What crit range do you prefer?

hammymchamham

First Post
When I think back to charecters I have played, and look at which weapons they have prefered, I have found when choosing weapons I have gone for those wich do "the most damage on a crit,' or in other words Axes (x3) and Picks (x4)..

so I'm just wondering, which do you prefer?

Larger crit range? or Larger crit damage?
 

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I actually prefer a larger range with a lower multiple, and here is why. Presuming that each digit on a 20-sider represents a 1 in 20 chance of hitting (a slight simplification due to variable bonuses, I believe), taking a weapon with a 2 digit threat range nets you a 1 in 10 chance of critting each time you swing (presuming you hit with a 19, which you hopefully will). Each swing with a 1-digit threat range nets you a 1 in 20 chance of a crit. This means that on average, it will take you 20 swings to get a crit with an axe or scythe, and 10 to get one with a longsword.

From this respect, scythe and longsword would look equal presuming they did the same damage (scythe does 2-8 rather than 1-8 providing a slight advantage), while an axe would fall behind. As shown:

Longsword: [1-8 damage (average 4.5)*crit multiplier (2)]*chance of crit (.1) = .9 average crit damage per swing

Scythe [2--8 damage (average 5)*crit multiplier (4)]* chance of crit (.05) = 1 average crit damage per swing

Axe [1-8 damage (average 4.5)*crit multiplier (3)]*chance of crit (.05) = .675 average crit damage per swing

The scythe is sort of an apples and orange comparison due to the two-handed factor. For further comparison, here is a heavy pick and a rapier:

Heavy pick [1-6 damage (average 3.5)*crit multiplier (4)]*chance of crit (.05) = .7 average crit damage per swing

Rapier {1-6 damage (average 3.5)*crit multiplier (2)}*chance to crit (.15) = 1.1 average crit damage per swing

As you can see, for pure damage dealing reasons, crit range is generally more important than multiplier. A second reason is overkill. Each point of damage you do beyond what your opponent has is wasted. You are much more likely to waste your damage on a dead opponent if you are dealing out a x4 crit multiplier hit half as often versus dealing out a x2 crit twice as often.

It's also interesting to think about the effects of putting "keen" on a weapon versus getting a normal +1 on it, looking at the equations above.
 
Last edited:

Hm ... based on above:

The highest crit ranges in the PHB are the rapier, falchion and scimitar with 18-20. Keen the falchion and scimitar (there should be some sort of keen for piercing objects at least) for 15-20, then Improved Crit for 12-20. This is the highest it goes I assume?
 

Azure Trance said:
Hm ... based on above:

The highest crit ranges in the PHB are the rapier, falchion and scimitar with 18-20. Keen the falchion and scimitar (there should be some sort of keen for piercing objects at least) for 15-20, then Improved Crit for 12-20. This is the highest it goes I assume?

yes, unless one wants the spell Keen Edge to stack with a keen weapon, then its 9-20*

And Psionicist: Yes, but I prefer the "ugly brute force weapons" even for my current rogue....

*Note I am not trying to start a discussion on Keen Edge and Keen Weapon stacking. But I bet someone will try to...
 

The highest crit ranges in the PHB are the rapier, falchion and scimitar with 18-20. Keen the falchion and scimitar (there should be some sort of keen for piercing objects at least) for 15-20, then Improved Crit for 12-20. This is the highest it goes I assume?

Ahhhh, but keen can go on piercing weapons. =o)

It's either in the FAQ or DMG errata. Forget which one.
 


Dr. NRG said:

Heavy pick [1-6 damage (average 3.5)*crit multiplier (4)]*chance of crit (.05) = .7 average crit damage per swing

Rapier {1-6 damage (average 3.5)*crit multiplier (2)}*chance to crit (.15) = 1.1 average crit damage per swing

As you can see, for pure damage dealing reasons, crit range is generally more important than multiplier. A second reason is overkill. Each point of damage you do beyond what your opponent has is wasted. You are much more likely to waste your damage on a dead opponent if you are dealing out a x4 crit multiplier hit half as often versus dealing out a x2 crit twice as often.


Your math is flawed. You shouldn't multiply by the crit multiplier, but rather by the additional damage of the crit. Here's why.

Out of 20 hits with a heavy pick, you will have 19 normal hits for normal damage, and one crit for 4 times normal damage.

19n+4n=23 normal damage

Out of 20 hits with a rapier, you will have 17 hits for normal damage, and 3 crits for 2 times normal damage each.

17n+6n=23 normal damage

As you can see, the two are equal, your method counts damage that would be caused regardless of a crit.

whereas:
Heavy Pick
(3.5)*(.05)*(3[multiplier minus one])=.525
Rapier
(3.5)*(.15)*(1)=.525
 

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