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What makes Great Weapon Master and Sharpshooter so good?
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<blockquote data-quote="5ekyu" data-source="post: 7438345" data-attributes="member: 6919838"><p>This completely fails for me when the idea that damage as calculated under simple situations correlates to offensive output in more complex cases. </p><p></p><p>Nothing in these feats or these optimized dpr white rooms gives control or choice over who dies first. Nothing.</p><p></p><p>How well does that offense white room matter once fog cloud prevents any attack roll advantage? How much choice of who dies first does gwm give you in difficult terrain against an enemy whose mobility feats/features let them get more "attack actions" than the gwm guy gets? How much choice of who dies first does the gwm guy get once grappled or who needs dex saves to move thru to get to them? How good is it as far as who dies first to step arpund the high dc guy if they are healing the others, or maintaining spirit guards and spirit weapon and outputting a lot of damage over a number of targets with swap to healing.</p><p></p><p>Control and counters carry the day *in more cases more often* in my experience than theortical outputs against hit point sacks and a goid number of the "passed over" feats and builds play to those aspects.</p><p></p><p>But i do find the reference to vid game aggro interesting.</p><p></p><p>My take is that the focus and over-valuing off maximized white room damage output vs excel sheets seems to me to derive a lot from vid game boss fights where your tank aggros the boss (often in place) while the damage dealers can wail away. Where often you hit flat out dps tests like death clocks that put the conflict into a damage race once the boss hits x%.</p><p></p><p>Dps is a lot more meaningful *to success" in those games where its basically built and designed to make it so. But even there, change the circumstances and not so much. Take a dps build optimized for group play assuming tank and healer support into solo challenges and its not uncommon for bad results to apply.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7438345, member: 6919838"] This completely fails for me when the idea that damage as calculated under simple situations correlates to offensive output in more complex cases. Nothing in these feats or these optimized dpr white rooms gives control or choice over who dies first. Nothing. How well does that offense white room matter once fog cloud prevents any attack roll advantage? How much choice of who dies first does gwm give you in difficult terrain against an enemy whose mobility feats/features let them get more "attack actions" than the gwm guy gets? How much choice of who dies first does the gwm guy get once grappled or who needs dex saves to move thru to get to them? How good is it as far as who dies first to step arpund the high dc guy if they are healing the others, or maintaining spirit guards and spirit weapon and outputting a lot of damage over a number of targets with swap to healing. Control and counters carry the day *in more cases more often* in my experience than theortical outputs against hit point sacks and a goid number of the "passed over" feats and builds play to those aspects. But i do find the reference to vid game aggro interesting. My take is that the focus and over-valuing off maximized white room damage output vs excel sheets seems to me to derive a lot from vid game boss fights where your tank aggros the boss (often in place) while the damage dealers can wail away. Where often you hit flat out dps tests like death clocks that put the conflict into a damage race once the boss hits x%. Dps is a lot more meaningful *to success" in those games where its basically built and designed to make it so. But even there, change the circumstances and not so much. Take a dps build optimized for group play assuming tank and healer support into solo challenges and its not uncommon for bad results to apply. [/QUOTE]
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