Kortestanov Wrote:like, to 95% 2hko the monster above (100 hp) you will need the damage range required to 95% 1hko a monster with 50 hp.
The percentages won't match up though, if you combine multiple uniform distributions (eg. rolling dice) they end up coming closer to a normal distribution. Like if you roll 1d6*6 (ie. it has 6 12 18 24 30 36 on the faces) you only have a 95% chance of rolling at least 6 (1/6). 2d6*3 then you have a 95% chance of getting at least 9 (1/4). 3d6*2 you have 95% chance of getting 12 (1/3 of your max). These numbers are approaching the bottom 50% of the range. With 6d6 it's around 14.
The reason this happens is because if in order to fail, you need to be in the bottom 5% twice, or 6% and 4%, or 7% and 3%, etc. which is combined probability of 0.05*0.05 + 0.06*0.04 etc., which is smaller than 5%. So the actual % of the range increases. (like 10%+10%, 9%+11%, etc.) until the total probability is only 5% again.
The more hits it takes, the closer the 95% probability gets to the bottom 1/2 of your damage range. If (like with TT) it takes 12 independent hits to 4hko, then the 95% chance of doing 4hko or better only requires the average per hit to be around 1/12 of the monster's hp.
So for classes with multiple hits, you could generally assume around 40-45% of your range to have a 95% chance to KO at that rate. It's more difficult for classes that actually only hit 2-4 times, especially if those hits can crit or have other damage mods applied individually.

