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General Tabletop Discussion
Character Builds & Optimization
Power Attack Optimization
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<blockquote data-quote="Elder-Basilisk" data-source="post: 3335474" data-attributes="member: 3146"><p>I've done some thinking about this on my own and, combined with strategy from the miniatures game, I've come to the conclusion that maximum average damage per round is not the same as optimal use of power attack.</p><p></p><p>The optimal use of Power Attack is the amount that gives you the best chance of winning the battle at the lowest cost. In some cases, that means taking a huge risk of accomplishing nothing because anything less than a huge hit won't accomplish anything and the enemy is very likely to end the fight next round if you don't end it this round. In most cases, however, the optimum power attack is going to be the one that gives you the best chance to drop the greatest number of foes over a relatively short time frame (usually 1-3 rounds).</p><p></p><p>your optimal use of Power Attack</p><p>depends upon the target's hit points as well as their AC, your feats,</p><p>etc. This is further complicated by variable (rather than fixed damage</p><p>outputs) Let's look at an example:</p><p></p><p>Your greataxe wielding fighter--let's call him Roy-- is fighting a</p><p>group of hobgoblins with class levels. Because Roy is 4th level and</p><p>has a 16 strength, weapon specialization, and a +1 greataxe, his</p><p>attack bonus is +9 for 1d12+7 damage--an average of 13.5 points of</p><p>damage. (Roy has decided to use a greataxe for this simulation to make</p><p>the math simpler). It he's up against AC 20, he deals (excluding</p><p>criticals) an average of 6.75 damage per attack. If he uses two points</p><p>of Power Attack, that goes up to 7 damage per attack. Wohoo. He scores</p><p>an extra 0.25 damage per attack--that was sure worth spending a feat.</p><p></p><p>Well, maybe not. Now, let's imagine that the hobgoblin fighters he is</p><p>fighting have 17 hit points. If we just look at average damage, Roy</p><p>will need two hits to drop each hobgoblin unless he Power Attacks for</p><p>2. So, instead of going from 6.75 to 7 damage, he is really going from</p><p>a 25% chance of dropping a hobgoblin every two rounds (with a 50%</p><p>chance of injuring but not killing the hobgoblin and a 25% chance of</p><p>doing nothing to the hobgoblin) to a 64% chance of dropping at least</p><p>one hobgoblin every two rounds (with a 16% chance of killing two</p><p>hobgoblins and a 36% chance of accomplishing nothing). Now Power</p><p>Attack is starting to look a lot better.</p><p></p><p>But since D&D uses variable rather than fixed damage, that's not quite</p><p>true. The without Power Attacking, Roy has a 17% chance of dropping a</p><p>hobgoblin to negatives with a single hit. If he power attacks for two,</p><p>that chance goes up to 50% rather than 100%. In fact, in order to get</p><p>the number to 100% of hits dropping a hobgoblin, he needs to Power</p><p>Attack for 5 (which he can't do).</p><p></p><p>It turns out that, while Power Attacking for four decreases his</p><p>average damage per attack from 6.75 to 6.45, it actually increases his</p><p>chances of dropping the hobgoblin in a single attack from 8.3% to 25%.</p><p>In two rounds, Roy's chance of dropping at least one hobgoblin go from</p><p>25% (including a 2.7% chance of dropping two hobgoblins) to 43.75%.</p><p>(including a 6.25% chance of killing two hobgoblins). On the other</p><p>hand, Roy's chances of leaving the hobgoblin completely uninjured are</p><p>about 55% rather than 25%.</p><p></p><p>What about a situation where average damage is enough to drop the bad</p><p>guy outright. Revising out scenario to give the hobgoblin 13 hit</p><p>points, it turns out that Roy has a 25% chance of dropping a hobgoblin</p><p>on each attack if he does not Power Attack at all. However, he manages</p><p>a 35% chance to drop a hobgoblin if he Power Attacks for three points.</p><p>In two rounds, the percentages are:</p><p>Drops 2 hobgoblins: no PA=6.25%; PA=3 12.25%</p><p>Drops 1 hobgoblin: no PA=37.5%; PA=3 45.5%</p><p>Injures 1 hobgoblin: no PA=12.5%; PA=3 0%</p><p>Accomplishes nothing: no PA=43.75%; PA=3 42.25%</p><p></p><p>All this, despite the fact that Power Attacking for 2 is the optimal</p><p>average damage per round number.</p><p></p><p>Now there are also situations where the Power Attack math doesn't work</p><p>out this way. If, for instance, we have a troll instead of a hobgoblin</p><p>and the chance for a one-shot kill becomes negligable, we would need</p><p>to figure out the odds that power attacking would take a three-hit</p><p>kill and make it a two-hit kill. If the hobgoblin had 8 hit points</p><p>(where one result in 12 on the greataxe die leaves it staggered rather</p><p>than down), then the odds of one-shotting it actually go down by Power</p><p>Attacking (from 45.833% to 45%). Since we don't know the actual hit</p><p>point totals of our enemies in D&D (unless we have Combat Awareness</p><p>from the PHB II), we're making a lot of these decisions in the dark.