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Thread: Damage vs Critical
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2007-05-23, 11:16 PM (ISO 8601)
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Damage vs Critical
I'm sitting here staring at the equipment lists and I'm trying to make some decisions. It has put a question in mind though.
For an epic level game, do you think that the increased critical range of some weapons with the increase crit modifier is better than the regular increased damage of a higher die weapon?
Which weapon do you think is the best for both of these (crit and damage delivery)?"That is not dead which can eternal lie, and with strange eons, even death may die"
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2007-05-23, 11:25 PM (ISO 8601)
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Re: Damage vs Critical
In an epic level game, assuming you don't fight a lot of undead/constructs/other crit immune enemies, improved critical threat range/multipliers are almost always better then an increase to damage.
For example, at low levels a longsword is usually better then a rapier. assuming 14 strength a longsword averages 6.5 damage while a rapier averages 5.5, thats a pretty significant increase (almost 20%). The 5% greater chance that a critical threat will be rolled won't give you that much extra average damage.
In a epic level game where you are doing 50, 100, or more damage per a hit, the extra 1 or 2 damage from a larger weapon doesn't matter. Damage points don't scale to level, but criticals do. As your damage per hit goes up, the amount of extra damage the improved criticals grant you does as well.
From a math standpoint, an increase to threat range and an increase to multiplier is almost identical, for example, a longsword will add 100% damage to your attack twice as often as a battle axe, but a battle axe will instead add 200%, it evens out. I prefer high threat ranges, but thats because I like my weapons more reliable."Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2007-05-23, 11:32 PM (ISO 8601)
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Re: Damage vs Critical
Crit range extension effects benefit high-multiplier weapons more than high-range weapons, don't they? You can certainly keep your crit range expanded by 1 all the time... Scythe?
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2007-05-23, 11:39 PM (ISO 8601)
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Re: Damage vs Critical
Lets compare a longsword to a battle axe again, this time with improved critical. Lets assume that all threats are confirmed.
A longsword will crit(add 100% damage) 20% of the time(17-20). 1x.2=.2 That equals a 20% bonus to overall damage.
A battleaxe will crit(add 200% damage) 10% of the time(19-20). 2x.1=.2 That equals a 20% bonus to overall damage.
We could also compare a falcion to a scythe w/improved crit. Falcion = 100% x 30% = 30% bonus damage.
Scythe = 300% x 10% = 30% bonus damage.
Basically the damage bonus for crit range a is equal to crit multipler b when a = b-1"Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2007-05-23, 11:46 PM (ISO 8601)
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Re: Damage vs Critical
For whatever reason, I had it in my head that improved crit effects were +1 crit range instead of double (and thus would favor the axe over the sword).
And yet, I seem to have been right in my conclusion, completely by accident. 4x crits do have an edge.
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2007-05-23, 11:48 PM (ISO 8601)
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Re: Damage vs Critical
It comes down to the particulars of how your bonus damage reacts to crits. If you have a flaming frost shock weapon, that's 3d6 that doesn't get increased by your multiplier, so the high multiplier loses its equal footing. On the other hand, if you have a flaming burst icy burst shocking burst weapon, you get bigger bonus dice on a high multiplier (the original 3d6 plus an extra 9d10 in the case of the scythe's x4), so the higher multiplier comes ahead.
It can get complicated if you have a lot of different kinds of bonus dice type abilities on your attacks....Last edited by Jasdoif; 2007-05-23 at 11:49 PM.
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2007-05-23, 11:54 PM (ISO 8601)
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Re: Damage vs Critical
Acually, once again with flaming/icy burst weapons an increase to multiplyer is equally as valuable as an increase to threat range. With a x3 weapon flaming burst deals twice as much extra damage with a crit, but only crits half as much as a 19-20 weapon. It uses the same math I used above.
"Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2007-05-24, 12:03 AM (ISO 8601)
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Re: Damage vs Critical
Devastating Critical. Every time you critical with your chosen weapon, your opponent must make a Fortitude save or die (DC >= 34). Combine with an appropriate Vorpal weapon (you don't need keen, because Improved Critical is a prereq), and you've got a decent chance of instant-killing anything with a discernable anatomy.
Depending on your other equipment, you'd want to use a Kukri, Scimitar, or Falchion -- all three are martial weapons with good threat ranges.Last edited by Miles Invictus; 2007-05-24 at 12:04 AM.
