Most builds that will use Swift Quiver will do 4d10+4xdex+2xproficiency bonus using a heavy crossbow with 4xpush on top of that. At the level they get swift quiver this is usually going to be 4d10+20+12.
If they choose not to optimize and they don't get XBE they will do 4d8+4xdex+2xproficiency (4d8+32) using a longbow and cut 40 off of their movement.
The base damage from these are:
57 (heavy crossbow)
53 (longbow)
This is before they add any Ranger subclass damage.
This is my big problem with the class design, it discourages any sort of builds due to the reliance on Hunter's Mark
You don't get to count the entire attack action, then declare the spell does all that damage. Swift Quiver isn't doing 4d10+32 damage. Swift Quiver with a Heavy Crossbow is doing 2d10+10, because that is the section of the damage the spell is responsible for.
So, no, the base damage of Swift Quiver is either 21 or 19. Because the rest of it has nothing to do with Swift Quiver itself.
It is not higher than swift quiver unless you design that specific character to use dual wielder and if you do that you are doing less damage oveall (because your damage is much lower on your actions). Since we are talking about hit percentage, keep in mind the +2 you get from archery.
Using light weapons and dual wielding and the TWF feat and nick your damage is 48, which is less damage than will be done with heavy weapons using swift quiver and you don't get the +2 to for archery and you are getting much worse weapon mastery effects.
Also most light weapons are going to give you Vex, which makes this advantage you are getting largely redundant on dual wielding builds (and generally worse than a flat +2). This is a case where the advantage bonus for HM works best on builds that are NOT optimized to get the most damage out of HM.
Finally let's remember that even in your lower damage dual wielding white room this damage has to be against a single target and you need to give up an attack every single time you move your hunter's mark.
You are doing less damage if you are attacking 1 enemy and you are doing much less damage on turns you need to attack more than 1 enemy or move your mark.
I like how you want to criticize the "don't forget's" on my options, while ignoring things like the fact that the Dual-Wielding is using only a single feat, but to use a heavy Crossbow with GWM is going to require two feats (GWM and XBow Expert).
Vex may be redundant, but Nick isn't, and a character may choose to also have a ranged mastery. After all, there is nothing wrong with being a switch hitter.
But sure, if you have built to be a heavy crossbow ranger, taking two feats to make that viable, then at level 8 when you are dealing 2d10+4+6 damage, and the the Dual-Wielder is dealing 4d6+20... oh wait, that is more damage. So you actually need to build the ranger to take advantage of swift quiver, then spend a long time dealing less damage, until level 17. All to prove the "point" that Hunter's Mark won't be useful?
It is 3d10 to every enemy within 10 feet. It is usually going to be more damage than you will add with Hunter's Mark.
This is especially true when you combine it with attacks.
Below 20th level this is a dex save for 3d10 in addition to all the damage I do with my action. This is usually going to be better than what I would get from Hunter's Mark.
That isn't quite how I would characterize that. It is 3d10 to any enemies in the moving zone. You might be able to get multiple people with that, in which case sure, if multiple people fail the save it is more damage. Of course, if they make the save it is zero damage. And if you are dealing with a few scattered targets, the focus fire of Hunter's Mark might be more effective.
If we are discussing the rules then the rules DO matter and I find it disingenuos that you are now arguing that this was not intended or not the right way to play instead of simply admitting you are wrong.
I am not saying this now, I've always thought this about your exploit. I just didn't feel like bothering to argue with you about it, because it doesn't matter, and I knew you had debated this at length before and not changed your mind.
And your point is not factually, objectively true. ESPECIALLY at high levels like you are talking about.
Nope, "giving up" your 4th attack to cast hunter's mark nets you more damage, as I demonstrated
It does actually make a difference because it affects the chance to hit.
By the time you are making 3 attacks, a 4th is not going to make that much of a difference in your chance to hit once per turn.
Yes she used a dragontooth dagger that did 1d6+1d4+1 and had a gauntlet of Giant Strength that gave her a +6 strength bonus. So droping the bonus attack would have lost 1d6+1d4+7. If I put +6 that is because I forgot the magic bonus on the dagger.
So two homebrew magical items. Glad this is showing the failure of the design of the base game.
He had Druidic Warrior
attack 1 shillelage: 2d6+5
attack 2 shilleage: 2d6+5
nick: scimitar: 1d6 (no TWF fighting style)
dual wielding shillelagh: 2d6 (no TWF fighting style)
Fey Wanderer: 1d6
No I am using Wisdom exclusively on the attacks that get a bonus to damage and 16 dexterity on the nick attack that doesn't.
When I cast Shillelagh:
shillelagh: 2d6+5
Shillelagh: 2d6+5
Nick scimitar: 1d6
I did forget the fey Wanderer damage.
You do realize that it is awfully strange how you keep making these very specific characters, while also making them so utterly poorly. You are just meshing together an old build, applying the new things that were part of my discussion on why the design is good, then ignoring how a player might actually make this character if this was their goal.
I don't just think this is a bad design, I know it is a bad design and it has nothing to do with what I
I know exactly how it is going to work at the table.
Being effective does not make it a good class design.
Also you seem to be stuck in a paradigm where higher level players are running out of spell slots. That does not happen a whole lot at many tables, and tables that have a lot of spell slots left are not going to have a lot of uses for these class features when better spells are available.
Being effective is pretty key to good class design. The 2014 Monk had tons of flavor and aesthetic... and lacked effectiveness, making it widely disparaged. Sure, the opposite is also bad, but the Ranger doesn't actually lack aesthetics and flavor despite everyone freaking out over a few extra abilities.
Three of the four abilities tied to Hunter's Mark are a bad design. The first one (free casting) is ok. The others are really bad.
It would be different if they dropped the concentration requirement. If they did that instead of the damage concentration immunity it would actually be ok. The problem with it how it is now is that high level abilities are tied to a very weak spell that precludes the use of other, better spells if you want to use those abilities.
No it wouldn't. Half your arguments have nothing to do with concentration. And, if you want to say "but a bonus action to get a free stacking damage buff on top of all my other damage buffs..." yeah, that's why they don't do that. Stacking buffs are a dangerous game to start playing.
If you weren't acting like having access to Hunter's Mark meant you could do nothing else, I think you would be able to see that much more clearly.