I plan on making a rogue character who later becomes the thief archtype.
So faar I am trying out the idea of a more classic rogue type, and I will list below so faar what skills and stats I have chosen to take or plan to take.
The current race I have is a custom one, so do mind I have acrobatics from it plus 2+ dex and 1 + to cha currently.
Three choices of stats :
10 str, 15 (17 in total after +2 racial), 14 con, 10 int, 10 wis, 13 cha (14 in total after +1 racial)
10 14 (16 in total after +2 racial), 14 con, 12 int, 12 wis, 11 cha (12 in total after +1 racial)
10 15(17 in totalt after + 2 racial), 14 con, 10 int, 12 wis, 11 cha (12 in total after + 1 racial)
I plan to take the following skills: Acrobatics (racial), deception and stealth (Bagground), sleight of hand, perception, atheltics, investigation,
Expertise: Stealth and Perception, level 6: Sleight of hand and thieves tools.
I am unsure whenever to duel wield or use a single weapon yet, maybe skirmish switching between melee and ranged.
I have chosen the Thief so faar to be more versatile and that I become able to do alot of funny things with fast hands in combat.
I like the idea of fast drawing knives and what not with a free hand and throw em at foes for sneak attack and what not.
My plan is to take the Squat Nimbleness feat to increase my dex by 1, and get expertise in atheltics to climb and do more of those rogue things.
I plan on takeing mobile afterwards.
I am playing a goblin like race, who is sort of a mix of halfling and goblin in a way.
___
Another idea is to going swashbuckler, but I have already played a straight up very fighty class last time played, so I wanna try something abit more "strange". Yet I am lured by idea of the swashbuckler too. - And they are great with two weapons.
I wonder tho if it is smart to put 15 in any stat, since it cost alot and not just 14 to get my 16 from my 2+, again, it goes well with my plan to take Squat Nimbleness :)
Your second set of stats seems most appropriate for what you are describing you want to do, based on skill selection. Your Perception Expertise could be helped with moving your 14 to Wisdom, but that lowers Hit Points and your Constitution save.
Your third set only makes sense when you take your Feat at 4th Level. It depends on how often you will be using your Investigation skill, if this is a good idea.
Dual Wielding is not necessary you best move as a Rogue. You will most likely want to use your bonus action to hide and try to setup a sneak attack. After a few levels, it is better (more damage) than a second attack.
Your second set of stats seems most appropriate for what you are describing you want to do, based on skill selection. Your Perception Expertise could be helped with moving your 14 to Wisdom, but that lowers Hit Points and your Constitution save.
Your third set only makes sense when you take your Feat at 4th Level. It depends on how often you will be using your Investigation skill, if this is a good idea.
Dual Wielding is not necessary you best move as a Rogue. You will most likely want to use your bonus action to hide and try to setup a sneak attack. After a few levels, it is better (more damage) than a second attack.
Roger that, so you say a thief gets more out of Wis and Int, then say cha? Decepetion and such seems very useful to have a 1+ to atleast.
We use investigation for search actions in our games, perception in spotting stuff. So if I wanna understand something or search for a longer period of time through something investigation will be used, so I have taken it as a skill cause it fitted my character :)
I am unsure if its wise to take 15 in a stat, but I REALLY like the squat nimblness feat so I can get expertise in atheltics :)
Dual wielding is a must in my opinion. Without it when you miss that first attack you do zero damage on your turn. Having another shot to do your sneak attack damage is super important. If you hit with your first attack, you are free to disengage or do whatever with your bonus action. Without that option to use your bonus action for another chance at sneak attack damage, your average damage per round decreases by a lot.
If you always can get advantage using your bonus action, it's basically the same damage per round (a little bit less) while eating opportunity attacks a lot. You can't attack, disengage, and hide in the same turn though so unless you take mobile you'll be opening yourself to opportunity attacks trying to attack and hide in the same turn. Also, your GM is going to have to allow you to do this. At best you can hide and move 15 feet then attack then move 15 more feet. Hiding from someone watching you only 15 feet away is going to require some convincing. If your GM is cool with this liberal use of hiding, this is what is going to happen. You sneak in and have to pass your stealth check against your targets passive perception check. If you succeed, you gain advantage on your attack and either hit or miss, then run away and getting hit by your opponents opportunity attack. You then move however many feet of movement you have left and try to hide. Then, on your next turn you have to pass your stealth check vs the targets active perception check and convince your GM that this is even possible and that you are unseen thus getting advantage. This also requires you take mobile or be a swashbuckler. Or you could just dual wield. How this would go. You sneak in and attack at advantage. If you hit, you use your bonus action to disengage and you back out. If you miss, you can decide if you'd rather use your bonus action to attack again or to disengage. Personally I like having the option of using the bonus action to deal damage. For rogues in the purposes of sneak attack damage, duel wielding is basically having advantage. Both roll 2D20 to see if you hit with sneak attack. Even if you do hit with your first attack, attacking again might cause you to roll a 20 which would allow you to double your sneak attack dice.
