Just wanted to get a second opinion I am doing this correctly (and feel free to add any additional thoughts, ideas, suggestions).
Created a 13th level (joining a game in progress) Fighter3/Sorcerer10 Half-Orc. He is a "protector/buffer" - virtually all his chosen spells are "self" or buffs for the party - Booming Blade, Green-Flame Blade, Light, Resistance, Spare the Dying, True Strike, Absorb Elements, Magic Missile, Shield, Hold Person, Mirror Image, Misty Step, Spiritual Weapon, Blink, Haste, Spirit Guardians, Greater Invisibility (Spell list is still evolving). ie. his CHA is low for a sorcerer, but does not come too much into play.
He is "Divine Soul" of Helm - basically a fighter that Helm wants to infuse with power, but he really just wants to be a simple warrior. He has a +2 greataxe (d12 +2 +4 str). Helm has given him metamagic quickened/twinned/subtle. Has Great Weapon Fighting style as well as Great Weapon Master feat. STR=18.
Trying to determine if I have this critical calculation down correctly for a hit with Booming blade. Battlemaster - so crits on 19-20, Savage Attacks so get's extra die damage after a crit. GWM so rerolls 1 or 2 on weapon dice and get's an extra attack after the crit too. Also -5 to attack and + 10 to damage option. Booming Blade 2d8 damage. Note...in our game, crits are MAX dice damage + roll the dice rule (not just rolling twice - nothing worse that a crit roll that is LOWER than an average hit!)
So...crit with battleaxe:
12 (maximum damage dice on battleaxe) +6 (weapon magic + STR) +1d12 (battleaxe crit dice extra rolls and reroll 1s or 2s) +1d12 (savage attacks extra die roll and reroll 1s or 2s) +16 (maximum booming blade dice) + 2d8 (booming blade crit dice)
I calculate this should work out to roughly 60 damage (0r 70 if I took -5 to attack) Not sure how to calculate AVERAGE of 2d12 with the 1/2 reroll on there. Anyone have a calculator for that?
In additional, get to take a bonus attack (if I have a bonus action available).
This gets even more complicated when you mix in quickened spell metamagic too!! In one round, can do a quickened Booming Blade attack + a regular Booming Blade attack I think, but then if I crit, would not get my bonus attack, correct?
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
Then we look at Booming Blade:
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
So damage calculations would be:
1d12 (greataxe normal)
1d12 (greataxe crit)
1d12 (half-orc savage attacks feature)
2d8 (booming blade initial at lvl 13)
2d8 (booming blade crit)
+6 (+str, +2 magic) (+ additional 10 if you used the Great Weapon Master feat)
And yes, you'd get a bonus action attack from Great Weapon Master on your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one.
Then again, you could simply use quickened spell on Booming Blade to make a second attack. You could even twin spell + quickened spell to make three attacks in a single turn. You could also consider getting 2 levels of Cleric (tempest) for Destructive Wrath shenanigans :P
Thanks to both of you for the double check. Yes, I understood he missed my comments about the house rule, but his math confirmed the overall number/process.
We started to houserule the crit MAX damage dice after in a major battle, one of our players, at a critical point in the game, rolled a critical hit, and ended up rolling two 1s (rolling less damage than a normal hit would have done), letting the boss creature get in another round with about 5 hp remaining - returning the favour using a legendary action to kill the player, then on the followup turn, critted AGAIN and killed ANOTHER player. The remaining PCs had to flee. We were all pissed.
Of course, being on the RECEIVING end of a DM crit roll hurts more too!
Anyways...the one thing I had math issues with is calculating average 2d12 (the 6.5 + 6.5) but taking into account getting to reroll a 1 or 2 on the first roll....I have just been using 14 (instead of 13), but not sure what the "real" math says. I have not found an online calculator that includes a reroll x dice x times feature.
Edit...just realized I can use: (3.5+3.5+3+4+5+6+7+8+9+10+11+12)/12 for the average = 6.83333
Anyways...the one thing I had math issues with is calculating average 2d12 (the 6.5 + 6.5) but taking into account getting to reroll a 1 or 2 on the first roll....I have just been using 14 (instead of 13), but not sure what the "real" math says. I have not found an online calculator that includes a reroll x dice x times feature.
