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<blockquote data-quote="Guest 6801328" data-source="post: 7996559"><p>Ok, converted to analytical. Makes a lot more sense.</p><p></p><p>Note: somebody check my logic on calculating criticals. It occurred to me that computing the chance as 1 - (chance of not critical)^3 is true across all cases, but not in individual cases. For example, if you need to roll a natural 20 to hit, 100% of your hits will be criticals, Since you'll only hit 5% of the time, that means you'll do 10% avg weapon damage. Note that multiplying 5% weapon damage * 1.05 does <em>not</em> give you the correct value.</p><p></p><p>So I don't want to just take 1 - (19/20)^3 and increase all damage by that amount, against all ACs.</p><p></p><p>Instead, what I did was this:</p><ul> <li data-xf-list-type="ul">Let's say you need to roll a 12 to hit. That is, 12 + your attack bonus == the target ac.</li> <li data-xf-list-type="ul">That means there are 9 possible die results that would hit, 8 of which would be a non-crit. So normally 8/9 times you hit you won't crit. (Or 7/9 with Champion 3 dip.)</li> <li data-xf-list-type="ul">But this is trivantage, so it's really (8/9)^3 times you won't crit. Or 1 - (8/9)^3 you <em>will</em> crit.</li> <li data-xf-list-type="ul">So after I compute average damage from dice, I increase it by that amount.</li> <li data-xf-list-type="ul">Then I add damage modifiers (like dex bonus, or dueling, or sharpshooter damage), then multiply <em>that</em> total by the chance you have to hit, which in this example is 1 - (11/20)^3.</li> </ul><p>Does that make sense?</p><p></p><p>EDIT: Or.....is this all just arithmetically identical to:</p><ol> <li data-xf-list-type="ol">Compute expected crit damage as 1 - (19/20)^3 times average damage, but hold that number for now...</li> <li data-xf-list-type="ol">Multiply average damage by chance of hitting</li> <li data-xf-list-type="ol">Add number from step 1 back in</li> </ol><p>I think it is.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7996559"] Ok, converted to analytical. Makes a lot more sense. Note: somebody check my logic on calculating criticals. It occurred to me that computing the chance as 1 - (chance of not critical)^3 is true across all cases, but not in individual cases. For example, if you need to roll a natural 20 to hit, 100% of your hits will be criticals, Since you'll only hit 5% of the time, that means you'll do 10% avg weapon damage. Note that multiplying 5% weapon damage * 1.05 does [I]not[/I] give you the correct value. So I don't want to just take 1 - (19/20)^3 and increase all damage by that amount, against all ACs. Instead, what I did was this: [LIST] [*]Let's say you need to roll a 12 to hit. That is, 12 + your attack bonus == the target ac. [*]That means there are 9 possible die results that would hit, 8 of which would be a non-crit. So normally 8/9 times you hit you won't crit. (Or 7/9 with Champion 3 dip.) [*]But this is trivantage, so it's really (8/9)^3 times you won't crit. Or 1 - (8/9)^3 you [I]will[/I] crit. [*]So after I compute average damage from dice, I increase it by that amount. [*]Then I add damage modifiers (like dex bonus, or dueling, or sharpshooter damage), then multiply [I]that[/I] total by the chance you have to hit, which in this example is 1 - (11/20)^3. [/LIST] Does that make sense? EDIT: Or.....is this all just arithmetically identical to: [LIST=1] [*]Compute expected crit damage as 1 - (19/20)^3 times average damage, but hold that number for now... [*]Multiply average damage by chance of hitting [*]Add number from step 1 back in [/LIST] I think it is. [/QUOTE]
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