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<blockquote data-quote="clearstream" data-source="post: 7545132" data-attributes="member: 71699"><p>Referring to my post above, I guess I'm saying that I find the following principles useful for such evaluation.</p><p></p><p>1. Use an ensemble of "pillar" builds representing obvious strategies (builds that are mechanically reasonable, but not esoteric). Examples could include Reckless/GWM, Agonizing/Eldritch Blast, Trip/sword-and-shield, and Precision/SS.</p><p>2. Estimate DPR over a presumed 5-round combat (one round in isolation is less representative of play), and keep in mind any resource constraints based on your rest cadence (such as two encounters per short, three or four per long).</p><p>3. Evaluate both the expected (i.e. multiplied by hit chance and any assumptions you have about up-time) and maximum damage (always crits, always up) for each pillar.</p><p></p><p>Step 3 reveals when a build has potential to do far more damage than it typically expects, indicating the pay-off for magical buffs and other such enhancements. Contrast Greater Invisibility with Haste: the former will increase the expected damage without changing the maximum, the latter will increase the expected and the maximum.</p><p></p><p>I'm slowly closing on a good way to produce pillars for magical damage (other than the basic cantrips, which are roughly alike to weapons). It necessitates grouping pillars into likely parties of four (for buff applicability), and and making assumptions about average counts of foes (for AoE efficiency). My intuition is that an AoE like Fireball will produce the maximum potential damage, but a buff like Haste will produce better expected damage.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7545132, member: 71699"] Referring to my post above, I guess I'm saying that I find the following principles useful for such evaluation. 1. Use an ensemble of "pillar" builds representing obvious strategies (builds that are mechanically reasonable, but not esoteric). Examples could include Reckless/GWM, Agonizing/Eldritch Blast, Trip/sword-and-shield, and Precision/SS. 2. Estimate DPR over a presumed 5-round combat (one round in isolation is less representative of play), and keep in mind any resource constraints based on your rest cadence (such as two encounters per short, three or four per long). 3. Evaluate both the expected (i.e. multiplied by hit chance and any assumptions you have about up-time) and maximum damage (always crits, always up) for each pillar. Step 3 reveals when a build has potential to do far more damage than it typically expects, indicating the pay-off for magical buffs and other such enhancements. Contrast Greater Invisibility with Haste: the former will increase the expected damage without changing the maximum, the latter will increase the expected and the maximum. I'm slowly closing on a good way to produce pillars for magical damage (other than the basic cantrips, which are roughly alike to weapons). It necessitates grouping pillars into likely parties of four (for buff applicability), and and making assumptions about average counts of foes (for AoE efficiency). My intuition is that an AoE like Fireball will produce the maximum potential damage, but a buff like Haste will produce better expected damage. [/QUOTE]
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