Math for Average Damage

Post/Author/DateTimePost
#1

gil_gwath

Oct 10, 2003 5:03:35
Here is the math needed to take into account all the variables such as the crit. threat range, the multiplier, the minimum number needed to hit, the bonus to damage (magical, for strength, etc.).

To start, just some definitions:

d: avg. damage for the given weapon (i.e. 3.5 for the shortsword, 4.5 for the longsword, 7 for the greatsword)
x: total sum of all bonuses to the damage due to strength, magic, masterworks, etc.
ToHit: minimal number needed with the d20 to hit the target, after all the modifications (i.e. for a character with a total attack bonus of +7 versus an AC of 15, ToHit = 8)
r: crit. threat range (i.e. for a 19/20 x3 weapon r = 2 because there are 2 numbers (19 and 20) that could make a crit; for a 20 x 4 weapon r = 1 because only 20 could make a crit)
m: crit. multiplier

Now that we are done with the definitions, can start the "math" part.

Damage on a normal hit: d+x<br /> Damage on a crit hit: m (d+x)<br /> Percentage of [i]normal[/i] hits: (21 &#8211; r &#8211; ToHit)/20<br /> Percentage of crit. [i][b]threat[/b][/i]: r/20<br /> <br /> BUT NOT ALL OF THESE WILL END LIKE A CRIT!<br /> So how many of these crit. threat are going to be [i]effectively crit[/i]?<br /> <br /> effectively crit: (21-ToHit)/20<br /> The rest are just [i]normal hits[/i]: (ToHit &#8211; 1)/20
#2

zombiegleemax

Nov 05, 2003 11:02:08
I have a massive excel sheet that is still stuck somewhere between 3.0 and 3.5; if you're interested in looking at it (to compare data or whatnot), let me know.

I need to take the time to make a website to host it but school has kept me busy.

Roger Shrubber