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Average dmg vs dexterity
Average dmg vs dexterity









average dmg vs dexterity

I despise when people meticulously work out the math for some other feat so they can claim it's bad, then come along and claim sharpshooter/GWM gives "+10 damage." If you actually do the math, sharpshooter is a net loss of damage against anything with an AC that's worth a damn, especially if you have bonus damage from other sources as well (see: rogue). In which case Piercer is pretty reliably adding +2.5 damage every round before we even consider the crit bonus, AND you aren't tanking your to-hit chance to get it.

AVERAGE DMG VS DEXTERITY FULL

And most boss fights are going to have reasonable AC, that's just the way the game is structured, so when it actually matters Sharpshooter is totally worthless, a trap.įor a class like a rogue that's rolling a fist full of d6s on every attack, you've got strong odds that one of those dice is going to be a 1. It just seems a million times better? (or at least ten times better)I despise when people meticulously work out the math for some other feat so they can claim it's bad, then come along and claim sharpshooter/GWM gives "+10 damage." If you actually do the math, sharpshooter is a net loss of damage against anything with an AC that's worth a damn, especially if you have bonus damage from other sources as well (see: rogue). Sharpshooter gives +10 more damage boost, ignore cover and range penalty.

average dmg vs dexterity

HOWEVER, even with odd dexterity number I'd still always take Sharpshooter. It just seems a million times better? (or at least ten times better) I haven't done the calculations on what happens if you are using sneak attack though, maybe it's slightly better? The more d6s you add the closer the bonus damage would approach +5, but that's also proportionally less. Otherwise it's not better than just taking +2 dexterity. So with a longbow you're looking at +1.2 damage, I can only see myself taking this feat as a longbow warrior if I happen to have odd dexterity number (13,15,17,19). That does not take into consideration the crit bonus, but adding another d8 on every 5% attacks is only +0.225, +0.42 if you have advantage. On a d10 you get 1.25 if you reroll on a 5 or less. The result is 1, on average you increase damage by 1. (I simulated 1,000,000 d8 rolls, where you reroll on 4, and calculated the difference, rerolling on 4 is the optimal choice BTW). So I did what any sane normal person would and ran a computer simulation where I calculate how much extra damage you get from using this feat. People were saying this seems awesome if you use ranged attacks since it doesn't specify melee.

  • when you score a critical with piercing damage you add one dice.
  • when you hit a creature with an attack that deals piercing damage you can reroll one dice once per round.
  • StrikeAtk bonus for attacks with Strike Atk type.I've seen some threads here and there, specifically on reddit saying that the new Piercer feat is amazing. * -1% per point of target's EleResistance from e.g. * Element bonus of up to +/-50% (25% from unit elements, 25% from skill elements) * SpecialEleBonus = extra dmg if used vs certain element (mostly from JE and Kaigan and) * FullEleAtk = gives +1% per point if same element as the FullEleAtk (from EnchanterJEs and KaiganLS or Forecaster passive) * Single&AoE Attack-/Res-Bonus gives +/-1% per point, from certain gear or skills Addition = A factor that consists of many sub-factors, as follows: explosionDMG = Exclusive to Prinny, who deals extra damage if his current HP is high. Skill-multiplier = multipliers from skills (e.g. a Sniper with 420 Patk and 400 Dex will have 420x0.7+400x0.7 = 574 base damage on their normal attack). Click to expand.- Atk = The base damage calculated from the formula of the skill or normal attack (e.g.











    Average dmg vs dexterity