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2024 Player's Handbook reveal: "New Warlock"
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<blockquote data-quote="Chaosmancer" data-source="post: 9386340" data-attributes="member: 6801228"><p>Fighting Style for Great Weapons is usually an approximation of +1 to damage per hit (the effect of rerolling 1's), but they also usually go for the +1 AC and don't add anything to damage. I could include that to raise the fighter up to 43/51.5 if we want to include those. </p><p></p><p>I did mention subclasses, and sure, we can add those. But then we get into problems. Do we use the Champion who gets the improved crit range? The Eldritch Knight and their spells which likely won't add to damage at all? The Battlemaster can add 4d8 to that, but that is their entire amount for a short rest, compared to the warlock's bonus. Psy Warrior might add a single d10 to that. So... which do we use? +0, +crit range which we didn't even calculate, +1d10, or +4d8 once per short rest? </p><p></p><p>And yes, the Warlock tends to be defensive... but how does the Archfey's ability to teleport in and hit on round 1 play in alongside the ability to deal an extra 2d10 damage on a save? Or what about Clairvoyant combatant giving a single target disadvantage against you while you have advantage to hit them? </p><p></p><p>Yes, Subclass CAN make a difference. But if I'm comparing the Eldritch Knight who adds nothing to the Archfey popping additional dice into the fight, then I can easily cherry pick the results to look worse, or I can focus on a single turn instead of a long fight, and make the battlemaster look superior. It ends up getting into complications that just feel too in-depth for the type of analysis that we are generally doing.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9386340, member: 6801228"] Fighting Style for Great Weapons is usually an approximation of +1 to damage per hit (the effect of rerolling 1's), but they also usually go for the +1 AC and don't add anything to damage. I could include that to raise the fighter up to 43/51.5 if we want to include those. I did mention subclasses, and sure, we can add those. But then we get into problems. Do we use the Champion who gets the improved crit range? The Eldritch Knight and their spells which likely won't add to damage at all? The Battlemaster can add 4d8 to that, but that is their entire amount for a short rest, compared to the warlock's bonus. Psy Warrior might add a single d10 to that. So... which do we use? +0, +crit range which we didn't even calculate, +1d10, or +4d8 once per short rest? And yes, the Warlock tends to be defensive... but how does the Archfey's ability to teleport in and hit on round 1 play in alongside the ability to deal an extra 2d10 damage on a save? Or what about Clairvoyant combatant giving a single target disadvantage against you while you have advantage to hit them? Yes, Subclass CAN make a difference. But if I'm comparing the Eldritch Knight who adds nothing to the Archfey popping additional dice into the fight, then I can easily cherry pick the results to look worse, or I can focus on a single turn instead of a long fight, and make the battlemaster look superior. It ends up getting into complications that just feel too in-depth for the type of analysis that we are generally doing. [/QUOTE]
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2024 Player's Handbook reveal: "New Warlock"
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