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Buffing monks: with simple changes.
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<blockquote data-quote="Chaosmancer" data-source="post: 8448270" data-attributes="member: 6801228"><p>I don't see a feature called "Distant Strike" for the Fey Wanderer, so I can't comment on that. But I did consider the Stalker's Flurry. </p><p></p><p>The issue I think is that Stalker's Flurry does raise your average damage over a combat, by turning misses into hits, but it doesn't raise your potential damage per turn, because if you don't miss, Stalker's Flurry does nothing. More consistency, but not more damage. </p><p></p><p>OH WAIT, you meant for the Horizon Walker. Okay, yeah, If you attack two different creatures, you can make a third attack against a third creature. This is more potential damage per turn, but as you said it is pretty conditional. It only works when there are three creatures you can attack within range, and it forces you to spread your damage, which other types of boosts generally don't do. So, I'd say it's impact is pretty small overall, but it is a damage increase for the ranger at level 11.</p><p></p><p></p><p></p><p>But they don't, or at least some do but others don't.</p><p></p><p>Let's look at the Gloomstalker again. I'm going to pair out spells for a moment and just focus on features. </p><p></p><p>Level 5: 2d8+10 (longbow, 20 Dex) Level 5 First Turn of Combat: 4d8+15 </p><p>Level 11: 2d8+10 Level 11 First Turn of Combat: 4d8+15</p><p></p><p>Yes, Stalker's flurry means that when you calculate the average over the combat, damage has increased, but it hasn't increased because you are doing more damage, it has increased because you are missing less. </p><p></p><p>Meanwhile, a Paladin looks like this</p><p></p><p>Level 5: 2d8+14 (Longsword, Strength 20, Dueling style) </p><p>Level 11: 4d8+14 (Add in Improved Divine Smite) </p><p></p><p>Where as the Gloomstalker is a 1-1 match, that paladin has added 2d8 or 9 damage to their potential for the round. All Paladins. </p><p></p><p></p><p>IF we look at (I have Xanathar's open so flip...) The Drunken Monk their level 11 ability is to spend 2 ki to cancel disadvantage. Again, this will increase the average over a combat (in theory) by making you miss less, but it doesn't actually improve the potential damage. For the Monk, that looks like this</p><p></p><p>Level 5: 2d8+2d6+20 (Staff, 20 dex, Flurry of Blows) </p><p>Level 11: 4d8+20 (martial arts die increase) </p><p></p><p>And the difference here is quite literally 2 pts per average. </p><p></p><p>And if we look at the Rogue</p><p>Level 5: 1d8+3d6+5 (Rapier, 20 Dex, Sneak attack) </p><p>Level 11: 1d8+6d6+5</p><p></p><p>So, I think the Ranger and Monk might get a variety of abilities, some increase accuracy, some conditionally increase potential damage, but it certainly isn't consistent, and it isn't really as much as you see in the other classes.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8448270, member: 6801228"] I don't see a feature called "Distant Strike" for the Fey Wanderer, so I can't comment on that. But I did consider the Stalker's Flurry. The issue I think is that Stalker's Flurry does raise your average damage over a combat, by turning misses into hits, but it doesn't raise your potential damage per turn, because if you don't miss, Stalker's Flurry does nothing. More consistency, but not more damage. OH WAIT, you meant for the Horizon Walker. Okay, yeah, If you attack two different creatures, you can make a third attack against a third creature. This is more potential damage per turn, but as you said it is pretty conditional. It only works when there are three creatures you can attack within range, and it forces you to spread your damage, which other types of boosts generally don't do. So, I'd say it's impact is pretty small overall, but it is a damage increase for the ranger at level 11. But they don't, or at least some do but others don't. Let's look at the Gloomstalker again. I'm going to pair out spells for a moment and just focus on features. Level 5: 2d8+10 (longbow, 20 Dex) Level 5 First Turn of Combat: 4d8+15 Level 11: 2d8+10 Level 11 First Turn of Combat: 4d8+15 Yes, Stalker's flurry means that when you calculate the average over the combat, damage has increased, but it hasn't increased because you are doing more damage, it has increased because you are missing less. Meanwhile, a Paladin looks like this Level 5: 2d8+14 (Longsword, Strength 20, Dueling style) Level 11: 4d8+14 (Add in Improved Divine Smite) Where as the Gloomstalker is a 1-1 match, that paladin has added 2d8 or 9 damage to their potential for the round. All Paladins. IF we look at (I have Xanathar's open so flip...) The Drunken Monk their level 11 ability is to spend 2 ki to cancel disadvantage. Again, this will increase the average over a combat (in theory) by making you miss less, but it doesn't actually improve the potential damage. For the Monk, that looks like this Level 5: 2d8+2d6+20 (Staff, 20 dex, Flurry of Blows) Level 11: 4d8+20 (martial arts die increase) And the difference here is quite literally 2 pts per average. And if we look at the Rogue Level 5: 1d8+3d6+5 (Rapier, 20 Dex, Sneak attack) Level 11: 1d8+6d6+5 So, I think the Ranger and Monk might get a variety of abilities, some increase accuracy, some conditionally increase potential damage, but it certainly isn't consistent, and it isn't really as much as you see in the other classes. [/QUOTE]
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