How much attack damage does the AC boost from a shield prevent on average?Are there no bonuses to two-handed weapons' damage?Matching TWF to GWF DPR output with magic itemWhat is the expected average damage for an area of effect power?Does the Dueling Fighting Style prevent using a shield?How much damage does Great Weapon Fighting add on average?How does the additional damage from rend apply to DR?How much does ongoing damage add to the average damage when creating a monster?How much damage does a target take from the Assassin rogue's Death Strike on a failed save?Does a zero-damage attack still count as a hit?Pathfinder's Armor Class to Damage Reduction variant in 5eHow does the Shield spell interact with the Barkskin spell?How do you calculate average damage for DPR comparisons?

MTG: Can I kill an opponent in response to lethal activated abilities, and not take the damage?

Space in array system equations

How much stiffer are 23c tires over 28c?

Why is there a voltage between the mains ground and my radiator?

Do f-stop and exposure time perfectly cancel?

How do I locate a classical quotation?

Make a transparent 448*448 image

Replacing Windows 7 security updates with anti-virus?

Can someone explain what is being said here in color publishing in the American Mathematical Monthly?

Unreachable code, but reachable with exception

Single word request: Harming the benefactor

How to pass a string to a command that expects a file?

A three room house but a three headED dog

Do items de-spawn in Diablo?

Grey hair or white hair

Why is Beresheet doing a only a one-way trip?

The bar has been raised

Latest web browser compatible with Windows 98

Why don't MCU characters ever seem to have language issues?

Logic. Truth of a negation

How do I express some one as a black person?

Time travel short story where dinosaur doesn't taste like chicken

BitNot does not flip bits in the way I expected

Are the terms "stab" and "staccato" synonyms?



How much attack damage does the AC boost from a shield prevent on average?


Are there no bonuses to two-handed weapons' damage?Matching TWF to GWF DPR output with magic itemWhat is the expected average damage for an area of effect power?Does the Dueling Fighting Style prevent using a shield?How much damage does Great Weapon Fighting add on average?How does the additional damage from rend apply to DR?How much does ongoing damage add to the average damage when creating a monster?How much damage does a target take from the Assassin rogue's Death Strike on a failed save?Does a zero-damage attack still count as a hit?Pathfinder's Armor Class to Damage Reduction variant in 5eHow does the Shield spell interact with the Barkskin spell?How do you calculate average damage for DPR comparisons?













13












$begingroup$


Statistically, how much attack damage does the AC boost from a shield prevent on average? I've seen claims it results in a 10% reduction in damage taken, is that accurate?










share|improve this question











$endgroup$











  • $begingroup$
    Let us continue this discussion in chat.
    $endgroup$
    – NautArch
    9 hours ago















13












$begingroup$


Statistically, how much attack damage does the AC boost from a shield prevent on average? I've seen claims it results in a 10% reduction in damage taken, is that accurate?










share|improve this question











$endgroup$











  • $begingroup$
    Let us continue this discussion in chat.
    $endgroup$
    – NautArch
    9 hours ago













13












13








13


1



$begingroup$


Statistically, how much attack damage does the AC boost from a shield prevent on average? I've seen claims it results in a 10% reduction in damage taken, is that accurate?










share|improve this question











$endgroup$




Statistically, how much attack damage does the AC boost from a shield prevent on average? I've seen claims it results in a 10% reduction in damage taken, is that accurate?







dnd-5e damage statistics armor-class shield






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 9 hours ago









doppelgreener♦

32.4k11137231




32.4k11137231










asked 11 hours ago









AndrásAndrás

28.7k14112206




28.7k14112206











  • $begingroup$
    Let us continue this discussion in chat.
    $endgroup$
    – NautArch
    9 hours ago
















  • $begingroup$
    Let us continue this discussion in chat.
    $endgroup$
    – NautArch
    9 hours ago















$begingroup$
Let us continue this discussion in chat.
$endgroup$
– NautArch
9 hours ago




$begingroup$
Let us continue this discussion in chat.
$endgroup$
– NautArch
9 hours ago










2 Answers
2






active

oldest

votes


















28












$begingroup$

10% is the naive answer



In actual games it is around 15-25%.



The +2 bonus to AC is 10% of the d20 roll, but it is more complicated than that:



  • If the enemy can only hit you on a natural 20, adding a shield does not do anything

  • If without a shield the enemy hits you 50% of the time, it becomes 40% with one. The difference is about 20%1.

  • If the enemy only misses on 1, dropping the shield does nothing

Calculation



Assume for simplicity that the attacker does 10 hp damage per hit, and criticals increase damage by 5 HP (50%).

The DPR against a shieldless opponent is $$frac(21 - rollNeeded) * 10 + 520 $$

The DPR against a shielded opponent is $$frac(21 - rollNeeded - 2) * 10 + 520 $$
rollNeeded = (your AC) - (opponent's to hit). It is always between 2 and 20.



Table



Substract your typical enemy's to hit from your AC, and find how much a shield would help.

