Question on Double slice


Skills, Feats, Equipment & Spells


Do you have to roll on both attacks? Can you quote from the book to back up your answer?

I'm asking because a friend of mine is really skeptical. He believes that Power Attack is way better than Double slice because you have to roll for both attacks, meaning in the long run, Power Attack does more damage.


magnaangemon01 wrote:

Do you have to roll on both attacks? Can you quote from the book to back up your answer?

I'm asking because a friend of mine is really skeptical. He believes that Power Attack is way better than Double slice because you have to roll for both attacks, meaning in the long run, Power Attack does more damage.

PF playtest rulebook pg89 (fighter feats) wrote:
Make one Strike (see page 308) with each of your two melee weapons, each at your current multiple attack penalty. The second Strike takes a –2 circumstance penalty if it’s made with a weapon that doesn’t have the agile trait (see page 182). If both attacks hit, combine the attacks’ damage, and then add any other applicable enhancements from both weapons. For purposes of resistances and weaknesses, this is considered a single Strike. This counts as two attacks when calculating your multiple attack penalty (see page 305)

As far as myself and most people seem to be reading it you make a strike with each, that then gets treated as a single strike if both hit for the purposes of resistance and weakness only. Note the bolded area. As this has to be called out, it implies that you are making two separate Strikes, so two rolls.

However, this can actually be an advantage over power attack in the long run, because it's less swingy. Sometimes actual damage matters less than the consistency of damage.

Making two attacks means you're less likely to completely miss and more likely to crit:

Quick maths as follows, ignoring crits for a second:
  • If you attack with one weapon in power attack, you have an X% chance of hitting and a Y% chance of missing.
  • If you attack with two agile weapons in double slice each weapon has an X% chance of hitting and a Y% chance of missing.
  • Your chance of missing with both attacks in double slice is Y% of Y%. If you had a 50% chance of missing with each, you have only a 25% chance of missing with both. This means you have a 75% chance of hitting with one or both.
  • Power attack on the other hand with the same odds still has only a 50% chance of hitting and a 50% chance of missing.
  • This goes the other way as well. With double slice you only have a X% of X% chance of BOTH attacks hitting, which in our example is 25%.

    So in our example, power attack has a 50% chance of hitting and a 50% chance of missing. Double slice has a 25% chance of hitting with both, a 50% chance of hitting with only one (making it a 75% chance of hitting in general), and a 25% chance of missing with both.

    This principle applies to critical hits as well. So double slice will crit more often, but critical hits will likely be smaller in damage on average (early game. Late game I'd expect runes to cause double slice to pull ahead e.g. if you ring of doubling a high level flame rune onto both). This isn't a problem if you're playing a debuff Fighter, as a large number of weapon groups can fill a powerful support role by critting and using their weapon specialisation effect (e.g. knives cause bleed and brawling group weapons can slow a target).

  • Also note that dual weapons can add the strength modifier of the fighter twice, as they are two attacks.
    Power attack has the early game advantage of working well with the strongest weapons and giving easy access to a very large amount of damage, but double slice puts the probability of hitting or debilitating on your side, which can be a considerable advantage.


    Also, somebody let me know if this isn't a fair late game comparison or if I've forgotten about damage enhancing fighter powers:

    Starting assumptions for both sides:

  • Assuming same AC and to hit modifier for each. Let's just give everyone a 50% hit chance and a 5% crit chance per weapon.
  • Weapons are orichalcum with a +5 potency rune and 4 properties. Frankly this is beyond what you can expect to get but I'll use it just to demonstrate the limits.
  • The runes are all damage enhancing ones, e.g. corrosive, cold, flaming, shock. So a bonus 4d6 with other effects on a crit that aren't directly damage. Note that double weapon fighter might have a considerable advantage here with some of those effects, esp the ability of greater corrosive to destroy armour (as this is a lazy analysis I'm ignoring the impact this makes, but I think it could be important).
  • Both sides have used a potent item to get 24 str, so a +7 to damage.

  • Power attack fighter:

  • Damage die matters here, so greataxe, greatsword, or maul seem like the best options. 6d12+4d6+7 damage. Which is an average of 60 damage per hit. Average of 120 on a crit.
  • Power attack is the main trick, which adds an extra 2d12 damage, average of 13 or on a crit 26. So average 73 damage or 146 on a crit.
  • With a 45% chance of hitting normally and a 5% chance of critting, we get 0.45*73+0.05*146 expected damage, which works out close to 40.
  • A follow up attack has a -5 penalty, so a -25% chance of hitting normally. This means a 20% chance of hitting normally, and a 5% chance of critting. Which works out to about 22 expected damage.
  • Total expected damage in a turn of 66.

  • Double slice fighter:

  • You aren't going to find an agile weapon with more than a d6 damage die. This just means you want to look for tricks, the sawtooth sabre seems the best choice because functionally it adds extra damage equal to the number of damage die after you've already attacked with one of the two twin weapons that turn. Backstabber is probably a better choice if you can catch the target flat footed, which will likely be the case with a rather nasty rogue-fighter. Each sawtooth sabre is going to deal 10d6+7 damage in total, which averages 42, 84 on a crit. After the first attack this increases to 48, 96 on a crit.
  • Each of the double slice attacks has a 45% chance of hitting and a 5% chance of critting.
  • The first attack does an average of 0.45*42+0.05*84, which is 23.
  • The second attack does an average of 26.
  • In total the double slice does an average of 49.
  • A follow up attack has a -8 penalty, meaning a -40% chance to hit. Only a 5% chance to hit normally and a 5% chance to crit, which works out at about 7 damage.
  • In total this double slice fighter can expect to deal 54 damage with an all out attack.