Edit...just realized I can use: (3.5+3.5+3+4+5+6+7+8+9+10+11+12)/12 for the average = 6.83333
Why not (6.5+6.5+3+4+5+6+7+8+9+10+11+12)/12 for the average = 7.33333 for the average of 1d12 with reroll of 1s and 2s?
The formula for average damage increase with GWF style is as follows:
((s-2)d)/s, where d is the number of dice you are rolling and s is the size of the dice (dDs). This is an increase in damage.
total damage equals ((s-2)d)/s+ (d(1+s))/2, using the same variables.
remember that if you have multiple die sizes (such as from a magic weapon) that you can duplicate the formula and add them together to find out average (total or increase of) damage.
Thanks to both of you for the double check. Yes, I understood he missed my comments about the house rule, but his math confirmed the overall number/process.
We started to houserule the crit MAX damage dice after in a major battle, one of our players, at a critical point in the game, rolled a critical hit, and ended up rolling two 1s (rolling less damage than a normal hit would have done), letting the boss creature get in another round with about 5 hp remaining - returning the favour using a legendary action to kill the player, then on the followup turn, critted AGAIN and killed ANOTHER player. The remaining PCs had to flee. We were all pissed.
Of course, being on the RECEIVING end of a DM crit roll hurts more too!
Anyways...the one thing I had math issues with is calculating average 2d12 (the 6.5 + 6.5) but taking into account getting to reroll a 1 or 2 on the first roll....I have just been using 14 (instead of 13), but not sure what the "real" math says. I have not found an online calculator that includes a reroll x dice x times feature.
Edit...just realized I can use: (3.5+3.5+3+4+5+6+7+8+9+10+11+12)/12 for the average = 6.83333
Rogues LOVE this house rule too - it spikes quite quickly.
1d6 + 5 weapon (8.5 Ave)
6 (weapon crit)
10d6 sneak attack (35 Ave)
60 sneak attack crit
Total: 109.5 average damage on a crit. And they can do that an technically unlimited amount of times a day.
Edit:
Even better, an inquisitive rogue…
8.5 + 6 + 45.5 + 78 = 138 average damage
Assassins on a first strike and a failed Death Strike save?
(8.5 + 6 + 35 + 60) x 2 = 219 average damage
We are talking consistent one-round devestation. Haha.
The formula for average damage increase with GWF style is as follows:
((s-2)d)/s, where d is the number of dice you are rolling and s is the size of the dice (dDs). This is an increase in damage.
total damage equals ((s-2)d)/s+ (d(1+s))/2, using the same variables.
remember that if you have multiple die sizes (such as from a magic weapon) that you can duplicate the formula and add them together to find out average (total or increase of) damage.
Yes, which is why if you use the SAC version of GWF, it's unquestionably the worst style in the game. You need to be wielding a greatsword or maul to get more than +1 damage out of the style, and you'll never reach +2 damage. You want as many dice as possible, with fewer sides - d4s benefit the most, d12s the least. If your DM is generous and lets you play with the PHB version, that's you try to make GWF earn its keep.
The formula for average damage increase with GWF style is as follows:
((s-2)d)/s, where d is the number of dice you are rolling and s is the size of the dice (dDs). This is an increase in damage.
total damage equals ((s-2)d)/s+ (d(1+s))/2, using the same variables.
remember that if you have multiple die sizes (such as from a magic weapon) that you can duplicate the formula and add them together to find out average (total or increase of) damage.
Yes, which is why if you use the SAC version of GWF, it's unquestionably the worst style in the game. You need to be wielding a greatsword or maul to get more than +1 damage out of the style, and you'll never reach +2 damage. You want as many dice as possible, with fewer sides - d4s benefit the most, d12s the least. If your DM is generous and lets you play with the PHB version, that's you try to make GWF earn its keep.
Arguably, the only people using this style are also Greatsword wielding Champions. :) Given that a crit doubles the added damage (because it's rolling extra dice, and not a flat bonus), it edges out over Dueling's flat +2 when you crit. So for a greatsword, it goes from +1.6 to +3.2 damage on a crit. And if you're critting 10% of the time, that's not bad. It's effectively equivalent to +1.92 average damage, but probably more fun than a flat +2.
