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MELEE FEATS - Flurry vs. Power Attack (and Critical Strike, Too)
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The debate for Power Attack versus Flurry is just as complicated. Power
Attack gives you a set damage bonus at the expense of -3 to your attack
bonus, with Master level giving a +10 damage bonus. This is pretty decent
damage, but it doesn't scale with your weapons, and you'll hit less often
with the AB penalty, so by the time you reach lightsabers and other high-
level melee weapons, the extra attack you get with Master Flurry will more
than compensate in damage than the +10 from Master Power Attack -- for a
standard single weapon attack, at least. Once you factor in more attacks,
things get more complicated...
First, let's consider the trusty vibroblade again and calculate average
damage between flurry and power attack.
| Average damage/round with 1-10 vibroblade,
| 19-20/x2 threat range
|
| --------Flurry feat-------
Chance | One Weapon Normal Improved Master
Diff To Hit | (0) (-4/-4) (-2/-2) (-1/-1)
---- ------ | ---------- ------- -------- -------
2 95% | 5.75 9.08 10.29 10.89
5 80% | 4.84 7.26 8.47 9.08
8 65% | 3.93 5.45 6.66 7.26
11 50% | 3.03 3.63 4.84 5.45
14 35% | 2.12 1.82 3.03 3.63
17 20% | 1.21 0.00 1.21 1.82
20 5% | 0.29 0.00 0.00 0.00
|
|
| -----------Power Attack feat----------
Chance | One Weapon Normal Improved Master
Diff To Hit | (0) (-3,+5 dmg) (-3,+8 dmg) (-3,+10 dmg)
---- ------ | ---------- ----------- ----------- ------------
2 95% | 5.75 9.24 11.88 13.64
5 80% | 4.84 7.51 9.65 11.08
8 65% | 3.93 5.78 7.43 8.53
11 50% | 3.03 4.04 5.20 5.97
14 35% | 2.12 2.31 2.97 3.41
17 20% | 1.21 0.55 0.71 0.81
20 5% | 0.29 0.00 0.00 0.00
With a standard vibroblade, Power Attack does better against lower defense
enemies, as advertised, not really losing effectiveness until higher
defenses. Now let's consider a more powerful weapon, such as a lightsaber,
which does 2-16 damage with a 19-20 x2 threat range. We'll save some space
and just consider the Master version of each feat.
| Average damage/round with 2-16 lightsaber,
| 19-20/x2 threat range
|
Chance | One Weapon Master Flurry Master Power Attack
Diff To Hit | (0) (-1/-1) (-3,+10 damage)
---- ------ | ---------- -------- -------------------
2 95% | 9.41 17.82 16.72
5 80% | 7.92 14.85 13.59
8 65% | 6.44 11.88 10.45
11 50% | 4.95 8.91 7.32
14 35% | 3.47 5.94 4.18
17 20% | 1.98 2.97 1.00
20 5% | 0.47 0.00 0.00
Here Master Flurry beats out on Master Power Attack at every level, and the
difference increases as the opponent's defense increases. What happened?
The main difference here is the damage that the lightsaber does, an average
of 9 points of damage normally. Since the weapon does more damage, the
second attack that Flurry provides also does more damage. Factor in
Strength bonuses or specialization for extra damage per attack, plus
possible special effects such as stun per attack, and Flurry pulls farther
ahead.
This illustrates the weakness inherent in Power Attack: the extra damage
given by the attack doesn't scale with the power of the weapon. Power
attacks will always dish out an extra 10 damage, but your weapon may do
more than that on average as you gain better equipment, thus allowing
flurries to eventually surpass power attacks in terms of damage. The -3
penalty that power attacks impose also never improves, further limiting
Power Attack's scalability.
Of course, Flurry has its own disadvantages. The -4 to both attack and
defense to start is nothing to sneeze at, either, so at least take
Improved, if not Master, for the Flurry series if you're going to use it,
to reduce both the penalty to hit and the defensive penalty. Note that
Master isn't necessary when using a single weapon; take Dueling first,
since it'll give you a permanent +1 attack and defense and will make up for
the difference between Improved and Master Flurry. Of course, if you've
already mastered Dueling and don't have anywhere else to put your feats,
mastering Flurry won't hurt...
