Keen & Improved Critical, Part 2
Back to SeanKReynolds.com home
There has been some discussion of my numbers and analysis in my original rant on this subject. Let's take
an absolutely basic approach and just compare the longsword to the
rapier. This table shows all of the math involved for Strength values
between 10 and 30.
- "1x Str Bonus" is just
the normal Strength bonus to damage for that Strength.
- "Crit Rate" is the rate
of crits for that weapon (longsword = 19-20 = 10%, rapier = 18-20 = 15%)
- "Ave Die Damage" is the
average damage of the base die (longsword = 1d8 = 4.5, rapier = 1d6 =
3.5).
- "Die Damage +1x Str" is
Ave Die Damage + 1x Str Bonus
- "Crit Bonus Damage (100%
confirmed)" is the average crit damage (which = "Die Damage +1x
Str") times the Crit Rate of the weapon. In other words, if your crit
rate is 10% (one in ten hits is a crit) and the average crit damage is
10 points, those 10 points averaged over all 10 hits equals +1 point
per hit. This assumes you always
confirm your critical hits; in other words, it's the ideal
situation for the critseeking player. In situations where you're not
always able to crit, your Crit Bonus Damage will reflect that (the next
three columns -- 75%, 50%, and 25% -- represent that).
- Note that because your iterative attacks are each 5 points
worse than the previous attack (+10/+5/+0, for example), the 75%, 50%,
and 25% columns reflect that reduced chance of confirming exactly,
assuming that your primary attack has a 100% chance of confirming the
crit.
- Note that you can't really be in a situation where you have a
100% chance to crit because a roll of 1 on a d20 always misses, but in
an idealized example we can ignore that small chance of failure to make
our tables cleaner.
- The columns then repeat similar data except that it's based on
using the weapon two-handed, and thus getting x1.5 Str Bonus.
Ok, here's the big giant table. The red numbers are the most important
part, because they show how much extra damage the weapon does because
of crits.
Table 1: Comparative
Possible Damage Modifiers for Crits in Longswords and Rapiers
| Weapon |
Str |
1x Str Bonus |
Crit Rate |
Ave Die Damage |
Die Damage + 1x Str |
Crit Bonus Damage
(100% confirmed) |
Crit Bonus Damage
(75% confirmed) |
Crit Bonus Damage
(50% confirmed) |
Crit Bonus Damage
(25% confirmed) |
1.5x Str Bonus |
Die Damage + 1.5x Str |
Crit Bonus Damage
(100% confirmed) |
Crit Bonus Damage
(75% confirmed) |
Crit Bonus Damage
(50% confirmed) |
Crit Bonus Damage
(25% confirmed) |
| Longsword |
10 |
0 |
10% |
4.5 |
4.5 |
0.45 |
0.3375 |
0.225 |
0.1125 |
0 |
4.5 |
0.45 |
0.3375 |
0.225 |
0.1125 |
| Rapier |
10 |
0 |
15% |
3.5 |
3.5 |
0.525 |
0.39375 |
0.2625 |
0.13125 |
0 |
3.5 |
0.525 |
0.39375 |
0.2625 |
0.13125 |
| Longsword |
12 |
1 |
10% |
4.5 |
5.5 |
0.55 |
0.4125 |
0.275 |
0.1375 |
1 |
5.5 |
0.55 |
0.4125 |
0.275 |
0.1375 |
| Rapier |
12 |
1 |
15% |
3.5 |
4.5 |
0.675 |
0.50625 |
0.3375 |
0.16875 |
1 |
4.5 |
0.675 |
0.50625 |
0.3375 |
0.16875 |
| Longsword |
14 |
2 |
10% |
4.5 |
6.5 |
0.65 |
0.4875 |
0.325 |
0.1625 |
3 |
7.5 |
0.75 |
0.5625 |
0.375 |
0.1875 |
| Rapier |
14 |
2 |
15% |
3.5 |
5.5 |
0.825 |
0.61875 |
0.4125 |
0.20625 |
3 |
6.5 |
0.975 |
0.73125 |
0.4875 |
0.24375 |
| Longsword |
16 |
3 |
10% |
4.5 |
7.5 |
0.75 |
0.5625 |
0.375 |
0.1875 |
4 |
