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<blockquote data-quote="borg286" data-source="post: 7991023" data-attributes="member: 68679"><p>You're right. The scripts I laid out above focus on 1 encounter nova. I failed to address the 6-8 encounters per day. All warlock dips will rise over traditional casters due to having 6-16 extra 1-2nd level spells depending on their warlock commitment. </p><p></p><p>The Bard/Wizard/Sorcerer at level 6 will have a total of 38 spell points to spread over 8 encounters. That's 4.75 spell points per encounter, or a first and second level spell, or a single 3rd level spell. After that they are down to firebolt or Dodging, not much difference. 0.37 average KPR in the fight they could fireball (1.28 + 3 * 0.07 KPR)/4, and a hair above 0.1 KPR for the other encounters. This averages to 0.16 KPR over the day.</p><p></p><p>The Warlock dip bumps that to 3 1st level spells and a 2nd level spell. </p><p>Let's assume a Warlock 2/Sorcerer 4. An 8 encounter day means you can start off each encounter with 4 spell points and have 21 points to spread over those 4 encounters or 2.65 spell points. That's a Hex + 2 quickens + a Scorching Ray ever so often. Let's look at this non-scorching ray scenario.</p><ol> <li data-xf-list-type="ol">Hex + Eldritch Blast = 2d10+2*cha + 2d6 @ 60% to hit = 14 Expected damage, 0.16 KPR</li> <li data-xf-list-type="ol">Curse + Eldritch Blast = 0.2 KPR</li> <li data-xf-list-type="ol">Quickened Eldritch Blast + Eldritch Blast = 0.4 KPR</li> <li data-xf-list-type="ol">Quickened Eldritch Blast + Eldritch Blast = 0.4 KPR</li> </ol><p>Average KPR of 0.29 KPR.</p><p>Encounters where we spend a Scorching ray boost round 2's damage to 0.27, and the encounter's average to 0.31.</p><p>Comparing this with our fighter friend 0.57 KPR we are doing 50% the damage output. </p><p>Comparing this with the standard caster limp garden hose and 1-2 encounter bang 0.16 KPR average KPR we're twice as good as them, but 1/2 as good as the fighter built for 8 encounter slogs.</p><p></p><p>Let's look at the HP resource pool.</p><p>The fighter has to spread his 6 hit dice over these 8 encounters, but is saved through Second Wind each fight. Let's assume he uses it every encounter.</p><p>45 HP + 8*(5.5+6) + 6*5.5 (hit dice) = 170 HP to spread over 8 encounters = 21 max HP lost per encounter.</p><p></p><p>Sorlock(14 Con, 16 Cha) with Inspiring Leadership</p><p>38 HP + 8*(6+3(cha))+ 4*3.5+2*4.5 (Hit dice) = 133 HP over 8 encounters = 16.6 max HP lost per encounter.</p><p></p><p>All in all, I feel this is pretty close to the endurance horse that is the fighter, while still having 3/4 the damage, 3/4 battlefield control, 3/4 healer, and party face. A jack of all trades would only get 1/2 the way there in each of these arenas and like the bard would have to pick which spells/areas to do for the day. I can switch on a dime.</p></blockquote><p></p>
[QUOTE="borg286, post: 7991023, member: 68679"] You're right. The scripts I laid out above focus on 1 encounter nova. I failed to address the 6-8 encounters per day. All warlock dips will rise over traditional casters due to having 6-16 extra 1-2nd level spells depending on their warlock commitment. The Bard/Wizard/Sorcerer at level 6 will have a total of 38 spell points to spread over 8 encounters. That's 4.75 spell points per encounter, or a first and second level spell, or a single 3rd level spell. After that they are down to firebolt or Dodging, not much difference. 0.37 average KPR in the fight they could fireball (1.28 + 3 * 0.07 KPR)/4, and a hair above 0.1 KPR for the other encounters. This averages to 0.16 KPR over the day. The Warlock dip bumps that to 3 1st level spells and a 2nd level spell. Let's assume a Warlock 2/Sorcerer 4. An 8 encounter day means you can start off each encounter with 4 spell points and have 21 points to spread over those 4 encounters or 2.65 spell points. That's a Hex + 2 quickens + a Scorching Ray ever so often. Let's look at this non-scorching ray scenario. [LIST=1] [*]Hex + Eldritch Blast = 2d10+2*cha + 2d6 @ 60% to hit = 14 Expected damage, 0.16 KPR [*]Curse + Eldritch Blast = 0.2 KPR [*]Quickened Eldritch Blast + Eldritch Blast = 0.4 KPR [*]Quickened Eldritch Blast + Eldritch Blast = 0.4 KPR [/LIST] Average KPR of 0.29 KPR. Encounters where we spend a Scorching ray boost round 2's damage to 0.27, and the encounter's average to 0.31. Comparing this with our fighter friend 0.57 KPR we are doing 50% the damage output. Comparing this with the standard caster limp garden hose and 1-2 encounter bang 0.16 KPR average KPR we're twice as good as them, but 1/2 as good as the fighter built for 8 encounter slogs. Let's look at the HP resource pool. The fighter has to spread his 6 hit dice over these 8 encounters, but is saved through Second Wind each fight. Let's assume he uses it every encounter. 45 HP + 8*(5.5+6) + 6*5.5 (hit dice) = 170 HP to spread over 8 encounters = 21 max HP lost per encounter. Sorlock(14 Con, 16 Cha) with Inspiring Leadership 38 HP + 8*(6+3(cha))+ 4*3.5+2*4.5 (Hit dice) = 133 HP over 8 encounters = 16.6 max HP lost per encounter. All in all, I feel this is pretty close to the endurance horse that is the fighter, while still having 3/4 the damage, 3/4 battlefield control, 3/4 healer, and party face. A jack of all trades would only get 1/2 the way there in each of these arenas and like the bard would have to pick which spells/areas to do for the day. I can switch on a dime. [/QUOTE]
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