clearstream
(He, Him)
@Mort proposed a "hard" encounter with two giants, and the parties to face them. I ran that encounter a couple of times and found it lacked challenge for the BS, so I added another giant making it "super deadly".No, you've discussed a 2 giant scenario and a three giant scenario with blue and warding bond, and also other situations where other spells are added. You also jump from "shield isn't really used" to "well, if I'm hit I'll just use shield." You have cake and try to eat it, too.
In the "hard" encounter, the BS uses 0-1 Shields and the Cleric uses 0-2 healing spells. That's on top of the proactive casts. (Yes, I do wait until first round before casting things like Blur etc.) The combat runs 3-4 rounds. The giants usually can't attack with clubs in the first round. I've tried having both giants hammer on the BS, and having them ignore the BS. The latter creates more challenge for the party.
In the "super-deadly" encounter, the BS uses 1-2 Shields and the Cleric casts 1-3 healing spells + a Channel Divinity, and the Archer uses Second Wind and 1-2 superiority dice, and the Arcane Trickster uses 0-1 spells. The scariest moment for the BS is if giants roll higher initiative, in which case I have them ruthlessly focus on the BS (that's where a Shield is mostly used). That's on top of the proactive casts. The fight runs 6-8 rounds.
Are you taking into account the giants' disadvantage?I already provided an 8 attack example above that shows a better than 50% chance of at least 1 hit. That splits your difference.
I guess your alternative Wizard is casting no spells: the well known "torch-bearer Wizard" archetype. Wait, what? I tried a Diviner Wizard multiple times, and always used more spell slot levels. And needed more heals from the Cleric.To get that, you had to use a class resource, a 2nd level spell, a first level spell, and have someone else in the party support your supposedly inherently superior feature with another second level spell. And you'll need to expend a further 1st slot more than half the time.
No, of course not. This is what, the Nth time you've accused me of rigging the results. One attack with BB = 2d8+4. Giant moves = 2d8 and AoO for 1d8+4. That is 5d8+8 in one round. 13-48 damage. Giants are AC 13, BS hits on 6+. Over three rounds 39-144. Remember BS gets a movement bonus: it can keep up with the giants. Still, their best tactic so far has been to direct no attacks at BS, and target whoever else has the lightest armor.Also, to touch back to your edit added replay above, how did you do 57 damage, again? 3 rounds combat, 1st is necessary to set up your defense, so 2 booming blade attacks @ 2d8+4 each and no movement procs mean you did 25 damage on 2d8? Even assuming you meant 3 rounds in melee, that still 18 damage on 2d8 3 times.
Oh, wait, are you making 2 bb attacks a round with extra attack? Blooming blade is a spell, so it uses the cast a spell action and you don't get extra attack.
You promised maths. I'd like to see it. Not because I want to stitch you up, but out of an honest sense of enquiry. What are the ranges from the probability function? Say for AC 23 as a compromise between Warding Bond (22), Shield of Faith (23), and both (24). The Hill Giants are +8 to hit.