For example you want to decide between dual wielding and sword-and-board for a new Fighter. As starting equipment you can get Chain mail (AC 16), and you expect many Goblins (+4 to hit). You get 12 -> 21.05% less damage received with a shield!
enter image description here



Graph



enter image description here




1) Criticals complicate things






share|improve this answer











$endgroup$








  • 4




    $begingroup$
    In my experience, the 15-25% number sounds about right, but comparing typical enemy hit bonus and tanky player AC would make this answer even better.
    $endgroup$
    – Chris Starnes
    11 hours ago






  • 1




    $begingroup$
    Really nice answer. Interesting how it goes all the way up to 57%, then drops to 0.
    $endgroup$
    – GreySage
    11 hours ago











  • $begingroup$
    Might be worth calling out how you calculate rollNeeded and that it is always a number between 2 and 20, due to the rules surrounding auto-hits and auto-misses.
    $endgroup$
    – Erik
    11 hours ago











  • $begingroup$
    My only critique is that the naive answer should assume a hit on an 11 (and may ignore crits) so I would say it should be 20%. Which is a more reasonable approximation.
    $endgroup$
    – Jesse
    10 hours ago










  • $begingroup$
    Everything in this post seems to check out; one thing I would quibble with is that a 50% damage increase on a Critical hit is probably on the lower end; it's realistic for some scenarios (Dueling Fighting Style characters being the big example) but many characters have some high damage dice that get doubled by a lot on a successful crit.
    $endgroup$
    – Xirema
    9 hours ago


















6












$begingroup$

About 14%-30% in normal play



I've produced odds for the scenario where the Attacker is a Great-Weapon-Fighter using a Greataxe with a +3 Damage modifier, or 1d12+3[GWF] for a normal hit, or 2d12+3[GWF] for a critical hit. Different weapons and damage modifiers and features will skew these results, but these should represent a relatively "normal" scenario for most modes of play.



Across most of the game, a shield will reduce this Attacker's DPR by a flat 1.034, only meaningfully varying at the highest ACs, when Critical Hits represent the only significant chance to hit.



My experience with the game has taught me that at the usual range of Armor Class values that an average party will encounter (both for themselves and for enemy creatures), the "to-hit" range usually lands between 7 and 15. In this range, we can see that at the low-end, a shield reduces the Attacker's expected DPR (per attack) by about 13.592%, and at the higher end, it reduces DPR by about 29.824%.



beginarrayr
hline
textName & textNormal & text+Shield & text[%]\ hline
textTo-hit = 1 & 10.183 & 9.667 & text-5.067%\ hline
textTo-hit = 2 & 10.183 & 9.150 & text-10.144%\ hline
textTo-hit = 3 & 9.667 & 8.633 & text-10.696%\ hline
textTo-hit = 4 & 9.150 & 8.117 & text-11.290%\ hline
textTo-hit = 5 & 8.633 & 7.600 & text-11.966%\ hline
textTo-hit = 6 & 8.117 & 7.083 & text-12.739%\ hline
textTo-hit = 7 & 7.600 & 6.567 & text-13.592%\ hline
textTo-hit = 8 & 7.083 & 6.050 & text-14.584%\ hline
textTo-hit = 9 & 6.567 & 5.533 & text-15.745%\ hline
textTo-hit = 10 & 6.050 & 5.017 & text-17.074%\ hline
textTo-hit = 11 & 5.533 & 4.500 & text-18.670%\ hline
textTo-hit = 12 & 5.017 & 3.983 & text-20.610%\ hline
textTo-hit = 13 & 4.500 & 3.467 & text-22.956%\ hline
textTo-hit = 14 & 3.983 & 2.950 & text-25.935%\ hline
textTo-hit = 15 & 3.467 & 2.433 & text-29.824%\ hline
textTo-hit = 16 & 2.950 & 1.917 & text-35.017%\ hline
textTo-hit = 17 & 2.433 & 1.400 & text-42.458%\ hline
textTo-hit = 18 & 1.917 & 0.883 & text-53.938%\ hline
textTo-hit = 19 & 1.400 & 0.883 & text-36.929%\ hline
textTo-hit = 20 & 0.883 & 0.883 & text-0.000%\ hline
endarray



I'm producing these values just as a confirmation against Andras' values: I believe the small difference between our results are just the consequences of using different damage dice, and that based on my own results, their values are probably correct for their scenario.






share|improve this answer









$endgroup$












  • $begingroup$
    This is kind of my point (and I think you're the right user to explain this to me), but if different to-hit and ACs create differences, then don't we need to know those values in order to answer this?14-30% with your current dataset is fairly swingy.
    $endgroup$
    – NautArch
    9 hours ago










  • $begingroup$
    @András I have a program I use to generate values. There's a discussion here for this answer that describes the in-detail methodology.
    $endgroup$
    – Xirema
    8 hours ago






  • 1




    $begingroup$
    @András The table uses MathJax. You can attempt to edit the post and look at the markup to figure out how it works. Alternately, you can use the generator at tablesgenerator to create a table, though you need to change the begintable[]begintabular tags to beginarray to work on Stack Overflow.
    $endgroup$
    – Xirema
    8 hours ago











  • $begingroup$
    @Xirema thank you
    $endgroup$
    – András
    8 hours ago










Your Answer





StackExchange.ifUsing("editor", function ()
return StackExchange.using("mathjaxEditing", function ()
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
);
);
, "mathjax-editing");

StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "122"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);













draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f142963%2fhow-much-attack-damage-does-the-ac-boost-from-a-shield-prevent-on-average%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









28












$begingroup$

10% is the naive answer



In actual games it is around 15-25%.



The +2 bonus to AC is 10% of the d20 roll, but it is more complicated than that:



  • If the enemy can only hit you on a natural 20, adding a shield does not do anything

  • If without a shield the enemy hits you 50% of the time, it becomes 40% with one. The difference is about 20%1.

  • If the enemy only misses on 1, dropping the shield does nothing

Calculation



Assume for simplicity that the attacker does 10 hp damage per hit, and criticals increase damage by 5 HP (50%).