8.5 |
0.85 |
0.6375 |
0.425 |
0.2125 |
| Rapier |
16 |
3 |
15% |
3.5 |
6.5 |
0.975 |
0.73125 |
0.4875 |
0.24375 |
4 |
7.5 |
1.125 |
0.84375 |
0.5625 |
0.28125 |
| Longsword |
18 |
4 |
10% |
4.5 |
8.5 |
0.85 |
0.6375 |
0.425 |
0.2125 |
6 |
10.5 |
1.05 |
0.7875 |
0.525 |
0.2625 |
| Rapier |
18 |
4 |
15% |
3.5 |
7.5 |
1.125 |
0.84375 |
0.5625 |
0.28125 |
6 |
9.5 |
1.425 |
1.06875 |
0.7125 |
0.35625 |
| Longsword |
20 |
5 |
10% |
4.5 |
9.5 |
0.95 |
0.7125 |
0.475 |
0.2375 |
7 |
11.5 |
1.15 |
0.8625 |
0.575 |
0.2875 |
| Rapier |
20 |
5 |
15% |
3.5 |
8.5 |
1.275 |
0.95625 |
0.6375 |
0.31875 |
7 |
10.5 |
1.575 |
1.18125 |
0.7875 |
0.39375 |
| Longsword |
22 |
6 |
10% |
4.5 |
10.5 |
1.05 |
0.7875 |
0.525 |
0.2625 |
9 |
13.5 |
1.35 |
1.0125 |
0.675 |
0.3375 |
| Rapier |
22 |
6 |
15% |
3.5 |
9.5 |
1.425 |
1.06875 |
0.7125 |
0.35625 |
9 |
12.5 |
1.875 |
1.40625 |
0.9375 |
0.46875 |
| Longsword |
24 |
7 |
10% |
4.5 |
11.5 |
1.15 |
0.8625 |
0.575 |
0.2875 |
10 |
14.5 |
1.45 |
1.0875 |
0.725 |
0.3625 |
| Rapier |
24 |
7 |
15% |
3.5 |
10.5 |
1.575 |
1.18125 |
0.7875 |
0.39375 |
10 |
13.5 |
2.025 |
1.51875 |
1.0125 |
0.50625 |
| Longsword |
26 |
8 |
10% |
4.5 |
12.5 |
1.25 |
0.9375 |
0.625 |
0.3125 |
12 |
16.5 |
1.65 |
1.2375 |
0.825 |
0.4125 |
| Rapier |
26 |
8 |
15% |
3.5 |
11.5 |
1.725 |
1.29375 |
0.8625 |
0.43125 |
12 |
15.5 |
2.325 |
1.74375 |
1.1625 |
0.58125 |
| Longsword |
28 |
9 |
10% |
4.5 |
13.5 |
1.35 |
1.0125 |
0.675 |
0.3375 |
13 |
17.5 |
1.75 |
1.3125 |
0.875 |
0.4375 |
| Rapier |
28 |
9 |
15% |
3.5 |
12.5 |
1.875 |
1.40625 |
0.9375 |
0.46875 |
13 |
16.5 |
2.475 |
1.85625 |
1.2375 |
0.61875 |
| Longsword |
30 |
10 |
10% |
4.5 |
14.5 |
1.45 |
1.0875 |
0.725 |
0.3625 |
15 |
19.5 |
1.95 |
1.4625 |
0.975 |
0.4875 |
| Rapier |
30 |
10 |
15% |
3.5 |
13.5 |
2.025 |
1.51875 |
1.0125 |
0.50625 |
15 |
18.5 |
2.775 |
2.08125 |
1.3875 |
0.69375 |
That's a lot of numbers. For a moment, let's simplify what we're
looking at to prove a point. From the above table, I derived the
average damage for both weapons for Strengths from 10 to 30 if you let keen and Improved Critical stack
Die Damage +1x Str plus Crit Bonus Damage (100%)
plus Crit Bonus Damage (100%)
and put the result into Table 2:
Table 2: Comparative Stacking Damage For Longsword and Rapier
| Weapon |
Str |
Str
1x, With keen and
Improved Crit stacking |
Str
1.5x, With keen and
Improved Crit
stacking |
| Longsword |
10 |
5.9 |
5.85 |
| Rapier |
10 |
5.1 |
5.08 |
| Longsword |
12 |
7.2 |
7.15 |
| Rapier |
12 |
6.5 |
6.53 |
| Longsword |
14 |
8.5 |
9.75 |
| Rapier |
14 |
8.0 |
9.43 |
| Longsword |
16 |
9.8 |
11.05 |
| Rapier |
16 |
9.4 |
10.88 |
| Longsword |
18 |
11.1 |
13.65 |
| Rapier |
18 |
10.9 |
13.78 |
| Longsword |
20 |
12.4 |
14.95 |
| Rapier |
20 |
12.3 |
15.23 |
| Longsword |
22 |
13.7 |
17.55 |
| Rapier |
22 |
13.8 |
18.13 |
| Longsword |
24 |
15.0 |
18.85 |
| Rapier |
24 |
15.2 |
19.58 |
| Longsword |
26 |
16.3 |
21.45 |
| Rapier |
26 |
16.7 |
22.48 |
| Longsword |
28 |
17.6 |
22.75 |
| Rapier |
28 |
18.1 |
23.93 |
| Longsword |
30 |
18.9 |
25.35 |
| Rapier |
30 |
19.6 |
26.83 |
From Table 2 you can see that even if you let keen and Improved Crit
stack, the one-handed longsword is still better than the one-handed
rapier until you reach Str 24, and the two-handed longsword is still
better than the two-handed rapier until you reach Str 18 (the points
