One thing I realized that wasn't mentioned, is how awesome elven accuracy gets with hexblade curse. You can alway re-roll your bad roll with advantage, so this means 3 chances of getting a critical hit, on a 19-20. This translates to a whooping 28.1% crit chance, so its very likely you are gonna get at least one critical hit per EB use (71% of getting at least one crit per EB, or 92% on a double quickened EB). I dont think you factored critical hit damage into your DPR math, but its cerainly not neglectable.
Only on the 5th round would casting hex do more, at 674 vs 648. So for "fast" fights that last at most 4 rounds, using only hexblade's curse for single target damage is the better choice.
Honestly I've been too lazy to try and do the math on both rolls of 1's, crits on 19/20 and advantage/elven accuracy. You make very good points though. I'll get around to it at some stage.
I definitely undersell the crit chance.
Thank you very much for posting this guide. It is exactly what I was looking for! However, I was also wondering if you could explain a bit more your level 1 spell choices? Why not something like Chromatic Orb for its higher damage output and elemental flexibility?
Thanks!
Sure,
Firstly force damage simply does not require elemental flexibility unless your DM is creating new monsters.
You really don't need damage spells like Chromatic Orb. Again, rightly or wrongly I focus on utility.
1 | Healing Word, Bless©
1 | Absorb Elements, Sleep(Early Game)
1 | Shield(HB), Armor of Agathys, Hex©
Healing Word allows you to get your allies off of death rolls, can be twinned.
Bless is great 1d4 on attack rolls is really nice but not better than advantage.
Absord Elements and Shield are fantastic Reaction Spells. Fairly Self Explanatory.
Hex is Hex.
Armor of Agathys is a fairly strong defensive spell. It can effectively be seen as a direct heal with a great side effect.
7th level heal for 35 and deal 35 damage to enemies who hit you.
I've never used it with a high level spell slot but it 'theoretically' seems fun.