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*Dungeons & Dragons
The Overkill Damage Fallacy
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<blockquote data-quote="FrogReaver" data-source="post: 7617799" data-attributes="member: 6795602"><p>Right, the argument wasn't that overkill damage doesn't exist and can't allow a multi attack character to sometimes kill an enemy faster than a single attack character of equivalent DPR. </p><p></p><p>The argument I am making is that there are also mechanisms in place that allow for the single attack character to kill an enemy a round faster and apply his next rounds damage to a new enemy while the two attack character is still killing the first enemy. At this point in time no one can say with any evidence that what they refer to as overkill is more important than the factor I've brought to light. Does the factor I'm talking about completely offset overkill? Is it more important than overkill? If so then mentioning overkill in isolation without this mitigating factor definitely is a fallacy, arguing that one option is superior than another based on 1 factor that is only part of the picture.</p><p></p><p>That said, more work needs done to work out the precise details. I also called that out in my first post.</p><p></p><p></p><p></p><p></p><p>Actually I've just realized the way to account for it. He requires 2 hits to kill a 5 hp enemy. That means he needs 10 attacks to hit in total. I can easily calculate that for him. The single attack PC needs 5 attacks to hit in total. Any objections to this method?</p><p></p><p></p><p></p><p></p><p>Sure. I'm sure you realize how complex the actual calculation will be. So arguing that I should have started there instead of building up to it seems more like a way to discount the work that has been done that is going to hopefully build up to that.</p><p></p><p>My initial working theory is that in actual play such threshholds will be encountered 50-50. This will occur because variable damage hits will tend to ultimately drop monsters hp to such a range that the value will be randomly distributed between the 2 thresholds. </p><p></p><p>Of course that brings up the more important and much more complicated scenario of variable damage which I don't plan to attempt to tackle till the end.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7617799, member: 6795602"] Right, the argument wasn't that overkill damage doesn't exist and can't allow a multi attack character to sometimes kill an enemy faster than a single attack character of equivalent DPR. The argument I am making is that there are also mechanisms in place that allow for the single attack character to kill an enemy a round faster and apply his next rounds damage to a new enemy while the two attack character is still killing the first enemy. At this point in time no one can say with any evidence that what they refer to as overkill is more important than the factor I've brought to light. Does the factor I'm talking about completely offset overkill? Is it more important than overkill? If so then mentioning overkill in isolation without this mitigating factor definitely is a fallacy, arguing that one option is superior than another based on 1 factor that is only part of the picture. That said, more work needs done to work out the precise details. I also called that out in my first post. Actually I've just realized the way to account for it. He requires 2 hits to kill a 5 hp enemy. That means he needs 10 attacks to hit in total. I can easily calculate that for him. The single attack PC needs 5 attacks to hit in total. Any objections to this method? Sure. I'm sure you realize how complex the actual calculation will be. So arguing that I should have started there instead of building up to it seems more like a way to discount the work that has been done that is going to hopefully build up to that. My initial working theory is that in actual play such threshholds will be encountered 50-50. This will occur because variable damage hits will tend to ultimately drop monsters hp to such a range that the value will be randomly distributed between the 2 thresholds. Of course that brings up the more important and much more complicated scenario of variable damage which I don't plan to attempt to tackle till the end. [/QUOTE]
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