FreeTheSlaves
Adventurer
Assuming that confirmations are successful 1/2 of the time and that keen improves damage by about 10%; i.e. these two combine to increase damage by about 5%, the average damage output has to be over 21 points to make keen better than an extra +1 enhancement.Geoff Watson said:The only time they are worth taking is when you've got some other ability that applies on a critical.
Geoff.
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e.g.
Two equal fighters, one with greatsword+2 & the other a +1 keen
2d6+16 (damage from all sources), crit 19+, *2
23*1.05=24.15
2d6+15 (damage from all sources), crit 17+, *2
22*1.1=24.2
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The average damage (23.1) was the same at a base +13 damage before magic weapon enhancement was included. A base +14 damage is really difficult to obtain with one handed weapons before str is boosted to about 30; power attack & str*1.5 allows 2handers to achieve this much earlier.
Hmm, the above did not take into consideration the extra +1 to hit from the +2 weapon, I'll factor that in now.
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Two equal fighters, one with greatsword+2 & the other a +1 keen, with a +1 weapon they both will hit 50% of the time & so the +2 weapon will hit 55% of the time. I can't be bothered recalculating the critical confirmation as it is too miniscule.
2d6+16 (damage from all sources), crit 19+, *2
0.55*(23*1.05)=13.2825
2d6+15 (damage from all sources), crit 17+, *2
0.50*(22*1.1)=12.1
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I don't know how to easily work out where the keen beats the extra enhancement but I'd guess it is about at 24pts+. Something to bear in mind though is that enhancement caps at +5 & keen can then be used to further boost damage output, and the greater the average damage the better the mileage from keen.