Advantage is at it's most beneficial when you have about 50% chance of success. If the save is weak, advantage won't help as much.
Stop stop stop.Depends how you measure "most helpful". For example, if you fail your saves only on a 1 (95% success), advantage cuts your failure rate by 95%. If you fail 50% of the time, it cuts your failure rate by only 50%. This is good for e.g. concentration. On the other hand, if you succeed only on a twenty, advantage doubles your success rate, which can e.g. halve the duration of enemy spells on you.
Stop stop stop.
Saying something like "if you fail your saves only on a 1 (95% success), advantage cuts your failure rate by 95%" does everybody a huge disservice, since you aren't normally interested in how much advantage specifically cuts your failure rate.
The pertinent number is: what is your probability sans advantage? what is your probability with advantage? Now subtract one from the other. This is the value of advantage you should be concerned about.
No, it really isn't, in the general case. This is exactly why I posted my PSA in #382. The method of analysis you've advocated is common but usually unhelpful in guiding tactically correct decision-making.
For example, with concentration saves, you're normally interested in exactly this metric: the failure rate. The lower your failure rate, the more risks you can afford to take without much danger of losing your concentration spell. E.g. a Moon Druid with Spike Growth or Conjure Animals needs to know his failure rate before deciding whether or not to shapeshift into a rhino and charge off into combat.
He doesn't care about subtracting his probabilities from one another. He wants to know how advantage will change his tactical options. If he's twenty times safer with advantage, he doesn't care if that's only (.9975 - .95 = .04975) by your metric. Your metric isn't what he's interested in.
Yes, but it would be even better to give advantage to the guy who succeeds only on a 16 or better.You're still off base, tho.
Saves work pretty much like AC, in that each successive point nets increasing returns to your survability, until the very last one which effectively doubles your effective health (assuming you're taking hit point damage).
With saves ( especially save or suck that rob you of your action for the round ) what matters is how often you pass rather than fail ( and thus you get your action, can attack without penalties and so forth ).
Assuming each PC deals the same DPR, for example, and you're dealing with a save or suck that prevents a PC who fails from acting, you'd better grant advantage to the guy which succeeds 50% of the time ( and, thus, now makes his save 75% of the time, thus granting the party an additional 2.5 rounds out of 10 of DPR, on average ) than to the guy which only has a 5% chance of not being screwed (and that would only gain like 1/2 rounds of DPR out of 10).
Yeah, the latter would act 200% as much, but the party would still benefit less from it than if you got the former to act 150% as much instead.
Yes, but it would be even better to give advantage to the guy who succeeds only on a 16 or better.
It depends very much on the details of the situation, but the point is that analyzing advantage in terms of "effective plus" is helpful only in one case that I know of: when you're trying to decide whether to cast Bless (+d4) or Circle of Power (advantage) since you can't concentrate on both.
Sent from my SM-G355M using Tapatalk
How so? If you succeed on a 16+, that's a 25% chance of succeeding.
With advantage, that's 25%+ 18.75%= 43.75%, so you're only gaining 1.875 rounds of action out of 10 instead of 2.5.
[Edit: because basic math, or basic english, for that matter, seem to be out of my league at 5:30 a.m.]
Hemlock_post_382 said:Depends how you measure "most helpful". For example, if you fail your saves only on a 1 (95% success), advantage cuts your failure rate by 95%. If you fail 50% of the time, it cuts your failure rate by only 50%. This is good for e.g. concentration. On the other hand, if you succeed only on a twenty, advantage doubles your success rate, which can e.g. halve the duration of enemy spells on you.
I presume we're talking about the common 5E idiom in which one successful save removes the spell and puts you back in play. (That makes it bell-curved again.) For example, Confusion or Tasha's Uncontrollable Laughter. In this case, you're best-off helping the guy with the weakest save, within reason, in order to reduce the effective duration of the spell.
If you succeed only on a 16+, the spell will keep you out of play for (1/(1-3/4) = 4) rounds on average. With advantage, you'll be out of play for (1/(1-9/16) = 2.28) rounds on average. You've just gained 1.72 rounds of effectiveness.
If you succeed only on a 11+, the spell will keep you out of play for (1/(1-1/2) = 2) rounds on average. With advantage, you'll be out of play for (1/(1-1/4) = 1.33) rounds on average. You've just gained .67 rounds of effectiveness.
If you're the guy granting advantage, and you can only grant it to one person, you'll add more to party effectiveness by helping the guy who needs a 16+ than by helping the guy who needs 11+. Which brings us neatly back, full-circle, to non-proficient wizards with Foresight, who only get to grant advantage to one PC, which might be the non-proficient wizard.
This is what I meant upthread when I said:
It really isn't possible to generalize a specific point on the d20 where advantage is "most helpful." It depends on the details of the situation and what the save is being made for.