DracoSuave
First Post
So by some miracle the basic melee damage of every longsword does 2d8 after you hit level 21 but every time you give those weapons to your lvl 1 footman he only does 1d8 damage with them. You should get a refund from that blacksmith. You see where I'm going here. The longsword only ever did 1d8 the fact that after level 21 a character does 2d8 is because of "skill". He wields the blade better it's not the blade becomes better.
Yes but the weapon damage rolled goes up. In the end, that's what we're concerned with is multiple dice being involved with damage, which comes up -often- at epic tier.
Often enough you -could- call it 'every single damage roll'.
And yes I do know that magic weapons perform better. The discussion here is that fact that applying the same effect(s) (Vorpal, GoD) on different weapons has an unbalanced effect in terms of damage on some of those weapons whereas I believe they should not nor as anyone given me a reason why they should. Yes, Yes I know "RAW".
I just did the algebra on the average weapon damage for individual die rolls that don't explode vs. die rolls that do explode.
Like right now.
Let d = the number of sides on that die.
Average die roll for a singular die that does not explode on a max roll is 1+d/2.
Average die roll for a singular die that -does- explode on a max roll is d.
The increase in damage then is equal to d - 1+d/2 = d - 1/2 - d/2 = d/2 - 1/2.
So... the increase in damage from vorpal on a single die is d/2 - 1/2.
What does this mean? This means that the larger the die size, the greater the advantage from vorpal.
For a 1d12 weapon, this turns out to be 12/2 - 1/2 = 5.5 extra damage per die.
For a 2d4 weapon, each die is individually exploding, so you get 2 X (4/2 - 1/2) = 2 X (1.5) = 3 average damage difference.
To -truly- compare, a 1d8 damage weapon's difference is (8/2 - 1/2) = (4 - 1/2) = 3.5 average damage difference.
Seems that this mysterious fear of exploding d4 damage becoming out of hand is completely unfounded based on the math.