boogie
Mon, 7th May '01, 8:00pm
Warning: This post provides a highly detailed, math-intensive look at the effects of the Skald's song. It's purpose is to try to answer the age-old question about Skalds, and bards in general -- from a powergamer's perspective, does a bard "pull his own weight" in the group? That is to say, could the group spot occupied by a bard character be more effectively filled by any other class?
This post will show that, in certain groups, there is no better class to occupy that 6th spot than a Skald. Period. In the right situation, a Skald can pull his own weight, and then some. He should be loved by powergamers and bard-lovers alike. And here's why.
Improving Chance to Hit (THAC0)
Before I go further here I'm going to set forth a couple of conditions to simplfy the math. We're going to assume the following:
(1) The character's current THAC0 isn't so good that he already hits his targets 19 out of 20 times (the 1 miss being critical miss). If this were the case, then the +4 THAC0 bonus of the skald song would be meaningless.
(2) The reverse situation -- the character's THAC0 is so poor that, even with the +4 skald bonus he still only hits his opponenets 1 out of 20 times (critical hits), again recieving no real benefit from the +4 THAC0 effect of the skald song.
Instead, for the sake of simplicity, for the rest of this post I'm going to assume that all combatants are within a "typical" AC/THAC0 range of each other. I will assume that the +4 THAC0 bonus of the Skald song is truly helping to improve that character's chances of hitting his oppoenent by a ratio of 4/18, or 22%. (the ratio is out of 18 because 1's are always misses and 20's are always hits...)
Applying that logic, the process of calculating just how much damage a Skald is contributing to the group by playing his song becomes a relatively simple task. Check it out:
For illustrative purposes, lets pretend we have a group of 5 characters whom combined manage to hit their opponenets an average of 9 times a round. Furthermore, let's say that the average damage of those hits is 10. Therefore, those 5 characters are inflicting an average of 90 damage/round (9 x 10).
Now add the Skald song. With the +4 THAC0 bonus, as illustrated earlier, those 5 characters will now hit succesfully 22% more often. So instead of landing 9 attacks per round, they now land 11. You've got to give the Skald all the credit for those 2 extra hits, they wouldn't have happened without him. Those two extra hits provide an extra 20 damage. But it doesn't end there. Remember that every succesful hit is also augmented by the Skald's +4 damage bonus. So, 11 hits x 4 dmg = 44 bonus damage. Adding it all up, we now find that the Skald is contributing a whopping 64physical damage/round in addition to the 90 that the rest of the group puts out.
64 physical damage per round, people!! Wow!!! Needless to say, that's way more than the Skald is capable of doing with a longbow on his own. 64 damage per round is more than just about any other class is capable of, with the possible exception of Archers and Kensai. It's damned good!!!!!
AC Bonus
But it doesn't stop there!! Using the same kind of to-hit logic as before, an improvement in AC by +4 is essentially the same thing as saying "enemies will hit you 22% less often". So you can think of the AC bonus of the Skald song as providing a group-wide, 22% resistance to all physical damage. Nifty.
Then, when you figure in all the immunities (party-wide mindhsield, freeaction, ect), that's just icing on the cake.
Obviously you can play with the numbers a lot here, and see how smaller groups (or just any group that lands fewer attacks per round) see a smaller benefit from the Skald song. IE, if the group as a whole is only landing 4 attacks per round (and not 9 like the previous example), then having a Skald there is going to add maybe 1 more attack (not 2), and +20 more bonus damage (not 44), for a total of 30 more damage per round (not 64).
Summary
Yes, we all knew that the more characters there are in a group, particularly warrior characters who have multiple attacks per round, the greater the benefits of the Skald song. But most people don't truly appreciate just how great those benefits can be. Basically, if you are in a group that is currently hitting its targets about 6 times per round, there is truly no better character you could add to that team than a Skald -- he would add more damage to that group by playing his song than just about any other class. And when you recall that the Skald gets moderate casting ability (that of a mage half his level, appx.), and very high lore (useful), he's really a tremendous character.
