Is Vital Strike worth it or not? Here's proof!


Pathfinder First Edition General Discussion

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Am I the only one using this feat for the switch-hitter ranger?


KenderKin wrote:
Am I the only one using this feat for the switch-hitter ranger?

Possibly, what's the advantage? I'd think you'd be losing out, in particular against favored enemies.


Sorry. Thought this was talk about striking foe's vitals.


I found an error in my calculations for including probability. If the probability of hitting on your first swing is P, the formula for how much damage (plain) VS does compared to a 2 swing full-round attack is

0.5(XY/2 + X/2) + (P–0.5)(D–Z)

And THIS equation I can make some comments about! The (XY/2 + X/2) term is just your weapon's average damage, so when using VS you get half again as much weapon damage!

But looking at the last term : again if the creature’s DR is less than your weapon bonus, you incur a reduction in your damage, so only use it when the creature’s DR is close to or higher than your weapon bonus.

Worst case : if D=0, the reduction in damage is (P-0.5)Z.
So if a fighter's chances of hitting are say 75%, the reduction to that "half again as much basic weapon damage" would be 1/4 of the weapon's damage bonus.

NOW it just depends on the particulars. If your weapon's damage is small (d6, d8) and your damage bonus is greater than about 8, then yeah, it makes no sense to use VS.

What about a greatsword (2d6)? Don't bother using VS if your weapon damage is greater than about 14.

I happen to have a barbarian who has a greatsword and a damage bonus of +13 when raging, so the math has shown that even against opponents with DR=0, VS would just about break even. So when she's up against a creature with *ANY* DR, VS will be better than a full-round attack.

Ain't math great? :)


ZenFox42 wrote:
Ain't math great? :)

Well, if you hit with one attack from vital strike its going to be 4D6+13, but if you hit with 2 attacks in your full attack routine its going to be 4D6+26. Wouldn't the trade for -5 to hit be worth a +13 to damage? Especially if you can put resources into just hitting the thing better?(Against a foe with DR5/- it would be 4D6+8 vs. 4D6+16, would a 8 be worth it?) You also haven't calculated critical hit yet. Would more chances to fumble or crit change the math at all?

Average barbarian?:
Barbarian level 7(vital strike online!) could start with 15 in strength, raise it to 18 with belt and level, rage to 22 and get +9, then power attack for +6 damage and have a +15 easy. That's without magical enhancements on his weapon or buffs and only one feat(that everyone gets)!

Edit: My math is bad. I was stating total damage like it took the total -5 to hit...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
ryric wrote:

The biggest mistake in your argument is the assumption that Vital Strike is somehow meant to replace a full attack. It's not. Vital Strike is best used as a "consolation prize" attack when you have to move.

Vital Strike nearly always falls short of a full attack. It's better compared to a normal single attack, though. Whether that small bonus is worth a feat slot is a choice players have to make.

Personally, I find melee fighters have to move enough to make it worth taking. Many would disagree. Obviously access to pounce or archery devalues the feat.

Vital strike is also important when the only option you have to deal with DR is to deal as much damage per strike as you can.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Anytime the target AC is 10 points or more higher than your highest attack bonus is also a great time to use Vital Strike. Lots of us can't gaurentee a roll over 10 to save our skins.


Tim Statler wrote:
Anytime the target AC is 10 points or more higher than your highest attack bonus is also a great time to use Vital Strike. Lots of us can't gaurentee a roll over 10 to save our skins.

I've found I do it half the time, dice may vary results slightly though.

LazarX wrote:
Vital strike is also important when the only option you have to deal with DR is to deal as much damage per strike as you can.

When are those times exactly?


MrSin wrote:
KenderKin wrote:
Am I the only one using this feat for the switch-hitter ranger?
Possibly, what's the advantage? I'd think you'd be losing out, in particular against favored enemies.

Advantage is movement! and Vital strike can be used for both melee and ranged attacks! Most feats apply to one or the other.


KenderKin wrote:
MrSin wrote:
KenderKin wrote:
Am I the only one using this feat for the switch-hitter ranger?
Possibly, what's the advantage? I'd think you'd be losing out, in particular against favored enemies.
Advantage is movement! and Vital strike can be used for both melee and ranged attacks! Most feats apply to one or the other.

I thought the point of a switch hitter was that you were already viable at both range and melee? Why are you moving?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
MrSin wrote:
Tim Statler wrote:
Anytime the target AC is 10 points or more higher than your highest attack bonus is also a great time to use Vital Strike. Lots of us can't gaurentee a roll over 10 to save our skins.

