Average Damage Calculator [Archive] - Wizards Community

Post/Author/DateTimePost
Maesto

11-05-06, 08:26 AM
Hi all,

Finding everybody else's power attack calculators difficult to navigate, I've written my own in an excel spreadsheet. As inputs, it takes your attack sequence and bab, outputting the optimum power attack and average damage for each AC. I haven't coded anything fancy like cleave or trip attempts or miss chances or woodland archer or flaming burst weapons, just straightforward "here's my attack sequence, how much should I power attack?" (but I did code in armbands of might!). I don't have a website and so can't tell you where to find it, but if somebody wants to put it up somewhere they can email me.

Where things got interesting was that I inputted the spiked-chain-wielding barbarian/fighter/EWM of doom, to see what the average damage output was. The attack sequence goes something like this, assuming level 12:
(+24,+24,+19,+14) for (2d4+21). This assumes armbands of might, strength 35 (+6 belt + reckless rage), a +1 weapon, weapon focus and spec, and the Exotic weapon master's flurry ability.

Now, average damage was over 200 for AC's 9 or below, but it quickly died off from there, down to only 134 points for AC 20 (still respectable!), and only 66 for AC 30.

I've heard comments that people have characters who do average damage over 200 points per round on a full attack. I'm wondering how this is done, just for my satisfaction.

Adding in +3 bardsong only increases the minimum threshold for 200 points to AC 14, while +3 bardsong and haste increases it to AC 22. Haste alone increases the threshold to 18.

I know that this threshold increases dramatically when using spikes or fires of purity or some other short term buff, so let's ignore those. Let's also ignore the inspire recklessness ability from a warchanter, and assume only +1 weapons; anybody can get more damage from a +5 vicious holy axiomatic flaming shocking corrosive weapon.

So, where do the numbers come from?

Cheers,


Jolyon
Lomiat

11-05-06, 10:26 AM
The numbers come from characters at higher levels and from PCs who play with tables that give out +5 GMW and flanks, aid, etc.

If the 200 HPs hits AC 14 with the additional +3 (from whatever source--bard song, Recitation, etc.), then it hits AC 21 when you add the additional +4 from GMW (+5) and 3 less power-attack because you have a weapon that deals an additional +2d6 (holy, vicious, etc.) for an average of 7 pts of damage with each hit.
clik_ml

11-05-06, 10:42 AM
It should be understood that usually when folks are talking about a full attack at the upper levels, some form of haste is expected. Anyone who doesn't have haste (or equivalent) is underperforming.

A common recipe is combining a pounce attack (say from 6 levels of Wildrunner) with shock trooper. So you get 2:1 power attack for full BAB on a full attack without losing any bonus to attack (so even the lower iterative attacks are likely to do the damage.

Other 200+ damage dealers are spirited charge users. Getting 200 damage per round is trivial for them.

Arcane Strike can help arcane fighters to get into the 200 neighborhood. Easily if they can channel spells. Even more easily if they enlarge person followed by polymorph self.

Rogues can be needing 50+ dice a round at times. With other bonus damage and enough extra attacks they too can deal horrendous damage.
Maesto

11-05-06, 11:11 AM
Hmm... indeed, adding in haste, +3 bardsong, and using a +4 vicious weapon will boost the threshold for 200 points of damage to AC 30. Wow; I didn't realise that those buffs helped so much. I should take haste more often.
_m_

11-05-06, 05:14 PM
of course there are several other common ways to kill things after you get over the 200 dmg mark, like massive damage, for example, or the straight kill spells: phantasmal killer, disitegrate, that sort of thing.