However, the tables turn somewhat when considering multiple attacks through
dual wield or speed powers:
| Average damage/round with two 1-10 vibroblades,
| 19-20/x2 threat range, master two-weapon fighting
|
Chance | Two Weapons Master Flurry Master Power Attack
Diff To Hit | (0/-2) (-1/-1/-3) (-3/-5,+10/+10 damage)
---- ------ | ----------- ------------- ----------------------
2 95% | 10.89 15.73 25.58
5 80% | 9.08 13.01 20.46
8 65% | 7.26 10.29 15.35
11 50% | 5.45 7.56 10.23
14 35% | 3.63 4.84 5.12
17 20% | 1.82 2.10 0.81
20 5% | 0.29 0.00 0.00
While Flurry always adds one attack, Power Attack applies to *each* attack.
Thus, when using two weapons, Power Attack adds +10 for both attacks, and
thus a potential +20 total. Of course, the -3 penalty still applies for
each attack, thus making Power Attack unusable against higher defense
opponents, but at lower differences Power Attack easily outstrips Flurry.
This difference gets larger as more attacks are added (Jedi powers); Flurry
continues to add only one attack, but Power Attack adds its damage bonus to
each new attack. A Jedi wielding a double-bladed lightsaber or two
lightsabers with Master Speed and Master Power Attack could potentially do
a whopping extra +40 damage each round!
So, the lesson here is that the preferred feat depends on how many attacks
you have:
Flurry's relative effectiveness decreases as you add more attacks, while
Power Attack's effectiveness increases.
For single weapons, Flurry will give a nice extra attack for (eventually)
minimal cost in attack and defense. With more attacks due to double
weapons or powers, the advantage of an extra attack decreases. Power
Attack has a larger, and permanent, attack penalty, and the damage doesn't
scale, but it applies for every attack you make, so those wielding two
weapons and Jedi planning to get extra attacks from the Speed powers can do
some major damage when buffed.
So where does Critical Strike fit in? In terms of damage it can't compete
to Flurry or Power Attack. This is because even with Master Critical
Strike and a 19-20 threat range weapon, you'll only threaten for a critical
hit on 11-20, or 50% of the time, and even then you have to make the second
roll to hit the target again, which further reduces your chances of scoring
double damage. Here we'll compare average damage for a standard vibroblade
between the three feats:
| Average damage/round with 1-10 vibroblade,
| 19-20/x2 threat range
|
| Master Master Master
Chance | One Weapon Critical Strike Flurry Power Attack
Diff To Hit | (0) (0, 13-20/X2 TR) (-1/-1) (-3, +10 dmg)
---- ------ | ---------- ------------------ ------- -------------
2 95% | 5.75 7.32 10.89 13.64
5 80% | 4.84 6.16 9.08 11.08
8 65% | 3.93 5.01 7.26 8.53
11 50% | 3.03 3.85 5.45 5.97
14 35% | 2.12 2.60 3.63 3.41
17 20% | 1.21 1.32 1.82 0.81
20 5% | 0.29 0.29 0.00 0.00
Master Critical Strike will do more damage, but not as much compared to the
other two attack feats, which makes it a poor choice for just its damage.
However, Critical Strike is useful for other reasons:
* The stunning effect can quickly turn the tide of battle if successful.
The stunned opponent can't retaliate and loses their dex bonus to defense
as well.
* Certain weapons and upgrades do "massive criticals", where extra damage
is added when a critical hit is scored. This obviously can skew the damage
average back towards Critical Strike, especially if the weapon has or can
be upgraded to a large threat range. This, in addition to the possibility
of stunning the opponent, makes Critical Strike exceedingly dangerous.
Depending on your preferred weapon, it may or may not be useful to upgrade
Critical Strike, since this increases the threat range, but not the stun
effects. If you have a weapon with a small threat range, it isn't really
worth it to upgrade. If you plan to use criticals often to stun your
opponents and have a weapon with a decent threat range, however, the
upgrades to critical strike will increase its effectiveness.
Of course, Critical Strike exacts a high price: -5 defense, which doesn't
improve. This translates to a full 25% loss in defense, which can
potentially painful. Nothing ventured, nothing gained, I suppose...