Thanks, so if I'm doing the math correctly. Trip is the first attack, it succeeds, (Ogre's +12). The second attack is base minus -5 from the 12 making it +7. The target is flat-footed -2 to their AC.
That means the Ogre Warrior could of attacked +12/+7/+2 if it was just swinging away but;
If It tripped first +12 then Strike +7/+2 but the AC was reduced by 2 lets just call it +9/+4 (yes I know that's not actually right because it should circumstance negative to AC to the target, due to like effects not stacking it could matter.) In the end the Ogre loses a damaging attack at +12. That hardly seems the sensible thing to do for the ogre, like ever if its a solo monster against the party, as it's designed in Torment and Legacy. Really I'm just making sure I'm not missing a hidden benefit to trip.
Yeah, that's basically correct. Often times single enemy fights end up being very unga boonga I hit I deal damage because no one else can capitalize on their tactical plays. Some abilities will still be useful, but trip typically isn't one unless they have an ability that lets them do it easier (like the "knockdown" creature ability that allows you to use an action to trip after a hit without having to roll for it)
Oh, also, it's worth noting that if it has AoO, then tripping is a great way to force someone to trigger that