Showing posts with label DPR. Show all posts
Showing posts with label DPR. Show all posts

Monday, July 5, 2010

How much damage is a basic attack worth?

A while ago, we discussed some common methods for calculating the damage dealt by a character on average. However, it is common, particularly for leader classes, to have powers that deal a certain amount of damage and allow one or more allies to make an extra attack. Estimating the exact value of these powers is usually difficult, since it varies with party composition and the specific allies chosen. In today’s article, I’d like to provide some basic guidelines about how much damage to expect from a player character’s basic attack, depending on level.

Although the most immediate application is the evaluation of ‘extra attack’ powers, as mentioned above, knowing about average PC attacks can be useful in other ways. We could, for example, use it to estimate how painful it is for certain monsters to provoke opportunity attacks, or to study encounter duration across levels. I’ll take a look at this kind of issues in future posts.

Character stats

The following stats were chosen for this study. They are intended to include all the options that almost every character, regardless of role, normally takes: good ability scores, expertise feats, and feats to increase critical range at epic. Keep in mind that there is much room for improvement here, through specialized feats, paragon paths, and gear, but this should provide a good baseline. If your character is minimally competent at making basic attacks, he should perform at least as well as the numbers below show - or significantly better, if he focuses on boosting accuracy and damage.

Starting main ability score: 18. The character is assumed to make basic attacks with the best (main) ability score. For some classes or builds, this may require taking melee training at level 1. The ability modifier will increase at levels 8, 14, 21 and 28, as usual.

  • Attack: Weapon attack vs AC, +2 proficiency bonus, 1d10 damage die, or Implement attack vs For/Ref/Wil, 1d10 damage die. Both are equivalent.

  • Expertise: The character gains an appropiate expertise feat at level 5.

  • Magic Weapon/Implement: The character gains a +1 weapon/Implement at level 2, and upgrades it at levels 6,11,16,21 and 26. No special enchantments are taken into account, but the crit damage is 1d8 per plus.

  • Epic Tier: At level 21, the basic attack deals an extra d10 damage. Also, the critical hit range rises from 5% to 10% - this assumes the character takes a weapon mastery feat or its equivalent for the chosen implement/class.

In addition to these almost mandatory stats, we have considered the extremely common scenario where a character has a magic item granting item bonuses to damage, such as Iron Armbands of Power, Bracers of Archery, Staff of Ruin. We’ll provide damage values for both cases.


  • Option - Item bonus to damage: The character gains a +1 item bonus to damage at level 2, and increases it by 1 at levels 6,11,16,21 and 26.

Hit Damage

With the stats described above, we have the following damage progressions. Only average damage on a hit is considered:


Since these tables are a bit cumbersome, and damage increases very linearly, we could approximate the values with simple formulas:


BA Damage (levels 1-20) = 9 + 0.6*Lvl
BA Damage (levels 21-30) = 14 + 0.6*Lvl

BA Damage (Item bonus, levels 1-20) = 9 + 0.6*Lvl
BA Damage (Item bonus, levels 21-30) = 14 + 0.6*Lvl

As we can see in the figures below, the formulas don’t deviate too much from the previous table. As a reference, we have also included monster damage progression, as calculated here.




Since our basic attack represents the lower bound of a PC’s damage, we can see that players will usually deal more damage than monsters of their level, even before taking at-will or encounter powers into account. However, this will not be necessarily true with monsters from Monster Manual 3 and later books, since their damage is higher - though we still haven’t figured out the exact numbers.

Hit Rate

The following figure shows the attack bonuses for our character’s basic attacks throughout levels, and the corresponding hit rates. These have been calculated as explained here. As usual, the character is assumed to be attacking a skirmisher monster of his level. Note that attack bonuses correspond with an implement attack; a weapon attack vs AC would have bonuses higher by 2 points. The chance to hit is the same for weapon and implement attacks, nevertheless.


As you can see, hit rates average 60%, never deviating more than 5% from that, and it tends to be slightly better at heroic levels, and slightly worse at epic.

Damage per Round

The next step, then, is to translate this data into actual damage dealt. We talked in depth about Damage-per-Round calculations in a previous article. The simplified formula that applies here would be:


Average Damage= (Hit rate * Average Hit Damage) + Crit Rate * Extra Crit Damage

We are still missing crit rates and damage. The rates are easy enough - the baseline 1/20 chance for heroic and paragon tiers, which increases to 10% with the appropiate feats at epic. As for the extra damage on a crit, it should amount to 1d8 per plus of the weapon, plus whatever damage you gain from maximizing each d10 (which is worth 4.5 average damage).


The table below shows DPR for characters with and without item bonuses to damage:




Adding striker damage, two-handed weapons

There are a LOT of ways to improve a character’s damage and accuracy beyond the minimum levels provided here. As we explained above, it’s not practical to go into every possible combination, so I chose to go for a straightforward build that can nevertheless be useful as a practical benchmark. That said, there are two hugely frequent character choices that affect attack performance and I wanted to comment: striker damage features, and two-handed weapons.

When talking about striker features, I refer specifically to those that directly add extra damage. Although there is a variety of these, the typical feature grants an extra d6 per tier to the damage roll, or some equivalent amount.

As for two-handed weapons, there is obviously a wide variety of them, including superior weapons, so it’s not easy to settle for a set of stats. Since our one-handed weapon attack assumed a +2 proficiency, 1d10 damage weapon, I’ve gone for the direct damage upgrade without feat investment: a +2 proficiency, 2d6 damage weapon. This would deal an extra 1.5 damage per [W].