The DPR against a shieldless opponent is $$frac(21 - rollNeeded) * 10 + 520 $$

The DPR against a shielded opponent is $$frac(21 - rollNeeded - 2) * 10 + 520 $$
rollNeeded = (your AC) - (opponent's to hit). It is always between 2 and 20.



Table



Substract your typical enemy's to hit from your AC, and find how much a shield would help.

For example you want to decide between dual wielding and sword-and-board for a new Fighter. As starting equipment you can get Chain mail (AC 16), and you expect many Goblins (+4 to hit). You get 12 -> 21.05% less damage received with a shield!
enter image description here



Graph



enter image description here




1) Criticals complicate things






share|improve this answer











$endgroup$








  • 4




    $begingroup$
    In my experience, the 15-25% number sounds about right, but comparing typical enemy hit bonus and tanky player AC would make this answer even better.
    $endgroup$
    – Chris Starnes
    11 hours ago






  • 1




    $begingroup$
    Really nice answer. Interesting how it goes all the way up to 57%, then drops to 0.
    $endgroup$
    – GreySage
    11 hours ago











  • $begingroup$
    Might be worth calling out how you calculate rollNeeded and that it is always a number between 2 and 20, due to the rules surrounding auto-hits and auto-misses.
    $endgroup$
    – Erik
    11 hours ago











  • $begingroup$
    My only critique is that the naive answer should assume a hit on an 11 (and may ignore crits) so I would say it should be 20%. Which is a more reasonable approximation.
    $endgroup$
    – Jesse
    10 hours ago










  • $begingroup$
    Everything in this post seems to check out; one thing I would quibble with is that a 50% damage increase on a Critical hit is probably on the lower end; it's realistic for some scenarios (Dueling Fighting Style characters being the big example) but many characters have some high damage dice that get doubled by a lot on a successful crit.
    $endgroup$
    – Xirema
    9 hours ago















28












$begingroup$

10% is the naive answer



In actual games it is around 15-25%.



The +2 bonus to AC is 10% of the d20 roll, but it is more complicated than that:



  • If the enemy can only hit you on a natural 20, adding a shield does not do anything

  • If without a shield the enemy hits you 50% of the time, it becomes 40% with one. The difference is about 20%1.

  • If the enemy only misses on 1, dropping the shield does nothing

Calculation



Assume for simplicity that the attacker does 10 hp damage per hit, and criticals increase damage by 5 HP (50%).

The DPR against a shieldless opponent is $$frac(21 - rollNeeded) * 10 + 520 $$

The DPR against a shielded opponent is $$frac(21 - rollNeeded - 2) * 10 + 520 $$
rollNeeded = (your AC) - (opponent's to hit). It is always between 2 and 20.



Table



Substract your typical enemy's to hit from your AC, and find how much a shield would help.

For example you want to decide between dual wielding and sword-and-board for a new Fighter. As starting equipment you can get Chain mail (AC 16), and you expect many Goblins (+4 to hit). You get 12 -> 21.05% less damage received with a shield!
enter image description here



Graph



enter image description here




1) Criticals complicate things






share|improve this answer











$endgroup$








  • 4




    $begingroup$
    In my experience, the 15-25% number sounds about right, but comparing typical enemy hit bonus and tanky player AC would make this answer even better.
    $endgroup$
    – Chris Starnes
    11 hours ago






  • 1




    $begingroup$
    Really nice answer. Interesting how it goes all the way up to 57%, then drops to 0.
    $endgroup$
    – GreySage
    11 hours ago











  • $begingroup$
    Might be worth calling out how you calculate rollNeeded and that it is always a number between 2 and 20, due to the rules surrounding auto-hits and auto-misses.
    $endgroup$
    – Erik
    11 hours ago











  • $begingroup$
    My only critique is that the naive answer should assume a hit on an 11 (and may ignore crits) so I would say it should be 20%. Which is a more reasonable approximation.
    $endgroup$
    – Jesse
    10 hours ago










  • $begingroup$
    Everything in this post seems to check out; one thing I would quibble with is that a 50% damage increase on a Critical hit is probably on the lower end; it's realistic for some scenarios (Dueling Fighting Style characters being the big example) but many characters have some high damage dice that get doubled by a lot on a successful crit.
    $endgroup$
    – Xirema
    9 hours ago













28












28








28





$begingroup$

10% is the naive answer



In actual games it is around 15-25%.



The +2 bonus to AC is 10% of the d20 roll, but it is more complicated than that:



  • If the enemy can only hit you on a natural 20, adding a shield does not do anything

  • If without a shield the enemy hits you 50% of the time, it becomes 40% with one. The difference is about 20%1.

  • If the enemy only misses on 1, dropping the shield does nothing

Calculation



Assume for simplicity that the attacker does 10 hp damage per hit, and criticals increase damage by 5 HP (50%).

The DPR against a shieldless opponent is $$frac(21 - rollNeeded) * 10 + 520 $$

The DPR against a shielded opponent is $$frac(21 - rollNeeded - 2) * 10 + 520 $$
rollNeeded = (your AC) - (opponent's to hit). It is always between 2 and 20.



Table



Substract your typical enemy's to hit from your AC, and find how much a shield would help.

For example you want to decide between dual wielding and sword-and-board for a new Fighter. As starting equipment you can get Chain mail (AC 16), and you expect many Goblins (+4 to hit). You get 12 -> 21.05% less damage received with a shield!
enter image description here



Graph



enter image description here




1) Criticals complicate things






share|improve this answer











$endgroup$



10% is the naive answer



In actual games it is around 15-25%.