Powergamer's should have no problem having a Skald as part of their BG2 team -- in fact, they should WANT one.
As for the other bards though, they still suck =P
This post will show that, in certain groups, there is no better class to occupy that 6th spot than a Skald. Period. In the right situation, a Skald can pull his own weight, and then some. He should be loved by powergamers and bard-lovers alike. And here's why.
Improving Chance to Hit (THAC0)
Before I go further here I'm going to set forth a couple of conditions to simplfy the math. We're going to assume the following:
(1) The character's current THAC0 isn't so good that he already hits his targets 19 out of 20 times (the 1 miss being critical miss). If this were the case, then the +4 THAC0 bonus of the skald song would be meaningless.
(2) The reverse situation -- the character's THAC0 is so poor that, even with the +4 skald bonus he still only hits his opponenets 1 out of 20 times (critical hits), again recieving no real benefit from the +4 THAC0 effect of the skald song.
Instead, for the sake of simplicity, for the rest of this post I'm going to assume that all combatants are within a "typical" AC/THAC0 range of each other. I will assume that the +4 THAC0 bonus of the Skald song is truly helping to improve that character's chances of hitting his oppoenent by a ratio of 4/18, or 22%. (the ratio is out of 18 because 1's are always misses and 20's are always hits...)
Applying that logic, the process of calculating just how much damage a Skald is contributing to the group by playing his song becomes a relatively simple task. Check it out:
For illustrative purposes, lets pretend we have a group of 5 characters whom combined manage to hit their opponenets an average of 9 times a round. Furthermore, let's say that the average damage of those hits is 10. Therefore, those 5 characters are inflicting an average of 90 damage/round (9 x 10).
Now add the Skald song. With the +4 THAC0 bonus, as illustrated earlier, those 5 characters will now hit succesfully 22% more often. So instead of landing 9 attacks per round, they now land 11. You've got to give the Skald all the credit for those 2 extra hits, they wouldn't have happened without him. Those two extra hits provide an extra 20 damage. But it doesn't end there. Remember that every succesful hit is also augmented by the Skald's +4 damage bonus. So, 11 hits x 4 dmg = 44 bonus damage. Adding it all up, we now find that the Skald is contributing a whopping 64physical damage/round in addition to the 90 that the rest of the group puts out.
64 physical damage per round, people!! Wow!!! Needless to say, that's way more than the Skald is capable of doing with a longbow on his own. 64 damage per round is more than just about any other class is capable of, with the possible exception of Archers and Kensai. It's damned good!!!!!
AC Bonus
But it doesn't stop there!! Using the same kind of to-hit logic as before, an improvement in AC by +4 is essentially the same thing as saying "enemies will hit you 22% less often". So you can think of the AC bonus of the Skald song as providing a group-wide, 22% resistance to all physical damage. Nifty.
Then, when you figure in all the immunities (party-wide mindhsield, freeaction, ect), that's just icing on the cake.
Obviously you can play with the numbers a lot here, and see how smaller groups (or just any group that lands fewer attacks per round) see a smaller benefit from the Skald song. IE, if the group as a whole is only landing 4 attacks per round (and not 9 like the previous example), then having a Skald there is going to add maybe 1 more attack (not 2), and +20 more bonus damage (not 44), for a total of 30 more damage per round (not 64).
Summary
Yes, we all knew that the more characters there are in a group, particularly warrior characters who have multiple attacks per round, the greater the benefits of the Skald song. But most people don't truly appreciate just how great those benefits can be. Basically, if you are in a group that is currently hitting its targets about 6 times per round, there is truly no better character you could add to that team than a Skald -- he would add more damage to that group by playing his song than just about any other class. And when you recall that the Skald gets moderate casting ability (that of a mage half his level, appx.), and very high lore (useful), he's really a tremendous character.
Powergamer's should have no problem having a Skald as part of their BG2 team -- in fact, they should WANT one.
As for the other bards though, they still suck =P