- To Hit : H (Your to-hit as given by charbuilder)
- Level : L (Your Level)
- Bow Dice: B
- Quarry: U
- CritChance: C
- CritDamage: D
- Static Modifier: S
HitChance (T) = 1-((L+14-H-1)/20)-C
Odds of Quarry (Q) = 1-( (1-T)^2 ) * U + 1-( (1-C)^2)*max(U)
Average Damage = ( T*(B+S) + C*(max(B)+S+D) )*2 + Q
In english: Calculating twin-strike without quarry is trivial, you simply apply the average damage calculation as presented here and then calculate the odds of hitting at least once and multiply that through the quarry. I will assume that you are competent to add misc bonuses into your hit modifier and your static modifier.
In terms of optimization, for double-attackers, getting accuracy and the staticMod as high as possible is key. Hunter's quarry is "meh" in comparison.
Edit
Running the numbers provided from your comment with the following:
If it's not to much to ask... what would the average damage for Twin Strike be for: Ranger, Level 26, To-hit +32, Weapon Ench +5, Weapon Focus Feat giving +3 damage, hit chance 10% (epic tier feat making crits 19-20), Quarry 3d8, and +2 to damage (due to Bracers giving +2 item bonus to melee attacks). He's using 2 bastard swords (d10 damage). –
We start by listing assumptions and requirements.
Requirement: Does a twin-bastard sword ranger do excessive damage?
Assumption: Excessive damage will be defined as being able to drop a standard monster in less than two rounds, as per the DPR king thread.
Assumption: PP and ED play a significant role in this calculation. Therefore we must calculate damage with and without an optimal PP and ED.
Assumption: An optimal PP is one that is sky blue here as is ED
Assumption: Weapon choice has a significant impact, therefore we must also perform these calculations with and without magical weapon.
Assumption: Stated +32 to hit resolves into an 18 strength at level 1 pre-racial or ED. Therefore, I will assume a +2 due to ED, and not apply racial cheese.
Assumption: Feat choice has a significant impact, therefore I will assess the damage with and without the paragon-tier prime * feats. I will not perform further calculations as to frostcheese or other damage strategies.
Therefore:
Build 1, semi-competent damage: Half-orc, two-blade ranger, Heavy weapon expertise, bastard sword prof, Stormwarden PP, Indominable Champion ED (Boring as *, but whatever), Lethal Hunter, Heavy Blade Mastery, Called Shot, Prime Punisher, Slashing Storm, Weapon Focus (Heavy Blade), Iron Armbands of Power (Heroic Tier?)
There are so many more optimizations possible, but this is a good "Not too glassy" option leaving many feat, items, and so-forth.
Character builder produces the following attack: +32 v. AC // 2d19+10 damage,+3d8 quarry, +5 to damage rolls due to called shot, prime punisher, +1 to accuracy due to prime shot.
The complete expression to be evaluated is, therefore:
(32 accuracy, AC of 26+14, extra -1 due to prime shot)
Base damage, before quarry. (1-(26+14-32-1-1)/20-.1)*(5.5*2+10+5)*2+.1*(10*2+10+5+3.5*5)*2 = 41.700
Rounds to drop 1 enemy, before quarry = 5.5 = absolutely pathetic for a striker. Minimum recommended striker rounds = 4
Quarry damage, calculated correct follows the following pattern: Odds of hitting the first time * quarry + odds of critting the first time * quarry + (odds of hitting the second time * odds of missing first time) * quarry + (odds of critting the second time - odds of missing the first time) * quarry.
Odds of hitting: (1-(26+14-32-1-1)/20-.1)
60%
Odds of critting: 10%
Odds of missing: (26+14-32-1-1)/20)=30%
Total odds =1
.6*4.5*3+.1*8*3+.6*.3*4.5*3+.1*.3*8*3=13.65 expected quarry damage from one twin strike
Total DPR:
13.65+41.700=55.130
(8*26+24)/55.130=4.208
Not quite in minimum striker level damage.
Extra DPR 2*Dex (stormwarden, assuming both 11 and 16 come into play) + Wis (slashing storm)= +8+8+2 = +18
55.130+18=73.130
(8*26+24)/73.130=3.172
Just about right for a semi-optimized ranger at-will.
Dropping prime punisher and called shot gets twin-strike DPR to: 32.6, 13.257 quarry damage
32.6+13.257+18 = 63.857, 3.633 rounds, just right.
Dropping stormwarden:
32.6+13.257+2 = 47.857, 4.847 rounds, unacceptable.
Therefore, based on the parameters you described, the ranger's damage probably fits into the low end of the "striker damage" window or below and should be allowed into your game.
The general 4e assumption is that mundane (non-magic) items are either not sold at all, or are sold at 20% of value. So you could theoretically fiat that the tunic cannot be sold. However, lets think about this loosely within the confines of the game's mechanics.
Ask yourself the following questions
- If this were a magic item, what level, rarity and type would it be (by type I mean major item or consumable).
- What mundane items resemble this item
If you can answer the first question then this should give you your answer fairly quickly, price them at a level that is appropriate for the powers they grant (that tunic is actually fairly close to the existing camouflage clothing that costs 30 gp, although of slightly less value, so price it below that).
The ore is a bit trickier. My suggestion would be that you have them find a smith or refiner to haggle with Have an idea in mind of what the value is and start the Smith's price lower and have them use their cha based skills to try to get him up. Settle at or around your target value (tweaking for rolls obviously).
Finally, because I just thought of it, Mordekainen's magnificent emporium brought in some new mechanics for trade goods that give some help to DMs for players looking to sell goods. It might not fit exactly but it could be helpful for setting some base lines.
Buying and Selling: To perform either of these transactions, establish the total value of the trade goods in question. Use the major purchase column on the table in the Pocket Change entry to figure out the level of this transaction. For example, unloading a rare book worth 10,000 gp—or a forged copy of the same—would be a 15th-level transaction. Use this information with the Difficulty Class by Level table (Rules Compendium, page 126) to determine the DC to sell or buy a trade good, or to recognize or pass off a fake item.
Best Answer
Critical expansion is usually only provided with a single source as crit ranges are stated explicitly with all sources I'm aware of.
The most you can do for an always on effect is the Rogue's Dagger Master paragon path which provides 18-20 always on.
There are a few encounter or daily powers that may expand it more for an attack, a round or even a whole combat against a single combatant. The most these seem to expand is 16-20 and the majority stick to 19 or 18.