I guess all I'm saying is having the option is really important. You can still do all that attack run stealth repeat thing using two weapons and the damage differential is 1 average DPR due to using short swords instead of a rapier. The difference is that if you miss, you have another chance to attack with sneak attack. And if you think your opponent is almost dead, maybe just attacking again with your bonus action is the best option anyway. It simply gives you more options.
Dual wielding is a must in my opinion. Without it when you miss that first attack you do zero damage on your turn. Having another shot to do your sneak attack damage is super important. If you hit with your first attack, you are free to disengage or do whatever with your bonus action. Without that option to use your bonus action for another chance at sneak attack damage, your average damage per round decreases by a lot.
You are saying just use your bonus action to make a second attack, pickup the Feat "Dual Wielder" at 4th level, rather than "Two-Weapon Fighting" from a dip in Fighter/Ranger or Extra attack from 5 levels of Fighter/Ranger/etc?
It probably matters about your assumptions.
Assume a target AC15, +5 to Hit (Levels 1-4), so probability to hit is 75%(from Advantage)/50%(base), base attack damage is 1d6+3 (6.5), and sneak attack damage is 2d6 (7).
1) For a true sneak attack, as a Hide (Stealth) roll followed by the Attack / rather than for when your Ally/Allies are there:
a) Using sneak attack+hide:
0.75x(6.5+7) = 10.125 per round;
= Average of 40.5 damage in 4 rounds (4x10.125)
b) Sneak attack+dual wield(Feat):
i) One round of sneak attack and bonus attack, then 3 rounds of just attack and bonus attack
ii) One round of sneak attack and bonus attack, then a normal attack and bonus hide, then sneak attack and bonus attack, then a normal attack and bonus hide
ii) One round of sneak attack and bonus attack, then a normal attack and bonus hide, then sneak attack and bonus attack, then a normal attack and bonus hide
= Average of 23.5 damage in 4 rounds (8.5+3.25+8.5+3.25)
Based on this, it looks like sneak+hide does better damage than dual wield when going for more than 1 round. Unless I have a math error (possible) or maybe you assume a missed attack doesn't ruin surprise/sneak attack.
If you always can get advantage using your bonus action, it's basically the same damage per round (a little bit less) while eating opportunity attacks a lot. You can't attack, disengage, and hide in the same turn though so unless you take mobile you'll be opening yourself to opportunity attacks trying to attack and hide in the same turn. Also, your GM is going to have to allow you to do this. At best you can hide and move 15 feet then attack then move 15 more feet. Hiding from someone watching you only 15 feet away is going to require some convincing. If your GM is cool with this liberal use of hiding, this is what is going to happen. You sneak in and have to pass your stealth check against your targets passive perception check. If you succeed, you gain advantage on your attack and either hit or miss, then run away and getting hit by your opponents opportunity attack. You then move however many feet of movement you have left and try to hide. Then, on your next turn you have to pass your stealth check vs the targets active perception check and convince your GM that this is even possible and that you are unseen thus getting advantage. This also requires you take mobile or be a swashbuckler. Or you could just dual wield. How this would go. You sneak in and attack at advantage. If you hit, you use your bonus action to disengage and you back out. If you miss, you can decide if you'd rather use your bonus action to attack again or to disengage. Personally I like having the option of using the bonus action to deal damage. For rogues in the purposes of sneak attack damage, duel wielding is basically having advantage. Both roll 2D20 to see if you hit with sneak attack. Even if you do hit with your first attack, attacking again might cause you to roll a 20 which would allow you to double your sneak attack dice.
I guess all I'm saying is having the option is really important. You can still do all that attack run stealth repeat thing using two weapons and the damage differential is 1 average DPR due to using short swords instead of a rapier. The difference is that if you miss, you have another chance to attack with sneak attack. And if you think your opponent is almost dead, maybe just attacking again with your bonus action is the best option anyway. It simply gives you more options.