  • So overall in this comparison it looks like a power attacker pulls ahead in a slugfest. Note however that this only happens if both sides are following up their initial two actions with more attacks, otherwise the double slicer pulls ahead. Also, keep in mind that a rogue can multiclass to gain the benefits of this, putting her at a bonus 4d6 (14) damage per hit against a flat-footed target. A light pick on a crit fisher rogue-fighter might be able to pull ahead in damage at a guess.

    TL;DR Power attackers can generally inflict a lot of damage (though I suspect there are ways to shenanigan out more on a double slicer), but double slice is more likely to hit and crit with those two actions. Because a double slicer is more likely to hit, but less likely to hit at full power, they might prove more useful against high AC targets and power attackers against low AC targets.

    Edit: I made an error -I treated the third attack as only taking one penalty, when it takes two. So double slice pulls ahead in overall damage and crit utility.


    Thank you. If Double slice and the sawtooth sabers work together as well as it sounds like, that's potential for a lot of damage.


    magnaangemon01 wrote:
    Thank you. If Double slice and the sawtooth sabers work together as well as it sounds like, that's potential for a lot of damage.

    No problem. Note that sawtooth sabres are exotic, but light picks for instance are merely martial. Still, IIRC it isn't too hard to pick up an exotic weapon.

    A light pick seems like it will be good late game, because while it only does d4, on a crit it does d8 and adds an extra d8, and then (if you have weapon spec unlocked) it does one bonus damage per damage die. Because a rogue-fighter wants to catch people flat footed to sneak attack, you might be hitting with a higher chance to crit against lower AC enemies if you are one. Greater Corrosive could come in handy here (as destroyed armour might up the crit chance further). Even if you're just a fighter, if you manage to luck into a keen rune, these might be a good bet (though it might still only be an approx 19% crit chance per double slice). Dogslicer might be a good choice for goblins thanks to backstabber, especially again for a rogue-fighter.


    I'm actually going Paladin.


    magnaangemon01 wrote:
    I'm actually going Paladin.

    I meant in a more general sense, but fair.

    Paladins are best for sword and board IIRC, but if you want to power attack a lance might be fun and thematic (don't have my thing open rn so I can't confirm the charge effect works with it).
    Alternatively, as has been noted by PossibleCabbage elsewhere, you seem to be able to combo deific weapon and deadly simplicity on a paladin-cleric of Irori, which would give you a d8 nonlethal agile finesse punch.
    Handwraps of mighty fists can scale them up like weapons, and I think it might be possible to wield something else in the same hand (will need to check though, and if it prevents shields).
    On top of that, there are some possible funny interactions if you stick an ally spirit inside your fist, depending on the exact wording.


    I wasn't going for shield as I'm not going tanky (another member of our party is doing that). I was thinking bastard sword and only wielding it one handed when I want to cast LoH.


    Double Slice has more tactical uses, and isn't an [Open] feat meaning it can be used on your secondary attacks.

    Power Attack offers no such benefits.

    Double Slice when combined with Hunter's Target or Agile Grace then creates 'full rounds' where one can have a turn like this:

    One-handed weapon, agile weapon
    [A] Strike (MAP 0) [A\\] Double Slice (MAP-5/-5)

    two agile weapons
    [A] Strike (MAP 0) [A\\] Double Slice (MAP-4/-4)

    This is in addition to being able to move/buff and then take two primary attacks.

    As you proceed in levels, Power Attack's distribution spread gets worse and worse, creating a larger bell curve within which you will see more varied results. Given the lower range of possibilities and higher minimum values, and the larger range of tactical choices that Double Slice affords you, it will always perform better. Especially when it gives your tertiary attack something like +20% chance to hit/crit without compromising any of the other attacks.

    That is not to say that Double Slice is overpowered, far from it. It is the standard by which all other combat styles should be compared and brought up to, it is a good feat.


    Double Slice seems good, but I'm going to go with Power Attack this build, as I don't feel like going into Fighter and Cleric to maximize damage and still be able to cast LoH. Will keep Double slice in mind when I decide to try a fighter.


    He's still saying that you should only get strength bonus once. He says everyone else is cheating and he's going to play by what the rulebook says.


    Who is saying this? He is wrong.


    Yeah. He finally admitted he was wrong on that.


    question I have is double slice way I am reading you make both attacks at current multi attack penalty so say you its your 1st set of attacks as long as offhand agile my bonus is +10 normal so I make my rapier/shortsword attacks at +10/+10 my last attack with shortsword is(-8) so is at +2. my dm is interpreting the feat as only for dr so r/s/s +10/+6/+2 anyone have ruling on this. if I was using 2 rapiers would be +10/+8+/+0 any feedback would be ausome


    I don't know why you posted in this thread and started a new one. But you got your answer over there.

    As for it being overpowered, it isn't. The damage is actually 1.5 damage less than swinging a d12 weapon twice (at 0 and -5).

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