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Obviously the answer is "depends" but I want to unpack that depends a bit more.
Assuming the to hit bonus and damage bonus are falling in a similar range of value to each other, rather than being skewed to one extream or the other, how much more important is the to hit bonus? Statistically is it twice as valuable, a third, a tenth? What do those with the power of math have to say?

BigNorseWolf |

Obviously the answer is "depends" but I want to unpack that depends a bit more.
Assuming the to hit bonus and damage bonus are falling in a similar range of value to each other, rather than being skewed to one extream or the other, how much more important is the to hit bonus? Statistically is it twice as valuable, a third, a tenth? What do those with the power of math have to say?
Your topics a little messed up? I think you meant to ask how much more valuable is "to hit" than "Damage" A to hit and attack bonus are the same thing.
The math on this varies wildly depending on the number of attacks you have and the damage per attack. If you have one , huge, monstrous swing with a flaming shocking aciding freezing greatsword then another 2 points of damage gets you little, while + 1 hit gets you a fair bit more DPR.
The damage formula is h(d+s)+tchd.
h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

Richard Leonhart |

you get an attack bonus for the cost of random 0-5 elemental damage.
but honestly, it depends.
It depends on your attack and ennemy defenses.
Take your standard attack, and an ennemy with standard in combat AC.
If I had to make something up, I'd say 1 attack is (AC-ATK-1) times more important than 1 damage.

Kaisoku |

Yeah, it really depends on what your trying to hit (AC), and how much damage you are doing already.
If you aren't guaranteed to hit (or miss) the target (well 5% chance), such that a +1 won't affect the roll, then the damage is obviously better.
If the +1 to attack would improve your chances by one on the d20 roll, that's increasing ALL damage you do by 5%.
If you roll 1d4, then a +1 damage will probably improve things better (for the most part).
If you have 1d8+20, then a 5% improvement is over 1 point of damage already.
And that's not taking into account how attack bonus can affect iteratives, or retaining good chance to hit allowing you to use things like Power Attack or Deadly Aim more effectively.
And since you can't know what AC you are going to come up against (and with things like fighting defensively, higher ground, spell buffs, etc, it can change mid-combat), a fairly high attack roll is typically pretty important.

Matthew Downie |

If you needed a 19 to hit, a +1 to hit will increase your average damage per attack by 50%. If you needed a 3 to hit, a +1 to hit will increase your average damage per attack by about 5.5%.
Power attack allows you to trade 1 accuracy for 2 damage (3 with a two-handed weapon). This is often a good trade, but not against high AC.
If you wanted a simple and clear answer: +1 to hit is worth, let's say... +2.5 damage.

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Thanks everyone, that's helpful.
Yeah, I messed up the topic. I was typing this out in bed with the iPad and that isn't the best position to edit what it is that I'm trying to say.
I can definitely see the complexing of the issue. Because the progression of attacks and damage over the course of levels isn't a nice consistent straight line, but instead is this curvy mess, it can change wildly.
I'm sure WotC with 4e has a very clear idea of how much attack and damage bonuses are worth, and that they remain pretty consistent over all of the levels, mainly because they tightened up the math to fiit the progression in a consistent manner.
I'll poke around on the DPR threads. I am just trying to get a general idea, more to be able to weigh the value of homebrew feats or archetypes to get an idea of what can be done without pushing things way out of line.

LilithsThrall |
Thanks everyone, that's helpful.
Yeah, I messed up the topic. I was typing this out in bed with the iPad and that isn't the best position to edit what it is that I'm trying to say.
I can definitely see the complexing of the issue. Because the progression of attacks and damage over the course of levels isn't a nice consistent straight line, but instead is this curvy mess, it can change wildly.
I'm sure WotC with 4e has a very clear idea of how much attack and damage bonuses are worth, and that they remain pretty consistent over all of the levels, mainly because they tightened up the math to fiit the progression in a consistent manner.
I'll poke around on the DPR threads. I am just trying to get a general idea, more to be able to weigh the value of homebrew feats or archetypes to get an idea of what can be done without pushing things way out of line.
It's not individual feats/archetypes that you have to look out for, but ease of stacking feats/items/etc. One easy way to research these issues is taking advantage of monte carlo simulations - which are laughably easy to do with MS Excel.