where the rapier starts to do better are marked in red). In other
words, the rapier needs these two abilities to stack just to maintain
parity (i.e., "keep up") with the longsword; both are martial weapons
of the same size, and should therefore be about equal. Otherwise the
longsword's +1 damage relative to the rapier means it's consistently
doing more damage, and is therefore a better weapon.
Now back to Table 1.
Just by looking at the numbers, you can see that the Crit Bonus
Damage
(100%) doesn't average out to much ... in most cases, it's less than 2
points, and in all cases presented here it's less than 3 points. You
have to think of it in these terms:
- If I add keen to my
weapon, I'm adding the Crit Bonus Damage (100%) to every primary attack
I make with that weapon.
- If I take Improved Critical with that weapon, adding the Crit
Bonus Damage (100%) to every primary attack
I make with that weapon.
- If I add an energy property (flaming,
frost, shock, etc.) to my weapon, I'm
adding and average 3.5 damage to every primary attack I make with that
weapon.
- If I take Weapon Specialization with that weapon, I'm adding 2
damage to every primary attack I make with that weapon.
Let's take a look at points 3 and 4, keeping in mind the red numbers in
the table above:
Point 3 means that even for the guy with 30 Str and
using his weapon two-handed, the
energy property is better than keen (and they
havu the same plus-equivalent cost).
Point 4 means that for anyone with less than 30 Str
fighting one-handed or less than 24 Str fighting two-handed, Weapon Specialization is better than
Improved Critical. Even though WS is available much earlier (4th
level minimum) than IC (8th level minimum).
And remember
that we're just looking at the primary attack, where you have an
optimal, 100% confirmation of crits
scenario. The energy property and Weapon Specialization add the same
value to every single iterative attack that hits, while it becomes
harder and harder to confirm threats with your iterative attacks and
therefore your added average crit damage goes down with every iterative
attack.
So if you're using a rapier (the weapon that needs
stacking crit ranges to remain viable compared to the longsword, the
default weapon of the game), taking the
+1-equivalent keen property
is always a worse choice than
any energy
property.
And that's for the weapon with the best crit range in the game.
And that's with an optimal
(first) attack; your iterative attacks
are even more skewed in favor of the energy property.
And a significant number of creatures in the game
are completely immune to crits, making the advantage of keen/Improved Critical vanish (yes,
there are many creatures immune to one energy type or another, but
immunity to crits is far more common than immunity to energy types,
even immunity to fire).
That is why the rapier needs keen and Improved Critical to
stack. Without that stacking, it's weak compared to the longsword and
weak at what it's supposed to be good at (dealing extra damage from
crits). Even with that
stacking, its crit bonus is weak compared to standard energy property
damage (which costs the same as keen,
and isn't negated by 1/3 of the monsters in the game) and to the
available-earlier Weapon Specialization.
So let them stack already!