Okay. I think I understand what you are saying. . I need to look at the math again. But not tonight.
Dual wielding is a must in my opinion. Without it when you miss that first attack you do zero damage on your turn. Having another shot to do your sneak attack damage is super important. If you hit with your first attack, you are free to disengage or do whatever with your bonus action. Without that option to use your bonus action for another chance at sneak attack damage, your average damage per round decreases by a lot.
You are saying just use your bonus action to make a second attack, pickup the Feat "Dual Wielder" at 4th level, rather than "Two-Weapon Fighting" from a dip in Fighter/Ranger or Extra attack from 5 levels of Fighter/Ranger/etc?
It probably matters about your assumptions.
Assume a target AC15, +5 to Hit (Levels 1-4), so probability to hit is 75%(from Advantage)/50%(base), base attack damage is 1d6+3 (6.5), and sneak attack damage is 2d6 (7).
1) For a true sneak attack, as a Hide (Stealth) roll followed by the Attack / rather than for when your Ally/Allies are there:
a) Using sneak attack+hide:
0.75x(6.5+7) = 10.125 per round;
= Average of 40.5 damage in 4 rounds (4x10.125)
b) Sneak attack+dual wield(Feat):
i) One round of sneak attack and bonus attack, then 3 rounds of just attack and bonus attack
ii) One round of sneak attack and bonus attack, then a normal attack and bonus hide, then sneak attack and bonus attack, then a normal attack and bonus hide
ii) One round of sneak attack and bonus attack, then a normal attack and bonus hide, then sneak attack and bonus attack, then a normal attack and bonus hide
= Average of 23.5 damage in 4 rounds (8.5+3.25+8.5+3.25)
Based on this, it looks like sneak+hide does better damage than dual wield when going for more than 1 round. Unless I have a math error (possible) or maybe you assume a missed attack doesn't ruin surprise/sneak attack.
How are you calculating it differently?
Well one thing I see right off the bat is that if you have 15 AC and +5 to hit, then rolls 1-9 are misses, roles 10-20 are hits. That's 55% to hit normal attack and 77% with advantage. Just to keep things consistent, I'll assume 16 AC and +5 to hit. That works out to 50% and 75% respectively. Also, you do not need anything special for dual wielding light weapons RAW. "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative."
I'm not 100% following your math but that is ok. I'll just throw out how I'm doing the math. I am also going to include critical hits because I think that is important for a rogue. Rolling all your sneak attack dice twice is awesome. I'm not going to go too into the math but I'll try to explain the methodology.
Rolling 1d20 (normal 1 handed attack), the critical percent for your sneak attack is 5%.
Rolling 2d20 (advantage wielding a 1 hand weapon or attacking with two weapons), the critical percent for your sneak attack is9.8%.
Rolling 4d20 (advantage attacking with two weapons) the critical percent for your sneak attack is 18.5%
I'm not going show the work :P but basically these are the odd of rolling a 20 at least once when rolling the given number of d20s.
The reason this is important?
1 attack - .45 (7) + .05 (7*2) = 3.9 average Sneak Attack Damage per round
1 attack at Advantage - .75(7) + .05(7*2) = 5.9 average Sneak Attack Damage per round
1 Attack 1 Bonus attack - .652(7) + .098(7*2) = 5.9 average Sneak Attack Damage per round
1 Attack 1 Bonus attack at Advantage - ..755(7) + .185(7*2) = 7.9 average Sneak Attack Damage per round
These numbers begin to tell the story of why fighting with two short swords is optimal.
When you include the weapons and Ability Modifer (Dex 4), here is the average DPR:
1 attack using 1d8 - 8.3
1 attack at Advantage using 1d8 - 12.8
1 Attack 1 Bonus attack using 1d6s - 13.8
1 Attack 1 Bonus attack at Advantage using 1d6s - 17.8
1 Attack and if that misses, 1 bonus attack at Advantage 1d6s (best analogy if you're always trying to attack + Hide in a turn) - 12.6
One very important thing is this does not take into failing stealth checks at all. If a target is doing an active perception check at +3 vs your stealth check at +9, you're going to fail that 26% of the time. This math doesn't take that into account. This is just one round where you succeed in your stealth check. It also assumes when not in stealth you will always get your sneak attack damage by some other means (which is generally pretty easy).