The +2 bonus to AC is 10% of the d20 roll, but it is more complicated than that:



  • If the enemy can only hit you on a natural 20, adding a shield does not do anything

  • If without a shield the enemy hits you 50% of the time, it becomes 40% with one. The difference is about 20%1.

  • If the enemy only misses on 1, dropping the shield does nothing

Calculation



Assume for simplicity that the attacker does 10 hp damage per hit, and criticals increase damage by 5 HP (50%).

The DPR against a shieldless opponent is $$frac(21 - rollNeeded) * 10 + 520 $$

The DPR against a shielded opponent is $$frac(21 - rollNeeded - 2) * 10 + 520 $$
rollNeeded = (your AC) - (opponent's to hit). It is always between 2 and 20.



Table



Substract your typical enemy's to hit from your AC, and find how much a shield would help.

For example you want to decide between dual wielding and sword-and-board for a new Fighter. As starting equipment you can get Chain mail (AC 16), and you expect many Goblins (+4 to hit). You get 12 -> 21.05% less damage received with a shield!
enter image description here



Graph



enter image description here




1) Criticals complicate things







share|improve this answer














share|improve this answer



share|improve this answer








edited 10 hours ago

























answered 11 hours ago









AndrásAndrás

28.7k14112206




28.7k14112206







  • 4




    $begingroup$
    In my experience, the 15-25% number sounds about right, but comparing typical enemy hit bonus and tanky player AC would make this answer even better.
    $endgroup$
    – Chris Starnes
    11 hours ago






  • 1




    $begingroup$
    Really nice answer. Interesting how it goes all the way up to 57%, then drops to 0.
    $endgroup$
    – GreySage
    11 hours ago











  • $begingroup$
    Might be worth calling out how you calculate rollNeeded and that it is always a number between 2 and 20, due to the rules surrounding auto-hits and auto-misses.
    $endgroup$
    – Erik
    11 hours ago











  • $begingroup$
    My only critique is that the naive answer should assume a hit on an 11 (and may ignore crits) so I would say it should be 20%. Which is a more reasonable approximation.
    $endgroup$
    – Jesse
    10 hours ago










  • $begingroup$
    Everything in this post seems to check out; one thing I would quibble with is that a 50% damage increase on a Critical hit is probably on the lower end; it's realistic for some scenarios (Dueling Fighting Style characters being the big example) but many characters have some high damage dice that get doubled by a lot on a successful crit.
    $endgroup$
    – Xirema
    9 hours ago












  • 4




    $begingroup$
    In my experience, the 15-25% number sounds about right, but comparing typical enemy hit bonus and tanky player AC would make this answer even better.
    $endgroup$
    – Chris Starnes
    11 hours ago






  • 1




    $begingroup$
    Really nice answer. Interesting how it goes all the way up to 57%, then drops to 0.
    $endgroup$
    – GreySage
    11 hours ago











  • $begingroup$
    Might be worth calling out how you calculate rollNeeded and that it is always a number between 2 and 20, due to the rules surrounding auto-hits and auto-misses.
    $endgroup$
    – Erik
    11 hours ago











  • $begingroup$
    My only critique is that the naive answer should assume a hit on an 11 (and may ignore crits) so I would say it should be 20%. Which is a more reasonable approximation.
    $endgroup$
    – Jesse
    10 hours ago










  • $begingroup$
    Everything in this post seems to check out; one thing I would quibble with is that a 50% damage increase on a Critical hit is probably on the lower end; it's realistic for some scenarios (Dueling Fighting Style characters being the big example) but many characters have some high damage dice that get doubled by a lot on a successful crit.
    $endgroup$
    – Xirema
    9 hours ago







4




4




$begingroup$
In my experience, the 15-25% number sounds about right, but comparing typical enemy hit bonus and tanky player AC would make this answer even better.
$endgroup$
– Chris Starnes
11 hours ago




$begingroup$
In my experience, the 15-25% number sounds about right, but comparing typical enemy hit bonus and tanky player AC would make this answer even better.
$endgroup$
– Chris Starnes
11 hours ago




1




1




$begingroup$
Really nice answer. Interesting how it goes all the way up to 57%, then drops to 0.
$endgroup$
– GreySage
11 hours ago





$begingroup$
Really nice answer. Interesting how it goes all the way up to 57%, then drops to 0.
$endgroup$
– GreySage
11 hours ago













$begingroup$
Might be worth calling out how you calculate rollNeeded and that it is always a number between 2 and 20, due to the rules surrounding auto-hits and auto-misses.
$endgroup$
– Erik
11 hours ago





$begingroup$
Might be worth calling out how you calculate rollNeeded and that it is always a number between 2 and 20, due to the rules surrounding auto-hits and auto-misses.
$endgroup$
– Erik
11 hours ago













$begingroup$
My only critique is that the naive answer should assume a hit on an 11 (and may ignore crits) so I would say it should be 20%. Which is a more reasonable approximation.
$endgroup$
– Jesse
10 hours ago




$begingroup$
My only critique is that the naive answer should assume a hit on an 11 (and may ignore crits) so I would say it should be 20%. Which is a more reasonable approximation.
$endgroup$
– Jesse
10 hours ago












$begingroup$
Everything in this post seems to check out; one thing I would quibble with is that a 50% damage increase on a Critical hit is probably on the lower end; it's realistic for some scenarios (Dueling Fighting Style characters being the big example) but many characters have some high damage dice that get doubled by a lot on a successful crit.
$endgroup$
– Xirema
9 hours ago




