Why 1-roll v 2-roll attack table matters.
Bastiaan asked in comments after the first table why knowing about this matters. I started to get longwinded (go figure) and decided another post was deserved.
First, I want to acknowledge that for priests this is ‘not so much’. For that matter, for all spell casters this is less important than it is for ranged and melee types. It does matter for us and I’ll get to that in details, just “not as much”.
In the end, for everyone, the reason this (and all the theorycrafting) matters is the fact this is a game of incrementalism. Nothing is huge by itself. You get a little of this and a little of that and suddenly you’ve gone from a mana pool of 4,000 to one of 10,000, and heals are 6K instead fo 2500, and… well, you get the idea. Strip a 15K health warrior of all his gear and put him in the ‘wrong’ stance and he’s got a LOT less health. And compared to a level 10… you get the idea. So the +1 this and +3 that adds up. Because it does, getting a bunch of “this” may be MORE effective than getting a bunch of “that”. What we’re doing is figuring out how much more effective this is than that. Actually, it’s more complex than that. See, we also know that there’s a point where more of “this” is worthless – no more benefit. Studying all this lets us know at what point it’s time to go ahead and add “that” instead of “this”.
Look, over time a 1% change in +hit vs + crit is ‘only’ going to be a choice between increasing damage by 1% or by 0.95% (approx, depending on base) for melee on a 2-roll table, whereas in 1-roll table they gave an equal increase in damage, the difference being whether it was “spiky” or “smooth” damage. The question becomes whether this is significant TO YOU or not. To me, when I’m looking at damages and heals in the thousands, this is beginning to be noticable. At level 20 and 40 it’d probably not be so much.
OK, I said I’d mention where it matters for priests. For all spellcasters, offensive crits only increase damage by 50% instead of double. So even the crit-heavy classes aren’t as affected — that change in the preceding paragraph is even less. And priests just can’t be crit-heavy — it’s not in our ability to get much beyond 20% crit (if we work hard at emphasizing that ability). Where it matters for priests, however, is defensively.
Do we select defensive gear against normal hits or against crits?. And what about dodges? Are they first-roll or second? Which is better, +12 AGI or +120 Armor? I did a moderately heavy article weighting points in resilience vs dodge vs defense vs armor. But it assumes single-table, and with two-table the values are WRONG — and what you buy changes, potentially by a lot.
Nothing big, not really. But this game is a whole bunch of little things that snowball into something massive. And if you pick the right little things, your snowball can be even larger.