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|8||65% ||87.75%||42.25%
|8||65% ||87.75%||42.25%
|-
|-
|9||60% ||84%||36%
|9||60% ||84%|| 42.25%
|-
|-
|10||55%||79.75%||30.25%
|10||55%||79.75%||30.25%
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A more general way of looking at advantage/disadvantage is calculating the effect on the average of dice rolls. On average, the bonus/penalty is +/-3.325. This makes it more broadly applicable than looking at specific rolls and makes it easier to compare to other bonuses and penalties which may apply to a roll.
A more general way of looking at advantage/disadvantage is calculating the effect on the average of dice rolls. On average, the bonus/penalty is +/-3.325. This makes it more broadly applicable than looking at specific rolls and makes it easier to compare to other bonuses and penalties which may apply to a roll.


For this we first need to clarify the notations used below: D{{math|n}} represents an {{math|n}}-sided die, {{math|P(i)}} is the probability that a variable has value {{math|i}}, {{math|\mathbb{E} }} denotes the average or expected value of a roll, and {{math|1=\textstyle\sum_{i=a}^b x_i}} denotes the sum of a series of numbers {{math|x}} over an index {{math|i}} with {{math|i}} going from {{math|a}} through {{math|b}}.
For this we first need to clarify the notations used below: D{{math|n}} represents an {{math|n}}-sided die, {{math|P(i)}} is the probability that a variable has value {{math|a}}, {{math|\mathbb{E} }} denotes the average or expected value of a roll, and {{math|1=\textstyle\sum_{i=a}^b x_i}} denotes the sum of a series of numbers {{math|x}} over an index {{math|i}} with {{math|i}} going from {{math|a}} through {{math|b}}.


The formula to calculate the expected value, {{math|\mathbb{E}[x]}}, of a variable {{math|x}} is equal to the sum of every possible value of {{math|x}} multiplied by the chance for {{math|x}} to have that value.
The formula to calculate the expected value, {{math|\mathbb{E}[x]}}, of a variable {{math|x}} is equal to the sum of every possible value of {{math|x}} multiplied by the chance for {{math|x}} to have that value.
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{| class="wikitable"
{| class="wikitable"
|+Expected Bonus Damage from Savage Attacker
|+ Expected Bonus Damage from Savage Attacker
|-
|-
!Damage Die!!Average Bonus Damage!!Average Bonus %
!Weapon Die !!Average Bonus Damage
|-
|-
|1d4||0.625||+25.0%
|1d4 ||0.625
|-
|-
|1d6||0.972||+27.8%
| 1d6|| 0.972
|-
|-
|1d8||1.313||+29.2%
|1d8||1.3125
|-
|-
|1d10||1.650||+30.0%
|1d10||1.65
|-
|-
|1d12||1.986||+30.6%
|1d12 ||1.9861
|-
|-
|2d6||1.944||+27.8%
|2d6 ||1.94
|}
|}
Note that Savage Attacker also applies to ALL additional damage dice from ANY source added to a weapon, but not [[Sneak Attack|Sneak Damage]] because those are not bonus dice added to the weapon damage.
Note that Savage Attacker also applies to ALL additional damage dice from ANY source added to a weapon, but not [[Sneak Attack|Sneak Damage]] because those are not bonus dice added to the weapon damage.
For example, the [[Halberd of Vigilance]] (1d10 slashing damage and 1d4 force damage) which was [[Dip#Condition:_Dipped_in_Fire|dipped in fire]] (1d4 fire damage) will, on average, do 1.65 + 0.625 + 0.625 = 2.9 (+27.6%) more damage with Savage Attacker.
For example, the [[Halberd of Vigilance]] (d10 slashing damage and d4 force damage) which was [[Dip#Condition:_Dipped_in_Fire|dipped in fire]] (d4 fire damage) will, on average, do 1.65 + 0.625 +0.625 = 2.9 more damage with Savage Attacker.


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==External Links==
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