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<blockquote data-quote="felwred" data-source="post: 6831234" data-attributes="member: 6805714"><p>The character did 1 level of Cleric for a combination of role-play reasons and to use a necklace of prayer beads he earned. The stats and feats, etc. are accurate. Remember that fighters get extra feats/stat bumps at 6th level (thus 1 feat at 1st, stat at 4th, stat at 6th (now a 20), feat at 8th.) His next 2 levels will each result in a feat as well (ranger 4 and fighter 12) (getting hard to decide which feats to pick after the obvious sharpshooter and crossbow expert - thinking Alert and martial adept (for an extra die of maneuvers), observant (increases wisdom stat to the next even number and +5 to passive perception), Resilient (dex to have a much better chance of reducing damage on dex saves), tough (adding another 30 hp), or just take the con stat bonus). He has a +2 bow as well (to hit being +5 (20 dex), +2 bow, +5 (proficiency), +2 archery focus fighter - take the -5 for sharpshooter to get +10 dmg and you have an adjusted +9 to hit).</p><p></p><p>When you look at tier 3 adventures for AL, you are pushed hard to not take short rests. Typically, you see about 20 rounds of combat between short rests - possibly 30 if the adventure is particularly difficult. Take season 3, for example, Assault on Myrdramira has 1 long rest but no separate short rests. You have 4 major combats without a short rest then another roughly 2 before you are done (but the final fight is dramatically harder than the rest). Normal AC's you are facing are 19-21 with highly mobile targets.</p><p></p><p>Mellored's post had something I have completely missed on this character for more than 2 years. Precise is almost always more valuable as a maneuver than menacing or many of the others in terms of damage (discounting battlefield control that may be needed at some points). If you are doing 17+D8+D6 (average of 24) - taking a miss and making it a hit is far more valuable than adding another D10 (average 5). Early on, when you have a +1 to hit when using sharpshooter, precise was helpful occasionally but when you missed, it was usually by more than 4 or 5. Now, when you have a +9 to hit, your average miss will result in a die roll of 6 (since a roll of 11 or better will be a hit) giving you a 15 modified - average from a D10 is 5 resulting in a hit. That's a massive increase in damage. Thank you for that insight.</p><p></p><p>If the dice for precise were used to turn every other miss into a hit (increasing accuracy from 50% to 75%) while reducing average damage per attack by 5, the overall fighter/ranger/cleric damage will outpace the assassin/fighter/ranger pretty consistently (assuming AC 20 or less targets).</p><p></p><p>Are there any other synergies or bonuses I should be looking for to increase either hitting or damage? What about bless versus hunter's mark? It sounds like bless (against AC 20) slightly out-gains hunter's mark in damage but it would be very close.</p><p></p><p>Fred</p></blockquote><p></p>
[QUOTE="felwred, post: 6831234, member: 6805714"] The character did 1 level of Cleric for a combination of role-play reasons and to use a necklace of prayer beads he earned. The stats and feats, etc. are accurate. Remember that fighters get extra feats/stat bumps at 6th level (thus 1 feat at 1st, stat at 4th, stat at 6th (now a 20), feat at 8th.) His next 2 levels will each result in a feat as well (ranger 4 and fighter 12) (getting hard to decide which feats to pick after the obvious sharpshooter and crossbow expert - thinking Alert and martial adept (for an extra die of maneuvers), observant (increases wisdom stat to the next even number and +5 to passive perception), Resilient (dex to have a much better chance of reducing damage on dex saves), tough (adding another 30 hp), or just take the con stat bonus). He has a +2 bow as well (to hit being +5 (20 dex), +2 bow, +5 (proficiency), +2 archery focus fighter - take the -5 for sharpshooter to get +10 dmg and you have an adjusted +9 to hit). When you look at tier 3 adventures for AL, you are pushed hard to not take short rests. Typically, you see about 20 rounds of combat between short rests - possibly 30 if the adventure is particularly difficult. Take season 3, for example, Assault on Myrdramira has 1 long rest but no separate short rests. You have 4 major combats without a short rest then another roughly 2 before you are done (but the final fight is dramatically harder than the rest). Normal AC's you are facing are 19-21 with highly mobile targets. Mellored's post had something I have completely missed on this character for more than 2 years. Precise is almost always more valuable as a maneuver than menacing or many of the others in terms of damage (discounting battlefield control that may be needed at some points). If you are doing 17+D8+D6 (average of 24) - taking a miss and making it a hit is far more valuable than adding another D10 (average 5). Early on, when you have a +1 to hit when using sharpshooter, precise was helpful occasionally but when you missed, it was usually by more than 4 or 5. Now, when you have a +9 to hit, your average miss will result in a die roll of 6 (since a roll of 11 or better will be a hit) giving you a 15 modified - average from a D10 is 5 resulting in a hit. That's a massive increase in damage. Thank you for that insight. If the dice for precise were used to turn every other miss into a hit (increasing accuracy from 50% to 75%) while reducing average damage per attack by 5, the overall fighter/ranger/cleric damage will outpace the assassin/fighter/ranger pretty consistently (assuming AC 20 or less targets). Are there any other synergies or bonuses I should be looking for to increase either hitting or damage? What about bless versus hunter's mark? It sounds like bless (against AC 20) slightly out-gains hunter's mark in damage but it would be very close. Fred [/QUOTE]
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