$begingroup$
Everything in this post seems to check out; one thing I would quibble with is that a 50% damage increase on a Critical hit is probably on the lower end; it's realistic for some scenarios (Dueling Fighting Style characters being the big example) but many characters have some high damage dice that get doubled by a lot on a successful crit.
$endgroup$
– Xirema
9 hours ago













6












$begingroup$

About 14%-30% in normal play



I've produced odds for the scenario where the Attacker is a Great-Weapon-Fighter using a Greataxe with a +3 Damage modifier, or 1d12+3[GWF] for a normal hit, or 2d12+3[GWF] for a critical hit. Different weapons and damage modifiers and features will skew these results, but these should represent a relatively "normal" scenario for most modes of play.



Across most of the game, a shield will reduce this Attacker's DPR by a flat 1.034, only meaningfully varying at the highest ACs, when Critical Hits represent the only significant chance to hit.



My experience with the game has taught me that at the usual range of Armor Class values that an average party will encounter (both for themselves and for enemy creatures), the "to-hit" range usually lands between 7 and 15. In this range, we can see that at the low-end, a shield reduces the Attacker's expected DPR (per attack) by about 13.592%, and at the higher end, it reduces DPR by about 29.824%.



beginarrayr
hline
textName & textNormal & text+Shield & text[%]\ hline
textTo-hit = 1 & 10.183 & 9.667 & text-5.067%\ hline
textTo-hit = 2 & 10.183 & 9.150 & text-10.144%\ hline
textTo-hit = 3 & 9.667 & 8.633 & text-10.696%\ hline
textTo-hit = 4 & 9.150 & 8.117 & text-11.290%\ hline
textTo-hit = 5 & 8.633 & 7.600 & text-11.966%\ hline
textTo-hit = 6 & 8.117 & 7.083 & text-12.739%\ hline
textTo-hit = 7 & 7.600 & 6.567 & text-13.592%\ hline
textTo-hit = 8 & 7.083 & 6.050 & text-14.584%\ hline
textTo-hit = 9 & 6.567 & 5.533 & text-15.745%\ hline
textTo-hit = 10 & 6.050 & 5.017 & text-17.074%\ hline
textTo-hit = 11 & 5.533 & 4.500 & text-18.670%\ hline
textTo-hit = 12 & 5.017 & 3.983 & text-20.610%\ hline
textTo-hit = 13 & 4.500 & 3.467 & text-22.956%\ hline
textTo-hit = 14 & 3.983 & 2.950 & text-25.935%\ hline
textTo-hit = 15 & 3.467 & 2.433 & text-29.824%\ hline
textTo-hit = 16 & 2.950 & 1.917 & text-35.017%\ hline
textTo-hit = 17 & 2.433 & 1.400 & text-42.458%\ hline
textTo-hit = 18 & 1.917 & 0.883 & text-53.938%\ hline
textTo-hit = 19 & 1.400 & 0.883 & text-36.929%\ hline
textTo-hit = 20 & 0.883 & 0.883 & text-0.000%\ hline
endarray



I'm producing these values just as a confirmation against Andras' values: I believe the small difference between our results are just the consequences of using different damage dice, and that based on my own results, their values are probably correct for their scenario.






share|improve this answer









$endgroup$












  • $begingroup$
    This is kind of my point (and I think you're the right user to explain this to me), but if different to-hit and ACs create differences, then don't we need to know those values in order to answer this?14-30% with your current dataset is fairly swingy.
    $endgroup$
    – NautArch
    9 hours ago










  • $begingroup$
    @András I have a program I use to generate values. There's a discussion here for this answer that describes the in-detail methodology.
    $endgroup$
    – Xirema
    8 hours ago






  • 1




    $begingroup$
    @András The table uses MathJax. You can attempt to edit the post and look at the markup to figure out how it works. Alternately, you can use the generator at tablesgenerator to create a table, though you need to change the begintable[]begintabular tags to beginarray to work on Stack Overflow.
    $endgroup$
    – Xirema
    8 hours ago











  • $begingroup$
    @Xirema thank you
    $endgroup$
    – András
    8 hours ago















6












$begingroup$

About 14%-30% in normal play



I've produced odds for the scenario where the Attacker is a Great-Weapon-Fighter using a Greataxe with a +3 Damage modifier, or 1d12+3[GWF] for a normal hit, or 2d12+3[GWF] for a critical hit. Different weapons and damage modifiers and features will skew these results, but these should represent a relatively "normal" scenario for most modes of play.



Across most of the game, a shield will reduce this Attacker's DPR by a flat 1.034, only meaningfully varying at the highest ACs, when Critical Hits represent the only significant chance to hit.