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2007-05-24, 12:06 AM (ISO 8601)
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Re: Damage vs Critical
Likely a falcion, as devestation critical works well with higher str, which works well with a 2H weapon.
EDIT: Though devestation crit + 2 kukris is awesome too, reminds me of NWN.Last edited by TheOOB; 2007-05-24 at 12:10 AM.
"Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2007-05-24, 12:12 AM (ISO 8601)
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Re: Damage vs Critical
Hmm. So it is. And it'd be the same for most "increased on critical" abilities based on the multiplier, wouldn't it?
I guess that leaves the critical abilities not tied to the multiplier as the tiebreakers. Things like the aforementioned Devastating Critical, and Telling Blow.
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2007-05-24, 12:23 AM (ISO 8601)
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Re: Damage vs Critical
This is nice and simple math, but it overlooks one key aspect; wasted damage.
If an enemy has 20 HP and you deal 481 damage to him... you really only did 20 HP worth of damage. Well, fine, 30. These numbers are arbitrarily extreme, but the point needs to be made; high-multiplier weapons are far more likely to deal more damage than necessary, which essentially negates their advantage. Alternatively, while a 19-20/x2 weapon won't be as likely to trivialize the actual amount of damage dealt, and its wider crit range is always helpful.
Basically, a wide threat range optimizes your average case scenario, whereas a high multiplier optimizes your best-case scenario.
Oh, and if you want to have insane crits, Master Thrower + Throw Anything + a whole bunch of Heavy Picks will do you wonders.Merlin the Tuna
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2007-05-24, 12:24 AM (ISO 8601)
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Re: Damage vs Critical
Kukris and Scimitars are useful if you're dedicated to the TWF route. Perhaps levels in Dervish?
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2007-05-24, 12:30 AM (ISO 8601)
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Re: Damage vs Critical
"Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2007-05-24, 12:35 AM (ISO 8601)
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2007-05-24, 12:42 AM (ISO 8601)
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Re: Damage vs Critical
Rogue/Assassin/Weapon Master
If it wasn't immune to crits, it died in the first round, if it was, well thats what scrolls of improved invisibility are for."Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2007-05-24, 12:59 AM (ISO 8601)
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Re: Damage vs Critical
The difference between a d4 kukri and a 2d6 greatsword is big at low levels, but virtually unnoticeable at high levels. But the difference between a weapon that doubles your +39 from Power Attack and high strength on rolls of 15-20 vs. a weapon that doubles your +39 only on a natural 20 is huge.
Of course, if you're a rogue, sneak attack doesn't multiply on crits, so it doesn't really matter what weapon you're using.
On average, you do the same damage over time with an x4 weapon and an 18-20 weapon, or with an x3 and a 19-20 weapon... but the weapon with the high multiplier is far more likely to be overkill, while the weapon with the large range is far more likely to do *just* enough damage to finish an encounter a round quicker than it would've otherwise taken.
Summary: base weapon damage doesn't really matter at high levels. Crit multiplier/range matter a lot for strength-based characters (with range slightly more important than multiplier due to "overkill"). Crits don't particularly matter for rogues.
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2007-05-24, 04:53 AM (ISO 8601)
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Re: Damage vs Critical
Of course x4 crit is the supreme crit, because it's obviously better than x3 crit and x3 crit is balanced with 19-20/x2. x4 is supreme as much as x2 is bad.
"that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft
When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2007-05-24, 10:21 AM (ISO 8601)
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Re: Damage vs Critical
The two methods I'm aware of of breaking the Keen rules are Barbarian Streetfighter or a Psychic Weapon Master. Mathematically speaking, each does better using a *4 weapon, rather then a weapon with a high crit range.
Also, you should know that builds focused on high crits are quite weak. Many creatures are immune to crits. Rolling high enough to trigger your crit, and then confirm your crit, is very unreliable. And even if you roll high enough and then confirm, you often "waste" a lot of damage, by reducing an enemy to -100 hit points. You just need to reduce your enemies to -10 hit points, you don't win anything by killing them beyond that point. Consistently dealing good damage is better then sporadically dealing massive damage.Last edited by Person_Man; 2007-05-24 at 10:21 AM.
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2007-05-24, 10:26 AM (ISO 8601)
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Re: Damage vs Critical
Disciples of Dispater can also break the criticals thing, doing 9-20 critical threats if the base weapon is 18-20. They're from 3.0 though (BoVD).
