The 2d6 weapons narrowly pull ahead of the Greataxe, though the axe offers a stronger interaction with the Half-Orc racial ability and a greater weight to the higher end of damage results, which can be useful for inflicting higher concentration checks on spellcasters. 3.5 for a d6, 5.5 for a d10, and 6.5 for a d12, with E being the expected value or average of a successful hit with a weapon, not including attributes and other bonuses.ĮX: E = (1 + 2 + 3 + 4 + 5 + 6)/6 = 21/6 = 7/2 = 3.5 or Average Weapon Damage:Īll die have a uniform distribution, assuming they are fair, their average being the median of possible rolls. I’m going to focus on expected damage per hit- a whole series of articles could be written on the trade offs between damage types and interactions with various feats. A longsword wielded in two hands has a damage die of d10, the same a a glaive, but it can’t be used with Great Weapon Master (GWM) so it is harder to force higher concentration checks with it not all of this will apply. Specifically this will be an analysis of heavy two handed weapons. the bulk of your damage should have come from comboing with other traps to deal damage to them while they're in the air.Which two-handed weapon is best for a character to wield in 5e Dungeon & Dragons? Many nominally have the same or similar max damage but the dice used in rolling them have very different probability distributions, so even if the max damage is the same your average damage on hit is not. but then that fall damage is so minor it doesn't even matter. i've seen orcs die to the drop damage before or you just have them constantly landing on one another such that they dont take fall damage except for the one at the bottom. well then thats a bug on your end cuz I've gotten it to work plenty of times. I haven't even been able to get this aspect of the trap to actually work, this would be a bug as it's intended to work that way. People also need to learn to read posts as this is what I'm complaining about. thus this is one of the longest stunning traps out there. but that doesnt matter, the fact is they were in the air and are airborn and then fall, which by the way means they have to get back up, which is another 2 seconds. enemies that are lifted 7 squares up will take fall damage assuming they dont fall on another enemy. not to mention not all maps can use all traps efficiently either. it'll get boring if you just use the same traps over and over again, and if you're playing the scramble you'll bound to run into debuffs that will ruin your builds. People need to start thinking outside of the box to make great use of different traps. not to mention that since its a physical trap, there is no bat that is immune to it. need to slow them down so you can finish them off? or even kill them? well this does it. thus this is one of the longest stunning traps out there.Ĥ. so pair this up with dart spitters, wall chargers or anything that can damage them while in the air and you've just doubled your damage count.ģ. this means that the enemies are going to take double damage from anything that hits them. it lifts enemies into the air making them airborn. though of course it also depends on who triggers it.Ģ. a stun from anything is only 3 seconds long and with endless having CC reduction over time, this doesnt get reduced. it is a long duration stun for anything that is not very heavy or higher class, so light, medium and even heavy enemy types are basically stunned for 6-8 seconds depending on your upgrades. its sad that people dont seem to understand the value of the gravity pillar.ġ.
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