His character concept is that he started out as a Half-Orc Fighter, got to level 3 and became a Battle Master, and then turned into a Sorcerer with a +2 Greataxe, He's got Great Weapon Fighting style so he can that if he rolls a 1 or a 2 he gets a chance to roll better, and the Great Weapon Master Feat so he can take a -5 to hit and do 10 better damage. He took Half-Orc so he could get Savage Attacks so that when he got a crit, he could roll the damage twice and pick the best one to add to the damage of a critical hit.
All he needs is Str 15, Dex 15 Con of 11, Int 8 Wis 13, Cha 13
He said his initial character concept was to be a Cleric of Torm who got handed out a lot of power, he got it all right, but he's ungodly powerful. He's got Greater Invisibility, Spirit Guardians, Spiritual Weapon, Misty Step, Blink, Haste, Hold Person, and Magic Missile.
Greater Invisibility so he can get Surprise with the Hide Action, Hold Person so they have to stand there and take it, Haste so he can attack more often, Booming Blade in case they survive long enough to move, and Magic Missile so when they try to escape they take damage with no save, and Misty Step so he can escape being attacked.
He is all about doing more damage with something that only comes up 5% of the time. I'm not so good with Math, so someone else will need to calculate how much damage he does with a crit.
Just wanted to get a second opinion I am doing this correctly (and feel free to add any additional thoughts, ideas, suggestions).
Created a 13th level (joining a game in progress) Fighter3/Sorcerer10 Half-Orc. He is a "protector/buffer" - virtually all his chosen spells are "self" or buffs for the party - Booming Blade, Green-Flame Blade, Light, Resistance, Spare the Dying, True Strike, Absorb Elements, Magic Missile, Shield, Hold Person, Mirror Image, Misty Step, Spiritual Weapon, Blink, Haste, Spirit Guardians, Greater Invisibility (Spell list is still evolving). ie. his CHA is low for a sorcerer, but does not come too much into play.
He is "Divine Soul" of Helm - basically a fighter that Helm wants to infuse with power, but he really just wants to be a simple warrior. He has a +2 greataxe (d12 +2 +4 str). Helm has given him metamagic quickened/twinned/subtle. Has Great Weapon Fighting style as well as Great Weapon Master feat. STR=18.
Trying to determine if I have this critical calculation down correctly for a hit with Booming blade. Battlemaster - so crits on 19-20, Savage Attacks so get's extra die damage after a crit. GWM so rerolls 1 or 2 on weapon dice and get's an extra attack after the crit too. Also -5 to attack and + 10 to damage option. Booming Blade 2d8 damage. Note...in our game, crits are MAX dice damage + roll the dice rule (not just rolling twice - nothing worse that a crit roll that is LOWER than an average hit!)
So...crit with battleaxe:
12 (maximum damage dice on battleaxe)
+6 (weapon magic + STR)
+1d12 (battleaxe crit dice extra rolls and reroll 1s or 2s)
+1d12 (savage attacks extra die roll and reroll 1s or 2s)
+16 (maximum booming blade dice)
+ 2d8 (booming blade crit dice)
I calculate this should work out to roughly 60 damage (0r 70 if I took -5 to attack) Not sure how to calculate AVERAGE of 2d12 with the 1/2 reroll on there. Anyone have a calculator for that?
In additional, get to take a bonus attack (if I have a bonus action available).
This gets even more complicated when you mix in quickened spell metamagic too!! In one round, can do a quickened Booming Blade attack + a regular Booming Blade attack I think, but then if I crit, would not get my bonus attack, correct?
Might be doing something wrong....
Let's take it step by step:
Then we look at Booming Blade:
So damage calculations would be:
And yes, you'd get a bonus action attack from Great Weapon Master on your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one.
Then again, you could simply use quickened spell on Booming Blade to make a second attack. You could even twin spell + quickened spell to make three attacks in a single turn. You could also consider getting 2 levels of Cleric (tempest) for Destructive Wrath shenanigans :P
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
I'm pretty sure he said there is a house rule regarding crit damage for his home group....
Average roll on 2d12 is 13
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Missed that part, consider my answer as a RAW interpretation then :)
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Thanks to both of you for the double check. Yes, I understood he missed my comments about the house rule, but his math confirmed the overall number/process.