That's the average damage per round at level 4. This does not include magic items or anything like that. It's just 1 rapier vs 2 short swords and with the sneak attacks.
The math is basically (crit chance * average damage) + (hit chance * average damage) + Average sneak attack damage + average ability modifier. For example, 1 attack using 1d8 is (.05*4.5*2)+(.45*4.5)+(.05*7*2)+(.45*7)+(.5*4)= 8.325. The math for that last requires too much work for me to care to type out.
These differences are fairly close at level 4. The difference between 1 hand at advantage vs 2 hands but only using the bonus attack if the main attack misses at advantage is only ~.2 with the advantage going to 1 hand at advantage. However, once we add some more sneak attack dice, the damage disparity grows to the advantage of the latter. At level 9 the difference between the two is 3.7 (21.7 vs 25.4). That's a difference of 15% more damage attacking with 2 weapons and only hiding when you hit with your main attack..
TL:DR - The best way to deal the most damage is to use your bonus action to gain advantage from stealth whenever you Hit with your main attack. Doing this would still require a GM that allows you to hide 15 feet from an enemy when they're looking right at you (which they probably shouldn't in most every situation) and always pass your stealth check. Under normal situations where you can't always hide and always pass your stealth check, the best option is to just stand in the fray and attack with both weapons.
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So faar I am trying out the idea of a more classic rogue type, and I will list below so faar what skills and stats I have chosen to take or plan to take.
The current race I have is a custom one, so do mind I have acrobatics from it plus 2+ dex and 1 + to cha currently.
Three choices of stats :
10 str, 15 (17 in total after +2 racial), 14 con, 10 int, 10 wis, 13 cha (14 in total after +1 racial)
10 14 (16 in total after +2 racial), 14 con, 12 int, 12 wis, 11 cha (12 in total after +1 racial)
10 15(17 in totalt after + 2 racial), 14 con, 10 int, 12 wis, 11 cha (12 in total after + 1 racial)
I plan to take the following skills: Acrobatics (racial), deception and stealth (Bagground), sleight of hand, perception, atheltics, investigation,
Expertise: Stealth and Perception, level 6: Sleight of hand and thieves tools.
I am unsure whenever to duel wield or use a single weapon yet, maybe skirmish switching between melee and ranged.
I have chosen the Thief so faar to be more versatile and that I become able to do alot of funny things with fast hands in combat.
I like the idea of fast drawing knives and what not with a free hand and throw em at foes for sneak attack and what not.
My plan is to take the Squat Nimbleness feat to increase my dex by 1, and get expertise in atheltics to climb and do more of those rogue things.
I plan on takeing mobile afterwards.
I am playing a goblin like race, who is sort of a mix of halfling and goblin in a way.
___
Another idea is to going swashbuckler, but I have already played a straight up very fighty class last time played, so I wanna try something abit more "strange". Yet I am lured by idea of the swashbuckler too. - And they are great with two weapons.
I wonder tho if it is smart to put 15 in any stat, since it cost alot and not just 14 to get my 16 from my 2+, again, it goes well with my plan to take Squat Nimbleness :)
I would like to ask what stats row you folks would recommend tho! I have three suggestions so faar :D
10 str, 15 (17 in total after +2 racial), 14 con, 10 int, 10 wis, 13 cha (14 in total after +1 racial)
10 14 (16 in total after +2 racial), 14 con, 12 int, 12 wis, 11 cha (12 in total after +1 racial)
10 15(17 in totalt after + 2 racial), 14 con, 10 int, 12 wis, 11 cha (12 in total after + 1 racial)
The uneven 15 could go well with squat nimbleness :)
However! I am unsure whever to go int, wis, or cha. Ofcourse I am thinking strongly of atleast having +1 in cha :)
For the three sets of stats:
Your first set would better fit a Swashbuckler.
Your second set of stats seems most appropriate for what you are describing you want to do, based on skill selection. Your Perception Expertise could be helped with moving your 14 to Wisdom, but that lowers Hit Points and your Constitution save.
Your third set only makes sense when you take your Feat at 4th Level. It depends on how often you will be using your Investigation skill, if this is a good idea.
Dual Wielding is not necessary you best move as a Rogue. You will most likely want to use your bonus action to hide and try to setup a sneak attack. After a few levels, it is better (more damage) than a second attack.
