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[GUIDE] Inquisitor Lim's Bladesinger and Wizard Guide: Xanathar's Edition
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<blockquote data-quote="clearstream" data-source="post: 7268219" data-attributes="member: 71699"><p>Clearly Bladesinger with Bladesong and a buff is better at staying standing in toe-to-toe than other characters, but the issue has been rightly raised of effective damage? Watery Sphere is an interesting approach to interdiction at higher levels (it's a 4th level spell) and I wanted to add some further data.</p><p></p><p>Usually we see one-abstract-turn damage averages. These ignore resources and treat all defences equally, e.g. being attacked back with Advantage against AC 17 <em>is treated the same as</em> being attacked back with Disadvantage against AC 20. The point has been made that a lot of groups experience short adventuring days and I believe that is true, but how often does a combat take one turn with no attacks back? Another motivating factor is to gain broader insights: 5th edition appears to be balanced around multiple (likely an average of 4) encounters per adventuring day. Examples of where that matters is in comparing Warlock spell slot recovery with Wizard, or Barbarian Rage and Frenzy with Fighter Action Surge and Combat Superiority.</p><p></p><p>Here are estimates created using typical average damage estimates - but over a 4-encounter adventuring day - in conjunction with probability density functions to see how long a character applying that tactic stays standing. I'm using MM foes to create scenarios - they're just data points and it is easy to vary them. I'm ignoring other party members (or assuming they have their own foes to deal with). The party is stronger than the individual, but as that <em>favours</em> effective interdiction roles it does not worsen the argument to omit it.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>A significant outcome is the damage curtailment that taking attacks back produces. To avoid dying, characters will be forced to change tactics. By considering resources and attacks back we see that always-Reckless, and spells like Spirit Guardians, are better balanced against other tactics than they appear on a one-abstract-turn basis. What is this good for? Some of these observations are informing. For example, against Giants melee Bladesinger is sustaining 325% of the Cleric damage and about 68% of the GWM Barbarian damage. (In Scenario 2, the Cleric is dying within one encounter.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 7268219, member: 71699"] Clearly Bladesinger with Bladesong and a buff is better at staying standing in toe-to-toe than other characters, but the issue has been rightly raised of effective damage? Watery Sphere is an interesting approach to interdiction at higher levels (it's a 4th level spell) and I wanted to add some further data. Usually we see one-abstract-turn damage averages. These ignore resources and treat all defences equally, e.g. being attacked back with Advantage against AC 17 [I]is treated the same as[/I] being attacked back with Disadvantage against AC 20. The point has been made that a lot of groups experience short adventuring days and I believe that is true, but how often does a combat take one turn with no attacks back? Another motivating factor is to gain broader insights: 5th edition appears to be balanced around multiple (likely an average of 4) encounters per adventuring day. Examples of where that matters is in comparing Warlock spell slot recovery with Wizard, or Barbarian Rage and Frenzy with Fighter Action Surge and Combat Superiority. Here are estimates created using typical average damage estimates - but over a 4-encounter adventuring day - in conjunction with probability density functions to see how long a character applying that tactic stays standing. I'm using MM foes to create scenarios - they're just data points and it is easy to vary them. I'm ignoring other party members (or assuming they have their own foes to deal with). The party is stronger than the individual, but as that [I]favours[/I] effective interdiction roles it does not worsen the argument to omit it. A significant outcome is the damage curtailment that taking attacks back produces. To avoid dying, characters will be forced to change tactics. By considering resources and attacks back we see that always-Reckless, and spells like Spirit Guardians, are better balanced against other tactics than they appear on a one-abstract-turn basis. What is this good for? Some of these observations are informing. For example, against Giants melee Bladesinger is sustaining 325% of the Cleric damage and about 68% of the GWM Barbarian damage. (In Scenario 2, the Cleric is dying within one encounter.) [/QUOTE]
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[GUIDE] Inquisitor Lim's Bladesinger and Wizard Guide: Xanathar's Edition
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