I am beginning to think it was a mistake to give colossal slayer on every attack. I may change that.
Colossus Slayer is limited to once per round, isn't it?
Edit: Once per turn, rather. So should be there on the OAs, but only one on-turn attack per round.
I agree completely. I just started at the cut-off point Quartz made and then kept adding more features when I made the spreadsheet so I thought I would record the changes.
Yeah, I know you agree. Just reiterating that Quartz's cutoff is nonsense.
Good point, but much more difficult to account for that IMO.
Two relatively simple possibilities:
(1) assume distracting strike, so that you upgrade one attack per round from non-advantage to advantage, assuming the other character has the same ability mod as the ranger, and use a conservative attack damage amount (1d6+ability, say, with no fighting style).
At 65% baseline to hit, advantage becomes 87.75% to hit, for a net gain of 22.75% of 3.5+abi; between 1.5-2.0 extra damage per die, as a lowball estimate.
or (2) assume riposte. If you have at least as many opportunities as dice, then you get 0.65 * (normal damage + die value) out of each one. To be conservative, you could assume that the proportion of the time it triggers is something like 25%, and if this number times the number of rounds per short rest is less than the number of superiority dice, then use that amount instead as the number of uses you get
Or a more complex possibility:
(3) See the thread I posted a while back comparing arcane trickster to eldritch knight, where
@FrogReaver and I had a side conversation where we worked out the damage value of Precision Attack
They get one at 4th. I assume this is to take the primary damage stat to max.
You need two ASIs to do that if using point buy or standard array, so the Fighter will max their attack stat at 6th, but the ranger has to wait until 8th.