My experience with the game has taught me that at the usual range of Armor Class values that an average party will encounter (both for themselves and for enemy creatures), the "to-hit" range usually lands between 7 and 15. In this range, we can see that at the low-end, a shield reduces the Attacker's expected DPR (per attack) by about 13.592%, and at the higher end, it reduces DPR by about 29.824%.



beginarrayr
hline
textName & textNormal & text+Shield & text[%]\ hline
textTo-hit = 1 & 10.183 & 9.667 & text-5.067%\ hline
textTo-hit = 2 & 10.183 & 9.150 & text-10.144%\ hline
textTo-hit = 3 & 9.667 & 8.633 & text-10.696%\ hline
textTo-hit = 4 & 9.150 & 8.117 & text-11.290%\ hline
textTo-hit = 5 & 8.633 & 7.600 & text-11.966%\ hline
textTo-hit = 6 & 8.117 & 7.083 & text-12.739%\ hline
textTo-hit = 7 & 7.600 & 6.567 & text-13.592%\ hline
textTo-hit = 8 & 7.083 & 6.050 & text-14.584%\ hline
textTo-hit = 9 & 6.567 & 5.533 & text-15.745%\ hline
textTo-hit = 10 & 6.050 & 5.017 & text-17.074%\ hline
textTo-hit = 11 & 5.533 & 4.500 & text-18.670%\ hline
textTo-hit = 12 & 5.017 & 3.983 & text-20.610%\ hline
textTo-hit = 13 & 4.500 & 3.467 & text-22.956%\ hline
textTo-hit = 14 & 3.983 & 2.950 & text-25.935%\ hline
textTo-hit = 15 & 3.467 & 2.433 & text-29.824%\ hline
textTo-hit = 16 & 2.950 & 1.917 & text-35.017%\ hline
textTo-hit = 17 & 2.433 & 1.400 & text-42.458%\ hline
textTo-hit = 18 & 1.917 & 0.883 & text-53.938%\ hline
textTo-hit = 19 & 1.400 & 0.883 & text-36.929%\ hline
textTo-hit = 20 & 0.883 & 0.883 & text-0.000%\ hline
endarray



I'm producing these values just as a confirmation against Andras' values: I believe the small difference between our results are just the consequences of using different damage dice, and that based on my own results, their values are probably correct for their scenario.






share|improve this answer









$endgroup$












  • $begingroup$
    This is kind of my point (and I think you're the right user to explain this to me), but if different to-hit and ACs create differences, then don't we need to know those values in order to answer this?14-30% with your current dataset is fairly swingy.
    $endgroup$
    – NautArch
    9 hours ago










  • $begingroup$
    @András I have a program I use to generate values. There's a discussion here for this answer that describes the in-detail methodology.
    $endgroup$
    – Xirema
    8 hours ago






  • 1




    $begingroup$
    @András The table uses MathJax. You can attempt to edit the post and look at the markup to figure out how it works. Alternately, you can use the generator at tablesgenerator to create a table, though you need to change the begintable[]begintabular tags to beginarray to work on Stack Overflow.
    $endgroup$
    – Xirema
    8 hours ago











  • $begingroup$
    @Xirema thank you
    $endgroup$
    – András
    8 hours ago













6












6








6





$begingroup$

About 14%-30% in normal play



I've produced odds for the scenario where the Attacker is a Great-Weapon-Fighter using a Greataxe with a +3 Damage modifier, or 1d12+3[GWF] for a normal hit, or 2d12+3[GWF] for a critical hit. Different weapons and damage modifiers and features will skew these results, but these should represent a relatively "normal" scenario for most modes of play.



Across most of the game, a shield will reduce this Attacker's DPR by a flat 1.034, only meaningfully varying at the highest ACs, when Critical Hits represent the only significant chance to hit.



My experience with the game has taught me that at the usual range of Armor Class values that an average party will encounter (both for themselves and for enemy creatures), the "to-hit" range usually lands between 7 and 15. In this range, we can see that at the low-end, a shield reduces the Attacker's expected DPR (per attack) by about 13.592%, and at the higher end, it reduces DPR by about 29.824%.



beginarrayr
hline
textName & textNormal & text+Shield & text[%]\ hline
textTo-hit = 1 & 10.183 & 9.667 & text-5.067%\ hline
textTo-hit = 2 & 10.183 & 9.150 & text-10.144%\ hline
textTo-hit = 3 & 9.667 & 8.633 & text-10.696%\ hline
textTo-hit = 4 & 9.150 & 8.117 & text-11.290%\ hline
textTo-hit = 5 & 8.633 & 7.600 & text-11.966%\ hline
textTo-hit = 6 & 8.117 & 7.083 & text-12.739%\ hline
textTo-hit = 7 & 7.600 & 6.567 & text-13.592%\ hline
textTo-hit = 8 & 7.083 & 6.050 & text-14.584%\ hline
textTo-hit = 9 & 6.567 & 5.533 & text-15.745%\ hline
textTo-hit = 10 & 6.050 & 5.017 & text-17.074%\ hline
textTo-hit = 11 & 5.533 & 4.500 & text-18.670%\ hline
textTo-hit = 12 & 5.017 & 3.983 & text-20.610%\ hline
textTo-hit = 13 & 4.500 & 3.467 & text-22.956%\ hline
textTo-hit = 14 & 3.983 & 2.950 & text-25.935%\ hline
textTo-hit = 15 & 3.467 & 2.433 & text-29.824%\ hline
textTo-hit = 16 & 2.950 & 1.917 & text-35.017%\ hline
textTo-hit = 17 & 2.433 & 1.400 & text-42.458%\ hline
textTo-hit = 18 & 1.917 & 0.883 & text-53.938%\ hline
textTo-hit = 19 & 1.400 & 0.883 & text-36.929%\ hline
textTo-hit = 20 & 0.883 & 0.883 & text-0.000%\ hline
endarray



I'm producing these values just as a confirmation against Andras' values: I believe the small difference between our results are just the consequences of using different damage dice, and that based on my own results, their values are probably correct for their scenario.






share|improve this answer









$endgroup$



About 14%-30% in normal play



I've produced odds for the scenario where the Attacker is a Great-Weapon-Fighter using a Greataxe with a +3 Damage modifier, or 1d12+3[GWF] for a normal hit, or 2d12+3[GWF] for a critical hit. Different weapons and damage modifiers and features will skew these results, but these should represent a relatively "normal" scenario for most modes of play.