</p><p>That said, it appears that power attacking for enough to make sure you</p><p>drop an enemy on every successful hit (and, yes, things like fireball</p><p>and magic missiles from your allies can make Power Attack unnecessary</p><p>for this goal, but they can also take a tougher foe and make it</p><p>possible to one-shot them, so in general, I think they wash out in the</p><p>adventuring environment) seems to be a pretty good plan if you can</p><p>manage it.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 3335474, member: 3146"] I've done some thinking about this on my own and, combined with strategy from the miniatures game, I've come to the conclusion that maximum average damage per round is not the same as optimal use of power attack. The optimal use of Power Attack is the amount that gives you the best chance of winning the battle at the lowest cost. In some cases, that means taking a huge risk of accomplishing nothing because anything less than a huge hit won't accomplish anything and the enemy is very likely to end the fight next round if you don't end it this round. In most cases, however, the optimum power attack is going to be the one that gives you the best chance to drop the greatest number of foes over a relatively short time frame (usually 1-3 rounds). your optimal use of Power Attack depends upon the target's hit points as well as their AC, your feats, etc. This is further complicated by variable (rather than fixed damage outputs) Let's look at an example: Your greataxe wielding fighter--let's call him Roy-- is fighting a group of hobgoblins with class levels. Because Roy is 4th level and has a 16 strength, weapon specialization, and a +1 greataxe, his attack bonus is +9 for 1d12+7 damage--an average of 13.5 points of damage. (Roy has decided to use a greataxe for this simulation to make the math simpler). It he's up against AC 20, he deals (excluding criticals) an average of 6.75 damage per attack. If he uses two points of Power Attack, that goes up to 7 damage per attack. Wohoo. He scores an extra 0.25 damage per attack--that was sure worth spending a feat. Well, maybe not. Now, let's imagine that the hobgoblin fighters he is fighting have 17 hit points. If we just look at average damage, Roy will need two hits to drop each hobgoblin unless he Power Attacks for 2. So, instead of going from 6.75 to 7 damage, he is really going from a 25% chance of dropping a hobgoblin every two rounds (with a 50% chance of injuring but not killing the hobgoblin and a 25% chance of doing nothing to the hobgoblin) to a 64% chance of dropping at least one hobgoblin every two rounds (with a 16% chance of killing two hobgoblins and a 36% chance of accomplishing nothing). Now Power Attack is starting to look a lot better. But since D&D uses variable rather than fixed damage, that's not quite true. The without Power Attacking, Roy has a 17% chance of dropping a hobgoblin to negatives with a single hit. If he power attacks for two, that chance goes up to 50% rather than 100%. In fact, in order to get the number to 100% of hits dropping a hobgoblin, he needs to Power Attack for 5 (which he can't do). It turns out that, while Power Attacking for four decreases his average damage per attack from 6.75 to 6.45, it actually increases his chances of dropping the hobgoblin in a single attack from 8.3% to 25%. In two rounds, Roy's chance of dropping at least one hobgoblin go from 25% (including a 2.7% chance of dropping two hobgoblins) to 43.75%. (including a 6.25% chance of killing two hobgoblins). On the other hand, Roy's chances of leaving the hobgoblin completely uninjured are about 55% rather than 25%. What about a situation where average damage is enough to drop the bad guy outright. Revising out scenario to give the hobgoblin 13 hit points, it turns out that Roy has a 25% chance of dropping a hobgoblin on each attack if he does not Power Attack at all. However, he manages a 35% chance to drop a hobgoblin if he Power Attacks for three points. In two rounds, the percentages are: Drops 2 hobgoblins: no PA=6.25%; PA=3 12.25% Drops 1 hobgoblin: no PA=37.5%; PA=3 45.5% Injures 1 hobgoblin: no PA=12.5%; PA=3 0% Accomplishes nothing: no PA=43.75%; PA=3 42.25% All this, despite the fact that Power Attacking for 2 is the optimal average damage per round number. Now there are also situations where the Power Attack math doesn't work out this way. If, for instance, we have a troll instead of a hobgoblin and the chance for a one-shot kill becomes negligable, we would need to figure out the odds that power attacking would take a three-hit kill and make it a two-hit kill. If the hobgoblin had 8 hit points (where one result in 12 on the greataxe die leaves it staggered rather than down), then the odds of one-shotting it actually go down by Power Attacking (from 45.833% to 45%). Since we don't know the actual hit point totals of our enemies in D&D (unless we have Combat Awareness from the PHB II), we're making a lot of these decisions in the dark. That said, it appears that power attacking for enough to make sure you drop an enemy on every successful hit (and, yes, things like fireball and magic missiles from your allies can make Power Attack unnecessary for this goal, but they can also take a tougher foe and make it possible to one-shot them, so in general, I think they wash out in the adventuring environment) seems to be a pretty good plan if you can manage it. [/QUOTE]
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