We started to houserule the crit MAX damage dice after in a major battle, one of our players, at a critical point in the game, rolled a critical hit, and ended up rolling two 1s (rolling less damage than a normal hit would have done), letting the boss creature get in another round with about 5 hp remaining - returning the favour using a legendary action to kill the player, then on the followup turn, critted AGAIN and killed ANOTHER player. The remaining PCs had to flee. We were all pissed.
Of course, being on the RECEIVING end of a DM crit roll hurts more too!
Anyways...the one thing I had math issues with is calculating average 2d12 (the 6.5 + 6.5) but taking into account getting to reroll a 1 or 2 on the first roll....I have just been using 14 (instead of 13), but not sure what the "real" math says. I have not found an online calculator that includes a reroll x dice x times feature.
Edit...just realized I can use: (3.5+3.5+3+4+5+6+7+8+9+10+11+12)/12 for the average = 6.83333
Why not (6.5+6.5+3+4+5+6+7+8+9+10+11+12)/12 for the average = 7.33333 for the average of 1d12 with reroll of 1s and 2s?
Booming Blade Crit does at your level does:
2d8 crit damage (16+2d8 using your system)
+ another 2d8 when they move.
The formula for average damage increase with GWF style is as follows:
((s-2)d)/s, where d is the number of dice you are rolling and s is the size of the dice (dDs). This is an increase in damage.
total damage equals ((s-2)d)/s+ (d(1+s))/2, using the same variables.
remember that if you have multiple die sizes (such as from a magic weapon) that you can duplicate the formula and add them together to find out average (total or increase of) damage.
Rogues LOVE this house rule too - it spikes quite quickly.
1d6 + 5 weapon (8.5 Ave)
6 (weapon crit)
10d6 sneak attack (35 Ave)
60 sneak attack crit
Total: 109.5 average damage on a crit. And they can do that an technically unlimited amount of times a day.
Edit:
Even better, an inquisitive rogue…
8.5 + 6 + 45.5 + 78 = 138 average damage
Assassins on a first strike and a failed Death Strike save?
(8.5 + 6 + 35 + 60) x 2 = 219 average damage
We are talking consistent one-round devestation. Haha.
Of course, NPC rogues now get real nasty too.
Yes, which is why if you use the SAC version of GWF, it's unquestionably the worst style in the game. You need to be wielding a greatsword or maul to get more than +1 damage out of the style, and you'll never reach +2 damage. You want as many dice as possible, with fewer sides - d4s benefit the most, d12s the least. If your DM is generous and lets you play with the PHB version, that's you try to make GWF earn its keep.
Arguably, the only people using this style are also Greatsword wielding Champions. :)
Given that a crit doubles the added damage (because it's rolling extra dice, and not a flat bonus), it edges out over Dueling's flat +2 when you crit.
So for a greatsword, it goes from +1.6 to +3.2 damage on a crit. And if you're critting 10% of the time, that's not bad. It's effectively equivalent to +1.92 average damage, but probably more fun than a flat +2.
His character concept is that he started out as a Half-Orc Fighter, got to level 3 and became a Battle Master, and then turned into a Sorcerer with a +2 Greataxe, He's got Great Weapon Fighting style so he can that if he rolls a 1 or a 2 he gets a chance to roll better, and the Great Weapon Master Feat so he can take a -5 to hit and do 10 better damage. He took Half-Orc so he could get Savage Attacks so that when he got a crit, he could roll the damage twice and pick the best one to add to the damage of a critical hit.
All he needs is Str 15, Dex 15 Con of 11, Int 8 Wis 13, Cha 13
He said his initial character concept was to be a Cleric of Torm who got handed out a lot of power, he got it all right, but he's ungodly powerful. He's got Greater Invisibility, Spirit Guardians, Spiritual Weapon, Misty Step, Blink, Haste, Hold Person, and Magic Missile.
Greater Invisibility so he can get Surprise with the Hide Action, Hold Person so they have to stand there and take it, Haste so he can attack more often, Booming Blade in case they survive long enough to move, and Magic Missile so when they try to escape they take damage with no save, and Misty Step so he can escape being attacked.
He is all about doing more damage with something that only comes up 5% of the time. I'm not so good with Math, so someone else will need to calculate how much damage he does with a crit.
<Insert clever signature here>