Across most of the game, a shield will reduce this Attacker's DPR by a flat 1.034, only meaningfully varying at the highest ACs, when Critical Hits represent the only significant chance to hit.



My experience with the game has taught me that at the usual range of Armor Class values that an average party will encounter (both for themselves and for enemy creatures), the "to-hit" range usually lands between 7 and 15. In this range, we can see that at the low-end, a shield reduces the Attacker's expected DPR (per attack) by about 13.592%, and at the higher end, it reduces DPR by about 29.824%.



beginarrayr
hline
textName & textNormal & text+Shield & text[%]\ hline
textTo-hit = 1 & 10.183 & 9.667 & text-5.067%\ hline
textTo-hit = 2 & 10.183 & 9.150 & text-10.144%\ hline
textTo-hit = 3 & 9.667 & 8.633 & text-10.696%\ hline
textTo-hit = 4 & 9.150 & 8.117 & text-11.290%\ hline
textTo-hit = 5 & 8.633 & 7.600 & text-11.966%\ hline
textTo-hit = 6 & 8.117 & 7.083 & text-12.739%\ hline
textTo-hit = 7 & 7.600 & 6.567 & text-13.592%\ hline
textTo-hit = 8 & 7.083 & 6.050 & text-14.584%\ hline
textTo-hit = 9 & 6.567 & 5.533 & text-15.745%\ hline
textTo-hit = 10 & 6.050 & 5.017 & text-17.074%\ hline
textTo-hit = 11 & 5.533 & 4.500 & text-18.670%\ hline
textTo-hit = 12 & 5.017 & 3.983 & text-20.610%\ hline
textTo-hit = 13 & 4.500 & 3.467 & text-22.956%\ hline
textTo-hit = 14 & 3.983 & 2.950 & text-25.935%\ hline
textTo-hit = 15 & 3.467 & 2.433 & text-29.824%\ hline
textTo-hit = 16 & 2.950 & 1.917 & text-35.017%\ hline
textTo-hit = 17 & 2.433 & 1.400 & text-42.458%\ hline
textTo-hit = 18 & 1.917 & 0.883 & text-53.938%\ hline
textTo-hit = 19 & 1.400 & 0.883 & text-36.929%\ hline
textTo-hit = 20 & 0.883 & 0.883 & text-0.000%\ hline
endarray



I'm producing these values just as a confirmation against Andras' values: I believe the small difference between our results are just the consequences of using different damage dice, and that based on my own results, their values are probably correct for their scenario.







share|improve this answer












share|improve this answer



share|improve this answer










answered 9 hours ago









XiremaXirema

21.1k263123




21.1k263123











  • $begingroup$
    This is kind of my point (and I think you're the right user to explain this to me), but if different to-hit and ACs create differences, then don't we need to know those values in order to answer this?14-30% with your current dataset is fairly swingy.
    $endgroup$
    – NautArch
    9 hours ago










  • $begingroup$
    @András I have a program I use to generate values. There's a discussion here for this answer that describes the in-detail methodology.
    $endgroup$
    – Xirema
    8 hours ago






  • 1




    $begingroup$
    @András The table uses MathJax. You can attempt to edit the post and look at the markup to figure out how it works. Alternately, you can use the generator at tablesgenerator to create a table, though you need to change the begintable[]begintabular tags to beginarray to work on Stack Overflow.
    $endgroup$
    – Xirema
    8 hours ago











  • $begingroup$
    @Xirema thank you
    $endgroup$
    – András
    8 hours ago
















  • $begingroup$
    This is kind of my point (and I think you're the right user to explain this to me), but if different to-hit and ACs create differences, then don't we need to know those values in order to answer this?14-30% with your current dataset is fairly swingy.
    $endgroup$
    – NautArch
    9 hours ago










  • $begingroup$
    @András I have a program I use to generate values. There's a discussion here for this answer that describes the in-detail methodology.
    $endgroup$
    – Xirema
    8 hours ago






  • 1




    $begingroup$
    @András The table uses MathJax. You can attempt to edit the post and look at the markup to figure out how it works. Alternately, you can use the generator at tablesgenerator to create a table, though you need to change the begintable[]begintabular tags to beginarray to work on Stack Overflow.
    $endgroup$
    – Xirema
    8 hours ago











  • $begingroup$
    @Xirema thank you
    $endgroup$
    – András
    8 hours ago















$begingroup$
This is kind of my point (and I think you're the right user to explain this to me), but if different to-hit and ACs create differences, then don't we need to know those values in order to answer this?14-30% with your current dataset is fairly swingy.
$endgroup$
– NautArch
9 hours ago




$begingroup$
This is kind of my point (and I think you're the right user to explain this to me), but if different to-hit and ACs create differences, then don't we need to know those values in order to answer this?14-30% with your current dataset is fairly swingy.
$endgroup$
– NautArch
9 hours ago












$begingroup$
@András I have a program I use to generate values. There's a discussion here for this answer that describes the in-detail methodology.
$endgroup$
– Xirema
8 hours ago




$begingroup$
@András I have a program I use to generate values. There's a discussion here for this answer that describes the in-detail methodology.
$endgroup$
– Xirema
8 hours ago