Roger that, so you say a thief gets more out of Wis and Int, then say cha? Decepetion and such seems very useful to have a 1+ to atleast.
We use investigation for search actions in our games, perception in spotting stuff. So if I wanna understand something or search for a longer period of time through something investigation will be used, so I have taken it as a skill cause it fitted my character :)
I am unsure if its wise to take 15 in a stat, but I REALLY like the squat nimblness feat so I can get expertise in atheltics :)
Dual wielding is a must in my opinion. Without it when you miss that first attack you do zero damage on your turn. Having another shot to do your sneak attack damage is super important. If you hit with your first attack, you are free to disengage or do whatever with your bonus action. Without that option to use your bonus action for another chance at sneak attack damage, your average damage per round decreases by a lot.
If you always can get advantage using your bonus action, it's basically the same damage per round (a little bit less) while eating opportunity attacks a lot. You can't attack, disengage, and hide in the same turn though so unless you take mobile you'll be opening yourself to opportunity attacks trying to attack and hide in the same turn. Also, your GM is going to have to allow you to do this. At best you can hide and move 15 feet then attack then move 15 more feet. Hiding from someone watching you only 15 feet away is going to require some convincing. If your GM is cool with this liberal use of hiding, this is what is going to happen. You sneak in and have to pass your stealth check against your targets passive perception check. If you succeed, you gain advantage on your attack and either hit or miss, then run away and getting hit by your opponents opportunity attack. You then move however many feet of movement you have left and try to hide. Then, on your next turn you have to pass your stealth check vs the targets active perception check and convince your GM that this is even possible and that you are unseen thus getting advantage. This also requires you take mobile or be a swashbuckler. Or you could just dual wield. How this would go. You sneak in and attack at advantage. If you hit, you use your bonus action to disengage and you back out. If you miss, you can decide if you'd rather use your bonus action to attack again or to disengage. Personally I like having the option of using the bonus action to deal damage. For rogues in the purposes of sneak attack damage, duel wielding is basically having advantage. Both roll 2D20 to see if you hit with sneak attack. Even if you do hit with your first attack, attacking again might cause you to roll a 20 which would allow you to double your sneak attack dice.
I guess all I'm saying is having the option is really important. You can still do all that attack run stealth repeat thing using two weapons and the damage differential is 1 average DPR due to using short swords instead of a rapier. The difference is that if you miss, you have another chance to attack with sneak attack. And if you think your opponent is almost dead, maybe just attacking again with your bonus action is the best option anyway. It simply gives you more options.
If you play a "Faceman" Rogue, then Cha becomes more important. But you pretty much have to decide what you are going to focus on besides Dexterity:
Strength if you are a climbing second story type Thief (Athletics)
Intelligence if you are a planning and puzzle solving (including how to open secret doors) type Thief (Investigation)
Wisdom if you are the keen senses (find the traps and secret doors) type Thief (Perception)
Charisma if you are the Faceman type Thief (Deception, Insight, Intimidation).
If squat nimbleness fits your character concept, go with it.
You are saying just use your bonus action to make a second attack, pickup the Feat "Dual Wielder" at 4th level, rather than "Two-Weapon Fighting" from a dip in Fighter/Ranger or Extra attack from 5 levels of Fighter/Ranger/etc?
It probably matters about your assumptions.
Assume a target AC15, +5 to Hit (Levels 1-4), so probability to hit is 75%(from Advantage)/50%(base), base attack damage is 1d6+3 (6.5), and sneak attack damage is 2d6 (7).
