However, if he is tumbling away in order to go invisible again, he is at a disadvantage in average damage per combat BECAUSE he is only attacking one round in two (or even three). His average damage at least halves. On the other hand, if he stays put and fights, he will probably not get full round sneak attack damage in every round either (especially since some higher level creatures have immunities or defenses against sneak attacks).
The Rogue with the Spiked Chain, on the other hand, has a 10 foot reach with the spiked chain, so every other round, he can be 15 feet away from his opponent (by full round attacking with or without sneak attack from 10 feet away and then backing up 5 feet) and unless his opponent also has reach, his opponent cannot full round attack back on him. So, he can full round attack most rounds, full round sneak attack on the rounds on which his allies flank with him, and still not be full round attacked back every round. With a 10 foot reach, he also has more chances for Attacks of Opportunities with his Combat Reflexes, especially for opponents who move up to him from 15 or more feet away. This is especially helpful when the Rogue himself is surprised and an opponent moves up to him in the surprise round or in round one before he acts.
In fact, fighting a single foe who does not have reach and does not have tumble, he can attack twice at full damage per round compared to his opponent's once per round. He does this by attacking, and then tumbling away 15 feet or more. He then gets an Attack of Opportunity against his opponent as the opponent rushes in plus his normal attack each round.
All in all, the Rogue with the Spiked Chain still AVERAGES more damage per combat and also can fight more rounds of combat (due to taking less average damage back due to sometimes doing the 15 foot trick) which also increases his damage per combat.