Power Attack Optimization

frisbeet

First Post
I've added another spreadsheet on my site.

http://www.geocities.com/frisbeet/DandDandFightin.html

Here's what I have to say about it there:
The "Generalized PA Calculator" 5.38 MB zipped Excel spreadsheet does not explicitly handle any feats, abilities, fighting styles, and weapon qualities. Instead you'll have to do the work in setting 12 parameters for each of up to 20 attacks. In doing so, you can model any conceivable character with exactness. Though the original spreadsheet can model many class/prestige class/feat list/weapon wield combinations, it ultimately cannot deliver this level of flexibility. Optimum PA values can be taken up to 40 for Epic characters (valid or not), and the AC range for calculations is 10-65.

I don't think I need to post an example to show the utility of this to you guys.

Disadvantage is that it comes in at a whopping 5.4 Mb zipped. Nothing like brute force calculation.

Enjoy. I'll be bumping this a couple times to get it in the forum consciousness. Then I'll go away.
 

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Personally, where expected damage output is even, I'd set the spreadsheet to recommend more Power Attack. Power Attacking is fun!

E.g., if at ACs 19 and 20 you do an average of 13.56 damage, whether PA is set to 0 or 1, have the spreadsheet recommend "1." (Right now, it recommends "0.")

(Maybe this could be an option.)

I really like this sheet ... especially the elegance of it. I'll definitely be bringing the output to the table for my half-ogre.
 

Actually, I don't think that is what the spreadsheet states (although I could be wrong). The column lists that it represents "average damage," but then recommends an optimal power attack. I think average damage is independent of power attack.
 

So the output page spits out two average damage/round numbers:

The 1st is for 0 power attack. The 2nd is for the power attack which maximizes average damage/round. Average damage/round is of course AC dependent (among other things): as AC goes up, your probability of hitting goes down. The average is simply the probability of hitting x (average weapon damage + damage bonus). A little more complicated with critical hits. Obviously this average is also PA dependant, both for the attack roll penalty effecting the probability of hitting, and for the damage bonus.

I show both average damage results at 0 and optimum PA to demonstrate how much better you'd do picking the optimum PA vs. not. At low ACs, there's a big difference. Of course, in combat you'll not know your opponent's AC. But that's the fun part--guess! It actually helps my roleplay in combat.
 





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