1) For a true sneak attack, as a Hide (Stealth) roll followed by the Attack / rather than for when your Ally/Allies are there:
a) Using sneak attack+hide:
0.75x(6.5+7) = 10.125 per round;
= Average of 40.5 damage in 4 rounds (4x10.125)
b) Sneak attack+dual wield(Feat):
i) One round of sneak attack and bonus attack, then 3 rounds of just attack and bonus attack
- round 1: 0.75x(6.5+7) + 0.75x(3.5) = (10.125 + 2.625) = 12.75
- rounds 2-4: 0.5x(6.5) + 0.5x(3.5) = (3.25+1.75) = 5
= Average of 27.75 damage in 4 rounds (12.75+3x5)
ii) One round of sneak attack and bonus attack, then a normal attack and bonus hide, then sneak attack and bonus attack, then a normal attack and bonus hide
- round 1: 0.75x(6.5+7) + 0.75x(3.5) = (10.125 + 2.625) = 12.75
- round 2: 0.5x(6.5) = 3.25
- round 3: 0.75x(6.5+7) + 0.75x(3.5) = (10.125 + 2.625) = 12.75
- round 4: 0.5x(6.5) = 3.25
= Average of 32 damage in 4 rounds (12.75+3.25+12.75+3.25)
2) For when you are with your ally/allies engaging the opponent:
a) Using sneak attack+hide:
0.5x(6.5+7) = 6.75 per round;
= Average of 27 damage in 4 rounds (4x6.75)
b) Sneak attack+dual wield(Feat):
i) One round of sneak attack and bonus attack, then 3 rounds of just attack and bonus attack
- round 1: 0.5x(6.5+7) + 0.5x(3.5) = (6.75 + 1.75) = 8.5
- rounds 2-4: 0.5x(6.5) + 0.5x(3.5) = (3.25+1.75) = 5
= Average of 23.5 damage in 4 rounds (8.5+3x5)
ii) One round of sneak attack and bonus attack, then a normal attack and bonus hide, then sneak attack and bonus attack, then a normal attack and bonus hide
- round 1: 0.5x(6.5+7) + 0.5x(3.5) = (6.75 + 1.75) = 8.5
- round 2: 0.5x(6.5) = 3.25
- round 3: 0.5x(6.5+7) + 0.5x(3.5) = (6.75 + 1.75) = 8.5
- round 4: 0.5x(6.5) = 3.25
= Average of 23.5 damage in 4 rounds (8.5+3.25+8.5+3.25)
Based on this, it looks like sneak+hide does better damage than dual wield when going for more than 1 round. Unless I have a math error (possible) or maybe you assume a missed attack doesn't ruin surprise/sneak attack.
How are you calculating it differently?
Okay. I think I understand what you are saying. . I need to look at the math again. But not tonight.
Well one thing I see right off the bat is that if you have 15 AC and +5 to hit, then rolls 1-9 are misses, roles 10-20 are hits. That's 55% to hit normal attack and 77% with advantage. Just to keep things consistent, I'll assume 16 AC and +5 to hit. That works out to 50% and 75% respectively. Also, you do not need anything special for dual wielding light weapons RAW. "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative."
I'm not 100% following your math but that is ok. I'll just throw out how I'm doing the math. I am also going to include critical hits because I think that is important for a rogue. Rolling all your sneak attack dice twice is awesome. I'm not going to go too into the math but I'll try to explain the methodology.
I'm not going show the work :P but basically these are the odd of rolling a 20 at least once when rolling the given number of d20s.
The reason this is important?
These numbers begin to tell the story of why fighting with two short swords is optimal.
When you include the weapons and Ability Modifer (Dex 4), here is the average DPR:
One very important thing is this does not take into failing stealth checks at all. If a target is doing an active perception check at +3 vs your stealth check at +9, you're going to fail that 26% of the time. This math doesn't take that into account. This is just one round where you succeed in your stealth check. It also assumes when not in stealth you will always get your sneak attack damage by some other means (which is generally pretty easy).
That's the average damage per round at level 4. This does not include magic items or anything like that. It's just 1 rapier vs 2 short swords and with the sneak attacks.
The math is basically (crit chance * average damage) + (hit chance * average damage) + Average sneak attack damage + average ability modifier. For example, 1 attack using 1d8 is (.05*4.5*2)+(.45*4.5)+(.05*7*2)+(.45*7)+(.5*4)= 8.325. The math for that last requires too much work for me to care to type out.
These differences are fairly close at level 4. The difference between 1 hand at advantage vs 2 hands but only using the bonus attack if the main attack misses at advantage is only ~.2 with the advantage going to 1 hand at advantage. However, once we add some more sneak attack dice, the damage disparity grows to the advantage of the latter. At level 9 the difference between the two is 3.7 (21.7 vs 25.4). That's a difference of 15% more damage attacking with 2 weapons and only hiding when you hit with your main attack..
TL:DR - The best way to deal the most damage is to use your bonus action to gain advantage from stealth whenever you Hit with your main attack. Doing this would still require a GM that allows you to hide 15 feet from an enemy when they're looking right at you (which they probably shouldn't in most every situation) and always pass your stealth check. Under normal situations where you can't always hide and always pass your stealth check, the best option is to just stand in the fray and attack with both weapons.