1




1




$begingroup$
@András The table uses MathJax. You can attempt to edit the post and look at the markup to figure out how it works. Alternately, you can use the generator at tablesgenerator to create a table, though you need to change the begintable[]begintabular tags to beginarray to work on Stack Overflow.
$endgroup$
– Xirema
8 hours ago





$begingroup$
@András The table uses MathJax. You can attempt to edit the post and look at the markup to figure out how it works. Alternately, you can use the generator at tablesgenerator to create a table, though you need to change the begintable[]begintabular tags to beginarray to work on Stack Overflow.
$endgroup$
– Xirema
8 hours ago













$begingroup$
@Xirema thank you
$endgroup$
– András
8 hours ago




$begingroup$
@Xirema thank you
$endgroup$
– András
8 hours ago

















draft saved

draft discarded
















































Thanks for contributing an answer to Role-playing Games Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid …


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f142963%2fhow-much-attack-damage-does-the-ac-boost-from-a-shield-prevent-on-average%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Which organization defines CJK Unified Ideographs? The Next CEO of Stack OverflowCharacters which have several different shapesHow useful are the kanji in reading Chinese?Can Chinese readers scan large amounts of text faster/more accurately than their alphabet-using counterparts?丼: why is “well” also “bowl of food”?What Does Unicode 8.0 Mean For Chinese?How are blanks indicated for placeholders in Chinese (like ???)Is there a dictionary of standard character variants?How to display CJK Extension F?How is it decided as to which character is used on the tech terminology?How does 子 come to mean 'midnight'?

Shenzhen Football Club Índice Elenco atual | Títulos | Referências Ligações externas | Menu de navegaçãoGooglenotíciaslivrosacadêmicoeditar«"Elenco"»Site oficialexpandindo-oeee

When We Were Young (canção de Adele) Índice Antecedentes e lançamento | Faixas e formatos | Performances e covers | Desempenho nas tabelas musicais | Créditos | Histórico de lançamento | Referências Menu de navegação«Best albums of 2015»«Adele - When We Were Young (Radio Date: 22-01-2016)»«When We Were Young - Single by Adele»«Adele: Inside Her Private Life and Triumphant Return»«adele interview: world exclusive first interview in three years»«Tobias Jesso Jr: since Adele tweeted his song, he's even bigger than his dad»«Adele interviews Tobias Jesso Jr: 'I think that a couple of the ideas we had could be rap songs'»«Adele on Her Return: 'I Was So Frightened That No One Cared'»«Tobias Jesso Jr. on working with Adele: 'I was as nervous as shit'»«How Ariel Rechtshaid Pushed Adele To Her Limit»«Adele Previews 'When We Were Young' on '60 Minutes' Teaser, Tops Trending 140»«Adele Performs New '25' Ballad, "When We Were Young" Live: Watch»«Which '25' Song Should Be Adele's Next Single?»«Adele's 'When We Were Young' Confirmed As Second Single From '25'»«Adele's new single artwork for 'When We Were Young' is perfectly adorable»«Adele at the BBC review: honest, funny and spectacular – Celebrity News News»«'Saturday Night Live': Adele Sings 'Hello' and 'When We Were Young'»«'Adele: Live in New York City' NBC Special – Set List Revealed!»«Adele Closes Out the 2016 Brit Awards With 'When We Were Young'»«What Is The Adele Live Tour Set List? There's No Way She'd Leave Out These 8 Songs»«See Demi Lovato's Soaring Cover of Adele's 'When We Were Young'»«'The Voice': 5 Best Moments From Week 1 Blind Auditions»«Adele – When We Were Young (Media Control Charts)»«Adele – When We Were Young (Entertainment Monitoring Africa)»«Adele – When We Were Young (ARIA Charts)»«Adele – When We Were Young (Ö3 Austria Top 40)»«Adele – When We Were Young (Ultratop 50)»«Adele – When We Were Young (Ultratop 40)»«Adele – When We Were Young (Canadian Hot 100)»«Adele – When We Were Young (Tracklisten)»«Adele – When We Were Young (The Official Charts Company)»«Adele – Hello (IFPI Slovenská Republika)»«Adele – When We Were Young (Productores de Música de España)»«Adele – When We Were Young (Billboard Hot 100)»«Adele – When We Were Young (Pop Songs)»«Adele – When We Were Young (Adult Pop Songs)»«Adele – When We Were Young (Hot Adult Contemporary Charts)»«Adele – When We Were Young (Hot Dance Club Songs)»«Adele – When We Were Young (Rock Airplay)»«Adele – When We Were Young (IFPI Finlândia)»«Adele – When We Were Young (Syndicat National de l'Éditon Phonographique)»«Adele – When We Were Young (Magyar Hanglemezkiadók Szövetsége)»«Adele – When We Were Young (Irish Recorded Music Association)»«Adele – When We Were Young (Mexico Airplay)»«Adele – When We Were Young (VG-lista)»«Adele – When We Were Young (NZ Top 40 Singles)»«Adele – When We Were Young (MegaCharts)»«Adele – When We Were Young (Związek Producentów Audio Video)»«Adele – When We Were Young (Portugal Digital Songs)»«Adele – When We Were Young (UK Indie Singles Chart)»«Adele – When We Were Young (UK Singles Chart)»«Adele – When We Were Young (Sverigetopplistan)»«Adele – When We Were Young (Schweizer Hitparade)»«Adele – When We Were Young (Portugal Digital Songs)»«Music Canada – Gold/Platinum – When We Were Young»«NZ Top 40 Singles Chart»«Certified Awards»e