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Whirlwind attack -- Quick Question
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<blockquote data-quote="Killer Shrike" data-source="post: 157747" data-attributes="member: 1829"><p>Yes, you reach the break even point in several cases: </p><p></p><p>When facing multiple opponents that take 1.5-2 normal hits to drop but are easy to hit IF you are also using Power Attack</p><p></p><p>When facing multiple opponents that take multiple hits AND you cant hit with your second attack at least 75% of the time. </p><p></p><p>When facing multiple opponents that take multiple hits AND working in conjunction with a Wiz/Sor using fireball or some other AoE spell. (WWA'er acts as bait, draws badies out into a nice congested grouping, softens them up with a single WWA, then beats feet while the Wizzo lets loose).</p><p></p><p>When using the WWA+ImpTrip or ImpDisarm or Knockdown combo.</p><p></p><p></p><p>However, as Caliban rightly points out, WWA is a suboptimal option under <em>most</em> circumstances. As Ive pointed out before, the usefulness of WWA scales directly with the risk for using it. In other words, to get the most optimal effect from it you have to engage 8 opponents who you can only hit around 75% of the time with your top attack bonus. Being surrounded by such foes is not a good recipe for healthy and comfortable living in the Martha Stuart way. Also, thanks to the feat chain to get it, the WWA'er is more likely to be a dextrous fighter with lighter armor than a heavily armored tank. In short, a riskier proposition than the Power Attacking - Great Cleaving tank fighter.</p><p></p><p>Except in special circumstances, it is always better to drop 1 opponent that to wound 8 when fighting in melee. Characters and Monsters are basically just vehicles for damage infliction in melee. Since there are no injury penalties in D&D, an opponent fights as well with 1 hp as they do with 250. Also, since a 20 always hits even outmatched opponents will still hit 5% of the time. Multiple opponents are 100% combat effective as long as they have a positive hp balance. Therfore it is better to reduce thier actual numbers than to reduce thier hp. Further, weight of numbers plays a big role in combat resolution; the longer you allow opponents to outnumber you, the more damage they can inflict on you for longer.</p></blockquote><p></p>
[QUOTE="Killer Shrike, post: 157747, member: 1829"] Yes, you reach the break even point in several cases: When facing multiple opponents that take 1.5-2 normal hits to drop but are easy to hit IF you are also using Power Attack When facing multiple opponents that take multiple hits AND you cant hit with your second attack at least 75% of the time. When facing multiple opponents that take multiple hits AND working in conjunction with a Wiz/Sor using fireball or some other AoE spell. (WWA'er acts as bait, draws badies out into a nice congested grouping, softens them up with a single WWA, then beats feet while the Wizzo lets loose). When using the WWA+ImpTrip or ImpDisarm or Knockdown combo. However, as Caliban rightly points out, WWA is a suboptimal option under [i]most[/i] circumstances. As Ive pointed out before, the usefulness of WWA scales directly with the risk for using it. In other words, to get the most optimal effect from it you have to engage 8 opponents who you can only hit around 75% of the time with your top attack bonus. Being surrounded by such foes is not a good recipe for healthy and comfortable living in the Martha Stuart way. Also, thanks to the feat chain to get it, the WWA'er is more likely to be a dextrous fighter with lighter armor than a heavily armored tank. In short, a riskier proposition than the Power Attacking - Great Cleaving tank fighter. Except in special circumstances, it is always better to drop 1 opponent that to wound 8 when fighting in melee. Characters and Monsters are basically just vehicles for damage infliction in melee. Since there are no injury penalties in D&D, an opponent fights as well with 1 hp as they do with 250. Also, since a 20 always hits even outmatched opponents will still hit 5% of the time. Multiple opponents are 100% combat effective as long as they have a positive hp balance. Therfore it is better to reduce thier actual numbers than to reduce thier hp. Further, weight of numbers plays a big role in combat resolution; the longer you allow opponents to outnumber you, the more damage they can inflict on you for longer. [/QUOTE]
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