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Cloudkill... Really?
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<blockquote data-quote="MrMyth" data-source="post: 4524937" data-attributes="member: 61155"><p>Cloudkill is actually a very high-damage spell, largely due to dealing sizable automatic damage every round, in addition to the damage it deals when cast. </p><p> </p><p>The ability to follow enemies around with the cloud and knock them back into the zone is quite strong. The big limiting factor is not hurting allies with it - but the right spells can help with that, since you know in advance that you'll be using it. </p><p> </p><p>Quick analysis of damage: </p><p> </p><p><strong>Cloudkill</strong>: 1d10+Int. At level 19, you are looking at probably at least +5 damage from Int and +4 from an implement, so ~14.5 damage on average. Assuming a 50% chance to hit, that is ~7.25 damage when cast, plus the automatic 14.5 from the round they start in it, for around ~22 damage with the potential for significantly more. </p><p> </p><p><strong>Fireball</strong>: 3d6+Int, so ~19.5 damage... if it hits. With a 50% chance of hitting, and half damage on a miss, this comes out to ~15 damage on average, to a smaller group of enemies. </p><p> </p><p><strong>Acid Wave</strong>: 5d6+Int plus ongoing acid. So around ~27.5 plus ongoing damage. So, half the time we hit for 27.5 plus 10 ongoing (which averages ~18 total damage), and half the time we miss for 13.25 plus 5 ongoing (which averages ~9 total damage.) Out total average damage is 35 extra damage, which puts this at the highest damage - though, if you can milk even a single extra round out of Cloudkill, it regains the lead. </p><p> </p><p>I'm really not seeing any problem with Cloudkill. I think you are severely underestimated how assume the size of that burst is, along with the ability to have an automatic damage movable terrain feature! </p><p> </p><p>Now, I'd probably take Evard's first anyway, since I even more prefer damaging terrain features that actively prevent enemies from escaping them... but Cloudkill still is a solid spell for a variety of reasons.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 4524937, member: 61155"] Cloudkill is actually a very high-damage spell, largely due to dealing sizable automatic damage every round, in addition to the damage it deals when cast. The ability to follow enemies around with the cloud and knock them back into the zone is quite strong. The big limiting factor is not hurting allies with it - but the right spells can help with that, since you know in advance that you'll be using it. Quick analysis of damage: [B]Cloudkill[/B]: 1d10+Int. At level 19, you are looking at probably at least +5 damage from Int and +4 from an implement, so ~14.5 damage on average. Assuming a 50% chance to hit, that is ~7.25 damage when cast, plus the automatic 14.5 from the round they start in it, for around ~22 damage with the potential for significantly more. [B]Fireball[/B]: 3d6+Int, so ~19.5 damage... if it hits. With a 50% chance of hitting, and half damage on a miss, this comes out to ~15 damage on average, to a smaller group of enemies. [B]Acid Wave[/B]: 5d6+Int plus ongoing acid. So around ~27.5 plus ongoing damage. So, half the time we hit for 27.5 plus 10 ongoing (which averages ~18 total damage), and half the time we miss for 13.25 plus 5 ongoing (which averages ~9 total damage.) Out total average damage is 35 extra damage, which puts this at the highest damage - though, if you can milk even a single extra round out of Cloudkill, it regains the lead. I'm really not seeing any problem with Cloudkill. I think you are severely underestimated how assume the size of that burst is, along with the ability to have an automatic damage movable terrain feature! Now, I'd probably take Evard's first anyway, since I even more prefer damaging terrain features that actively prevent enemies from escaping them... but Cloudkill still is a solid spell for a variety of reasons. [/QUOTE]
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