JaronK
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2007-05-24, 11:07 AM (ISO 8601)
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Re: Damage vs Critical
I've decided to go with the falchion. Any suggestions for enchantments for it? I've got stupid amounts of cash to spend on it. 720k to be precise.
"That is not dead which can eternal lie, and with strange eons, even death may die"
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2007-05-24, 11:37 AM (ISO 8601)
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Re: Damage vs Critical
Wounding is always a good investment for it's price.
If you aren't taking Improved Critical for your weapon, I'd also suggest Keen.
If you take another weapon as well, you might even want Dancing (Though that would serve best on your alternate weapon, I feel).
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2007-05-24, 01:05 PM (ISO 8601)
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Re: Damage vs Critical
Collision gives +5 damage, for (IIRC) a +1 bonus.
Brilliant Energy is great because you ignore armor bonuses.
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2007-05-24, 02:38 PM (ISO 8601)
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Re: Damage vs Critical
How large can the threat range for a critical strike be? Even with Improved/Devastating critical feats, are there other ways to increase both threat and multipliers?
And what weapon would best serve this purpose of min/maxing the criticals?
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2007-05-24, 03:59 PM (ISO 8601)
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Re: Damage vs Critical
In 3.0 a Weapon Master with a keen Scimitar, Rapier or Falchion and the improved critical feat could get 10-20. If you allow Weapon Master (or the overpowered Psychic Weapon Master) in 3.5 you can still get 13-20 since the only thing you're missing out is the keen property.
"that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft
When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2007-05-24, 04:08 PM (ISO 8601)
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Re: Damage vs Critical
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2007-05-24, 04:10 PM (ISO 8601)
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Thanks to Veera for the avatar.
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5E Sorcerous Origin: Arcanist
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2007-05-24, 04:13 PM (ISO 8601)
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Re: Damage vs Critical
It's in the Magic Item Compendium., prolly appeared somewhere else first.
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2007-05-24, 04:15 PM (ISO 8601)
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- Lost in L-Space
Re: Damage vs Critical
Collision is a +2 bonus, from the XPH.
http://www.d20srd.org/srd/psionic/it....htm#collision
Not worth it, imo. For that +2 you can get Sacred (+1, LM) and Mage Bane (+1, CAr).Last edited by Amiria; 2007-05-24 at 04:18 PM.
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2007-05-24, 04:25 PM (ISO 8601)
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Re: Damage vs Critical
There's a list of some of the better enhancements here.
Veryn's Sliver, by Talfrey:Spoiler
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2007-05-24, 04:28 PM (ISO 8601)
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- Nov 2006
Re: Damage vs Critical
At epic levels, that's not much.
A bare +6 enhancement weapon costs 720k to buy.
If you don't want a +6 weapon, you can buy multiple normal weapons. 720 k is enough for 3 +10 "normal" weapons, one +7 "normal" weapon, and change to pay for the special materials the weapon is made out of.
Some good enchantments:
Wounding (+2, 1 con damage per hit)
Merciful (+1, damage is non-lethal, +1d6 damage per hit, can be toggled)
Flaming, Shock, Frost (+1 each, +1d6 fire/electricty/ice damage each)
Axiomatic/Holy/Chaotic (+2 each, +2d6 damage vs correct alignment)
Ghost Touch (+1, avoids incorperal avoidance)
Defending (+1, allows you to move bonus to AC)
Brilliant Energy (+4, ignore non-living matter (like armor, or undead))
Spell Storing (+1, stores up to 3rd level spells, first hit delivers: ray of exaustion anyone?)
You'll want at least one "greater magic weapon" weapon: a +1 weapon with +9 worth of special toys on it. Cast "greater magic weapon" on it, and it is all of a sudden a +5 weapon with +9 in toys on it. :)
Speed (+3) is also useful if you don't have a haste buffer around.
+1 Wounding, Merciful, Flaming, Shock, Frost, Ghost Touch, Holy as an example.
Burst enchantments ... well, they suck. A 15% chance to do 1d10, or a 100% chance to do 1d6: which do you pick?
The advantage of "crit on a 20" is that if you can only hit on a 20, you don't lose any crit range.
If you can figure out a way to get a ridiculous number of attacks at a low to-hit bonus, that becomes an option.