The table below shows the increases in hit damage and average damage per attack from these options:

Read More......

Monday, February 15, 2010

Character Math: Damage per round

Today I'm starting yet another article series, this time devoted to the calculation of a player character's statistics. The idea is to provide ways to measure and compare different aspects of a PC's performance, much like the post on attack and defense normalization, a while ago. I have a few cool formulas lying around to quantify stuff that hasn't really been explored in depth... but I should start from the beginning. So this post will focus on damage dealing, which is pretty much all that is looked at, nowadays. You will find some basic definitions and formulas, as well as guidelines for calculating damage in some common special scenarios.

Most message boards have adopted the term "Damage Per Round" (DPR) as a measure of the amount of damage that can be dealt during a game turn. Although I can't tell for sure where this expression originated, it does look awfully similar to the "Damage Per Second" (DPS) commonly used in MMORPGS.

Definitions
  • Damage per round (DPR): Average damage inflicted by a character to a single enemy in a round. It takes into account hit rates and extra damage from critical hits. DPR typically measures the abilities of a single character, so bonuses from other party members are ignored.

We usually clasify DPR in two types, depending on whether it involves a character using spendable resources or not: At-will DPR, and Nova DPR.

  • At-Will DPR: Damage per round that can be achieved by using exclusively at-will powers. Bonuses from daily or encounter effects do not apply, and spending of action points or other consumable resurces is not considered. Exceptionally, an encounter power granting encounter-lengh effects can be considered a valid modifier because of being permanently active.

    At-will DPR is the most commonly used metric in optimization boards. It isn't the most realistic estimation of actual PC damage, since the contribution of encounter and Daily powers is usually very significant. On the other hand, it's relatively straightforward to calculate, and a reliable indicator of damage in the worst case scenario for a damage dealing PC.
  • Nova DPR: Damage that can be dealt in a round with all the tools that a single character has at his disposal, including action points and daily powers. Used to measure a character's maximum offensive potential.
In addition, any DPR value can be against a single target (the default assumption) or against multiples (Area DPR).
  • Area DPR: When attacking multiple enemies, damage that can be dealt to each of these enemies in a round. Area DPR measurements should specify what kind of area or how many enemies can be covered: "Area DPR (area burst 1)" or "Area DPR (2 targets)".

Calculating DPR

The DPR of a character making a single attack each round is equal to the average damage of that attack. For scenarios with more than one attack per round, see below.

Average Damage of an attack.

The following calculations assume that a character is attacking a standard skirmisher monster of his own level. If you want to find out DPR values against different types of enemies, you will need to adjust Hit Rates accordingly.

Average Damage= (Hit rate * Average Hit Damage) + (1 - Hit Rate) * Average Miss Damage) + Crit Rate * Extra Crit Damage

Or, abbreviated:

AD= HR*Dh + (1-HR)*Dm + CR * Dc

  • Hit rate (HR), chance to hit a Skirmisher Monster of the same level. Can be calculated from here. If an attack has an intrinsic bonus to the attack roll, add it to the HR (+0,05 per extra point).

  • Crit Rate (CR), chance to score a critical hit.

    Roll to crit - Crit rate
    Crit on a 20 - 0.05
    Crit on 19-20 - 0.1
    Crit on 18-20 - 0.15

  • Average Hit Damage (Dh). To calculate, add the average value of all rolled dice, and any damage modifiers that apply.

    Die - Average value
    d4 - 2.5
    d6 - 3.5
    d8 - 4.5
    d10 -5.5
    d12 -6.5

    The Brutal property adds 0.5 to the average value of a die per point of brutal.

  • Average Miss Damage (Dm). Usually 0, but can be half the hit damage (Dh/2) for certain Daily attacks, or a fixed falue in certain cases.

  • Extra Crit Damage (Dc), or how much more damage is dealt by a critical hit, on average, in excess of the average damage of a normal hit.

    Dc = Dh - Average Crit Damage.

    (Average Crit Damage is the sum of all maximized damage dice, plus damage modifiers, plus extra crit dice).

Multiple attacks

When your character can make several attacks during a single round, calculate separately the average damage of each one and add them together.


Conditional attacks

When you have an attack that only triggers after hitting with a previous power, multiply that attack's Average Damage by the Hit Rate of the previous attack.

Attacks that trigger on conditions not completely under your control, such as a Fighter's Combat Challenge should not be considered on DPR calculations.

Automatic damage

If an attack deals automatic damage in addition to, or instead of a conventional attack roll, that damage is directly added to the total Average Damage.

Multiple rolls

If an attack allows you to roll twice and use the highest value, the effective Hit Rate and Crit Rate are increased. You can calculate these new values, HR' and CR' from the original HR and CR as follows:

HR' = HR * (1-HR)
CR' = CR * (1-CR)

Once-per-turn damage bonuses

Most striker classes have features that deal extra damage once per round. When calculating DPR, you can add this extra damage to Average Hit Damage only if you are making a single attack per round. When making multiple attacks, calculate this extra damage separately, as follows.

Striker damage contribution = Chance to hit once * average extra damage

The chance to hit once (H1) depends on the number of attacks and the Hit Rate HR:

2 attacks: H1= HR * (1-HR)
3 attacks: H1= 1 - (1-HR)*(1-HR)*(1-HR)
N attacks: H1 = 1 - ((1-HR) ^ N)
Read More......