Best Turn

Pick a weapon and the actions you have. Every legal three-action Pathfinder 2e turn is worked out exactly at every AC, so you can see which one deals the most damage, and where the best choice changes.

Your class and weapon

Class
Weapon

Write the weapon's dice first (2d8+1d6+6): Vicious Swing adds dice of that size, and a fatal die replaces them on a crit. Weakness and resistance apply to every hit, after a crit is doubled; all the damage is taken to be the weapon's type.

Actions you have

Which turn wins

The best turn at every AC

Each band is the turn with the highest average damage against that AC. Below it: how much that turn wins by over the next-best turn, in average damage. A short bar means the choice barely matters.

Average damage of every turn

Dashed: Strike, Strike, Strike, the baseline that needs no feat or spell. Coloured: turns that are the best somewhere. Grey: the rest. Hover for any turn's numbers.

Chance of no damage at all

The turn you remember: every attack misses, or resistance soaks every hit. Same colours as above; a turn that wins on average can still come up empty more often.

Every turn, ranked

Rules (Player Core unless noted): Exacting Strike and Vicious Swing p.140-141; Double Shot p.143; Furious Focus and Triple Shot p.145; Certain Strike p.147; the press and flourish traits p.139; Hunt Prey and hunter's edges p.154; Hunted Shot and Twin Takedown p.157; Sure Strike p.361; weakness and resistance p.408; Flurry of Blows, Player Core 2 p.116. Odds are exact, from the same engine as the other pages.