I've found I do it half the time, dice may vary results slightly though.

LazarX wrote:
Vital strike is also important when the only option you have to deal with DR is to deal as much damage per strike as you can.
When are those times exactly?

Oh come on! Do I have to spell it out? You've NEVER been in a situation where something had DR you couldn't bypass?


LazarX wrote:
Oh come on! Do I have to spell it out? You've NEVER been in a situation where something had DR you couldn't bypass?

As a fighter or barbarian? No. All solutions are solved by brute force. If it isn't working, you just aren't using enough.

Kidding aside, the only times I have are when the GM throws a homebrew monster at us with crazy(and inappropriate) DR. Usually I'm better off just full attacking it and taking the damage with me. I don't think the average 7 damage I get from vital strike is worth giving up my iteratives.


The thing that makes vital strike not worth it is the high cost in feats. 3 feats is too much for what it does. As it is the feat just isn't worth 98% of the time. There are better feats you can take.

We house rule it hat you can use Vital Strike during a Full attacks, charges, spring attack, whirlwind attack, and cleave. You only get to apply the extra damage on your first attack in full attack or whirlwind attack and on the initial attack in Cleave. This makes the feat actually worth taking.


In general: if option A is available without investment and option B costs a feat, shouldn't option B be superior to option A?


Is Vital Strike worth it in any average joe game? No. The damage output just does not compare to a full attack. The static bonuses from hits will outweigh the extra damage dice provided by Vital Strike.

Is Vital Strike worth it in a Mythic game? Hell yes. The level of consistency given with Vital Strike will outweigh the point of having a full attack since the Mythic Vital Strike feat multiplies your static bonuses along with each hit; combine it with an ability that provides additional Standard/Attack Actions, and you will have an option that easily outweighs any form of iteratives.

To be honest, I find that having static bonuses multiply equal to the number of weapon damage dice sets is the best fix to optimizing the feat chain (something which the Mythic Vital Strike feat provides). Unfortunately, Vital Strike is only useful in Mythic games, and in any regular game Vital Strike is about as useful as the Prone Shooter feat.


ZenFox42 wrote:

Vital Strike (in whatever form) is a feat which is claimed to be better for getting thru DR, since instead of (say) 2 attacks each of which has DR subtracted, Vital Strike lets you take ONE attack, but roll just your die damage 2 times, then add your bonuses. Thus DR is only subtracted once.

Some people love it, some people hate it. So I decided to do a little math...

You're attacking N times, with a weapon that does XdY+Z damage per blow
(X=# of dice, Y=kind of die [d6,d8,etc.], Z=fixed bonus)
against a creature with a DR of D.

The average value you get from rolling XdY many times is (XY+X)/2.

So N attacks of XdY+Z, minus DR for each attack does, on average
N(XY/2 + X/2 + Z – D) = NXY/2 + NX/2 + NZ – ND

1 attack of N(XdY)+Z, minus DR does, on average
NXY/2 + NX/2 + Z – D

Both attacks do NXY/2 + NX/2 damage, we can ignore them. So the modifiers to that basic damage are
Normal attack : N(Z – D)
Vital strike : Z – D

But here’s the thing : as long as the creature's DR is greater than the damage bonus, (Z – D) is a penalty, so the penalty is smaller with Vital Strike.

Example : d6+2 vs. DR=5, 2 attacks
Normal : 2*(3.5 + 2 – 5) = 1 HP on average
VitStrk : 2*3.5 + 2 – 5 = 4 HP on average

Conversely, if your bonus is greater than the creature's DR, you actually do LESS damage with Vital Strike! Weird, huh?

Example : d6+10 vs. DR=5, 2 attacks
Normal : 2*(3.5 + 10 – 5) = 17 HP
VitStrk : 2*3.5 + 10 – 5 = 12 HP

So the key is that you only pull out Vital Strike when your regular attacks aren't getting thru the creature's DR...

How much more damage do you do with Vital Strike?
(N–1) * (D–Z)
So the tougher the creature is, the more damage you do to it! Sweet!

In the first example above, N=2, D=5, Z=2 so the extra damage should be 1*(5-2) = 3, which it is.

In my experience, vital strike is only worth it if you intend to play a high mobility fighter, preferably with ranged weapons. There are valid reasons to play such a character, but you won't be a champion damage dealer.

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