CreamCloud0
Hero
given '24 chromatic orb seems to be derived just as much from '14 chaos bolt as '14 chromatic orb, how does '14 CB stack up against '24 CO too?
Yes, each spell-level for CO assumes there is a enough targets for maximum bounces.In your calculations, when chromatic orb is cast at level 6, are you assuming there’s always 7 potential targets it can hit when calculating its average targets hit?
Because a chromatic orb could be cast at level 6 against 4 or 5 targets. That would presumably decrease its average targets?
Well, the fireball from the necklace has save DC 15. With the +6 DEX mod, the quicklings needed a 9 or better (60% chance success). IIRC the fireballs targeted 4, 4, and 3 quicklings. Expected "hits" would be 1.6, 1.6, and 1.2. Theoretically, the three fireballs should have taken out 4 quicklings--1 or 2, 2 or 1, and then 1.What would his chance to hit with chromatic orb have been? I’m betting it would have likely came out worse.
Quickling has AC 16. But causes disadvantage when trying to hit it. I think fireball was probably the better bet there. Even with their evasion. The quicklings all passing their dex saves vs fireball that many times was extremely unlikely.
I believe that in real use if you're maximumizng options like granting advantage, etc. or targeting lower AC targets often (like ogres).in use it's hitting more like 85% or higher.
Well, you mention seeking spell, and I can throw in transmuted spell (which my own Sorcerer uses for his "fireballs"With fire resistance being fairly common and friendly fire an issue I'm seeing CO outperforming fireball.
True. For myself I haven't but I am not using 2024 rules at all and I won't ever use them--I'd stop playing D&D first.I'm wondering if anyone else is seeing something similar. I've been running up to 3 games a week level 1-12.
LOL I'll leave those calculations to someone else.given '24 chromatic orb seems to be derived just as much from '14 chaos bolt as '14 chromatic orb, how does '14 CB stack up against '24 CO too?
"Without Consent" is doing a lot of heavy lifting, here, to try and balance the mathematical functions of Fireball vs Chromatic Orb on a matter of politeness.Fireballing the party without consent more than once would get you booted from the game. No pvp or jerks session 0. I've seen people get fairly upset over deliberate friendly fire fireballs.
Yes they fireball the party occasionally but they ask first.
Hence why I'm saying CO is performing well.
The ideal situation for a fireball is less common than ideal CO.
85% hit chance is a bonus action. Or 1 Sorcery point. Using ENworlds 65%. It's a trivial cost.
Most of the rest it's taking advantage of common situations. Eg bless, faerie fire, blindness, paralysis. Twin spells cheaper so seeing get used more on those type of spells vs twinned haste.
"Without Consent" is doing a lot of heavy lifting, here, to try and balance the mathematical functions of Fireball vs Chromatic Orb on a matter of politeness.
Anyway. Even at 85%, that's still a 15% chance of completely wasting the spell slot on each roll. Which is a cumulative fail chance of around 62% over the course of 6 rolls. (0.85*0.85*0.85*0.85*0.85*0.85) = 37.7
(These are your odds of not rolling a 3 or less across 6 rolls)
You have a better than 50% chance of getting 3 hits out of it. After that your chances are under 50/50 of getting the next one to land in the sequence, and ending the sequence on a failure.
Let's say, for the sake of argument, you manage to hit 3 targets with your 9d8 level 6 Chromatic Orb. That's 122 total, on average. 40.5 to each target.
Let's say, for the sake of argument, you throw a 6th level Fireball and -everyone- succeeds their save. You still deal 116 damage, total across 6 targets. (((11*3.5)*6)*0.5). Even if -everyone- saves against the Fireball and it deals half damage to each of the 6 targets you still deal about the same damage as if the Chromatic Orb misses a coin toss by enemy 4. This is the FAIL STATE of the Fireball. This is the worst the Fireball can do. And this is the point where Chromatic Orb is at 50/50 efficacy.
If half of them succeed their save, instead of all, you're instead looking at 173 damage total. 29.5 damage each. (This is the Fireball a5 50/50 efficacy)
In the event that a given instance of Chromatic Orb hits the 4th target, which is an 85% chance on the roll itself and a cumulative 47% chance, it'll dish out 162 damage. 11 less than if 3/6 targets fail their Dex save.
In the best case scenario for both, where every hit of Chromatic Orb lands and everyone fails their Dex save against Fireball, that 243 for Chromatic Orb and 231 for Fireball.
Chromatic Orb comes out 12 points better.
And that's not getting into situations where there are 7, 8, or 9 targets. In the BEST case scenario for Chromatic Orb to show it's damage output, where Fireball can't show off it's higher potential target count, it's a 12 point difference.
And if you roll a 1, 2, or 3 on the first roll... it does nothing and your entire turn is wasted.
I'd much prefer the Fireball on target counts of 4 or higher.
Your table is your problem, not mine. And even then?Wwll as I said our table has a no pvp rule. That also includes stealing from other PCs. Basically the effected players have to request you nuke them.
So, it's really good if...Just played a game where one of the party was a halfling wild magic sorcerer who used CO as his main offensive spell in any big fights. He would use Tides of Chaos to give himself advantage on the attack roll. Combined with his halfling's Luck trait, he was able to hit more often than not with the initial attack. If he failed to roll a double on the damage dice he would use Empowered Spell to reroll 3 of the damage dice. This meant it bounced more often than not. He was then able to use his Lucky origin feat to give himself advantage on that attack.
Overall it was a very effective spell* and, as we were only 3rd level, probably the best offensive option for dealing with multiple foes.
*made more effective by the player's uncanny luck in rolling nat 20's on the attack rolls, making the spell do double damage and also increasing the chances of it bouncing.
I think it's a decent option without any of the above. With that specific build it became an exceptional option.So, it's really good if...
You do this
You to that
You have something
You blah blah blah.
I'm glad it works well for you, but again this is a Sorcerer built option, with Luck, and Tides of Chaos, and Empowered Spell.
If you need that much to make a spell a good option, odds are under "normal circumstances" it isn't a great spell.![]()