FrogReaver
The most respectful and polite poster ever
I think I follow. Custom Lineage is pretty much flat out better than variant human. So I'll go that route as well. This also avoids the racial feats and specific racial abilities. I think that works great for this contest.I was mostly referring to narrowly race-specific things like the half-orc's crit boost or Elven Accuracy. Custom Lineage characters cannot take any race-specific feats as their race is Custom Lineage, even if they physically appear to be exactly the same as an Elf or whatever. I would normally have just chosen something with an Int bonus, but it's not possible to get both 20 Int and a regular (that is, not "half") feat at level 11. Just wanted to make clear why I was choosing that, as otherwise I would not have, and the feats I'm considering (almost certainly either War Caster or Elemental Adept) are not particularly crazy.
I propose that to simplify calculations you take one concentration save boosting ability or feat (war wizard, resilient con, warcaster, things like that) and that as long as you do so we treat you as never failing a concentration save. Not a perfect assumption but a reasonable tradeoff for the calculation difficulty vs accuracy increase we could expect from actually establishing parameters to calculate it.On the subject: it looks like I was derping (I blame the insomnia) and not realizing that spells like flame sphere and storm sphere are "Concentration spells that increase damage." I was thinking "buffs that cause damage to be higher" rather than "spells that must be concentrated upon to do repeated damage." So that's definitely a conversation we'll have to have.
Sounds reasonable.Few non-"solo" creatures are bigger than large IIRC--my sources indicate it's very roughly only 10% of all creatures, most of which seem to have the markings of being a "solo" or otherwise "mega-threat" type creature for their CR. So, although it may be a bit unrealistic/inaccurate, I'm cool with the narratively "lesser" creatures (the cannon-fodder and lieutenant types) are subject to it assuming a failed save, but all "solo"-type ones cannot be affected, assuming you are as well. If not we can be more precise about it. (In actual fact, I'm sure some solos are small enough to be affected and some minions too big, e.g. throwing the stegosaurus at the enemy while the mad scientist runs away, but this seems like a good simplifying metric that still represents both the benefits and the limitations.)
Works for me. There's a different nuance to the argument it works with all magic missile darts but that's for another time and another place.AIUI, it has been explicitly clarified in Sage Advice that the Evoker damage bonus applies to only one damage roll, not to every missile. Same for scorching ray, for example. So we'll go with the more conservative estimate.
Cool!M'kay. In that case, I think I may end up doing Divination (as the more "generically powerful" Wizard), Evocation (as the "almost all damage, utility is what rituals are for" Wizard), and maybe War or Abjurer (as the "survivalist"-type Wizard).
Thanks. I think the only question I have left for the Fighter is if you have any thoughts about any of the following manuevers i'll be using. Brace, Riposte, Precision, Trip (Already Discussed).And yeah those numbers seem reasonable. To be clear, don't forget that you get any short-rest abilities at the end of a long rest too. I doubt you would forget, but hey, it's worth mentioning.
Potential talk throughs might be, how many times its reasonable to use riposte+brace in the day since enemies have to miss me. Any particular thoughts on how to generalize precision or how to structure the adventuring day and short rests so I can actually calculate it's average benefit.
Oh, one other question. For GWM, how often do you think is reasonable to assume I get an additional bonus action attack from killing an enemy (I can calculate the crit part).
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