FrogReaver
The most respectful and polite poster ever
Why?Treantmonk's baseline is very unrealistic.
Having hex up all the time is rather unrealistic.
Why?Treantmonk's baseline is very unrealistic.
Having hex up all the time is rather unrealistic.
GMW I've seen used with... mediocre effect. Sure, +10 dmg, but these attacks don't always land, even with advantage. Meanwhile my sword and board is doing 1d8+9 reliably...Some are, some are not. Armor of Agathys if you can upcast it to 4th level or higher is very good, as is the new Gem Dragon feat. The shield spell is also very good.
If you are going to be in melee often, I would say all three of those are generally better investments than GWM in tier 2+. Generally defensive options get batter at higher levels where offensive options do not.
There’s a simple formula to determine when the -5 to hit +10 damage increases your average damage based on the number you need to roll on the die to land a hit. Obviously you won’t always know your target’s AC, but generally you can get a close enough estimate to know when to use the option and when not to to maximize average damage output.GMW I've seen used with... mediocre effect. Sure, +10 dmg, but these attacks don't always land, even with advantage. Meanwhile my sword and board is doing 1d8+9 reliably...
It is a concentration spell. A low level one. Usually you have better things to concentrate on which is more helpful than a few extra points of damage.Why?
No, that's not what I am saying. Whiteroom analysis does not appropriately value defensive options. I can also see where difficulties lie.So you agree that the 'whiteroom analysis' is appropriately valuing defensive options - it's just that you wish defensive options were designed differently?
'You can at least do this with this level 1 spell, but often you'll find better spells to you use with your slots whose impact is going to be much higher than +1d6 damage per attack' - seems like a fine baseline to me even if the player sometimes chooses to use a better spell.It is a concentration spell. A low level one. Usually you have better things to concentrate on which is more helpful than a few extra points of damage.
Shadow of moil for instance is much better. Summon abberation also comes to mind.
At 3rd level there is also hypnotic pattern
Agreed! It applies to each bolt of eldritch blast, and has a long duration and can be transferred to new targets, which gets good value from the warlock's limited number of spell slots. It scales well into late tier 2, then in or by tier 3 I see our warlocks start to replace it with other options. The cursed ability score can also play into effects applied by other party members.'You can at least do this with this level 1 spell, but often you'll find better spells to you use with your slots whose impact is going to be much higher than +1d6 damage per attack' - seems like a fine baseline to me even if the player sometimes chooses to use a better spell.
IMO. The problem is that in a team based game, high defense can be avoided by targeting lower defense allies. That is - defense only works as a tactic if the whole group matches (or nearly so, your investment). You need something that incentivizes enemies to attack your high defense character or the defense is basically worthless. For a caster that incentive might be casting a strong concentration spell. For a melee character it might be grappling the BBEG.No, that's not what I am saying. Whiteroom analysis does not appropriately value defensive options. I can also see where difficulties lie.
The problem put simply is that where decrementing life to zero equals victory, then on surface any amount of avoiding decrementing life cannot bring victory nearer. Designers have to think in terms of increased efficiency, losing the race less quickly, and creative use and utility. It is often difficult for players to calculate the true value of a defense at the table, so defenses you see most often used are those that fit well into the action-economy.
Blur requires an action, only affects yourself, and enemies can choose to not target you after it's up (limited incentive to attack you vs someone else). Blur may end up preventing no damage (or more), does prevent you from concentrating on anything else, and requires a resource.Blur is an example of increased efficiency. I observe that it is hardly ever considered, yet casting it can save a great many more casts on healing spells. Counterspell is a great example of a defense that is widely used, because it readily fits into the action-economy.
My takeaway from defensive style is different. Characters that go sword and shield tend to take duelist because it gives 'enough' damage and defensive style gives little defense. Characters that go Great Weapons tend to go defensive style because the damage from GWF style isn't deemed high enough compared to the +1 AC they can get. Maybe players should value the damage vs the defense differently but I happen to think they've already correctly figured it out.Another is the defense fighting style, which is often taken and certainly one of the top few fighting styles for value.
Gift of the Gem Dragon?
It doesn't actually prevent damage - 2d8 damage and push 10' isn't horrible, but I wouldn't call it great.
Shield is quite good and scales well with level.
Not much experience with Armor of Agathys.
It is not as big as everyone thinks. Using a greatsword against a 15 AC foe with 2 attacks a turn, a 16 Strength, GWM will do less than 1 point DPR (0.26 in actually) compared to someone who took an ASI in strength. That also is using your BA to make an extra attack every time you roll a crit with one of your attacks. If you don't use your bonus action you do less in damage than someone who took the ASI. If you compare it to taking another feat (which is more appropriate here) you are doing an extra 1.3 DP attack (2.6 DPR) including your bonus action attacks.If not, sure, GWM can actually be detrimental to DPR.
But if properly built around and utilized - it's huge.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.