Right now they (BAs) are virtually the same as sabres in every way only, they do less damage. Battle axes as original designed (with hit resolution as multiplier) had their niche as "the crit" weapons. They went quite a distance trying to add different whistles and bells to each weapon type to differentiate each other.
Yes investing in Weapon Focus Knight also grants swords for flexibility (assuming dual wield), but how many weapons can you realistically afford to buy/enchant in a game melee focused team (without console/cheats) ? Oh - and there is at least a unique sabre with +0.5 crit "multiplier" (salt on the wound and set in on fire)īattle axes need some love. (sneak is not always on but with good micro it should be close). Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons. Masterwork weapons have a +1 enhancement bonus on attack rolls. Past level 2 sabre can outdamage battle axe in all situations on Rogue. Magical enchantments cost an additional 2,000 gp. Rogues (best crit melee race - reckless attack accuracy bonus, you need to use them on a high accuracy class to get those crits) can get this at level 3. Sabres will thus outdamage battle axes EVEN ON CRITICAL HITS once the sum of damage multipliers goes above 6.75 / (( 13+19-11-16)/2) = 2.7.
That +0.5 bonus to crit "multiplier" translates into + ((11+16)/2)*0.5 = 6.75 average damage on crits. Comparing with sabres because they are both locked into slashing damage type. Ignoring the unique models, currently Battle axes are worse than sabres in the vast variety of applications ( turning the hit resolution -0.5,0,0.5 additive, even if the ingame info still calls them "multipliers" was a big nerf to those weapon types ).