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[GUIDE] So art lies hid by its own artifice - an artificer guide
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<blockquote data-quote="Blue" data-source="post: 7573061" data-attributes="member: 20564"><p>EDIT: This was written with the Feb 2019 version, with only Alchemist and Artillerist as options</p><p></p><p>This is to get an idea of what they can do without weapons. To give a bench-line for comparing to Arcane Weapon, Arcane Armament, and Infusion, perhaps even investing in Crossbow Expert, martial weapons, Booming Blade/Green Flame Blade cantrips, etc.</p><p></p><p>Alchemist Native at-will potential damage per round (assuming ASIs to INT)</p><p>Will be reduced by: saves (cantrip), misses (homunculus), switching to different cantrip for acid instead of poison damage / greater range.</p><p></p><p>Level 1-2: Poison spray (d12 CON save, 10' range) avg 6.5</p><p>Level 3-4: Poison spray + bonus action acid spittle (d6+2) = 6.5 + 5.5 = 12 w/ bonus action</p><p>Level 5: Cantrips improve, prof improves (better homunculus): 2d12 / 1d6+3 = 13 + 6.5 = 19.5 w/ bonus action</p><p>Level 6-7: Alchemical Mastery: 2d12+Int(4), 1d6+3 = 17 + 6.5 = 23.5 w/ bonus action</p><p>Level 8: ASI: 2d12+5 / 1d6+3 = 18 + 6.5 = 24.5 w/bonus action</p><p>Level 9-10: Prof inc: 2d12+5 / 1d6 + 4 = 18 + 7.5 = 25.5 w/BA</p><p>Level 11-12: Cantrips improve: 3d12+5 / 1d6 +4 = 24.5 + 7.5 = 32 w/BA</p><p>Level 13-16: Prof inc: 3d12+5 / 1d6 +5 = 24.5 + 8.5 = 33 w/BA</p><p>Level 17: Cantrips & prof improves: 4d12+5 / 1d6 + 6 = 31 + 9.5 = 40.5 w/ BA</p><p></p><p>(I'm breaking out bonus action, because it still can add to normal weapon attacks, but needs to be considered vs. the extra attack of Crossbow Expert.)</p><p></p><p>Artillerist is like the non-hounculous damage from Alchemist, but assuming using a Wand Prototype for +Int to damage instead of a poison/acid cantrip.</p><p></p><p>The turret can add in cone fire damage and single target force damage for a bonus action, but cant' be assumed to be available for every encounter. The single target bonus action damage would be 9 for comparison to the Alchemist, doubling to 18 at 14th level. (Though I like the other Arcane Turrets more, this is the most apples-to-apples.)</p><p></p><p>As a small note, Warlock 2 is often seen as a "cantrip power" dip that grows without more Warlock levels. Because of how these are written, neither helps Eldritch Blast (which is good). Also, you need 6 levels of Artificer to get the features so that the rest is just based off advancement in other classes. So it's not as cherry-pick-able. That's good in my book.</p></blockquote><p></p>
[QUOTE="Blue, post: 7573061, member: 20564"] EDIT: This was written with the Feb 2019 version, with only Alchemist and Artillerist as options This is to get an idea of what they can do without weapons. To give a bench-line for comparing to Arcane Weapon, Arcane Armament, and Infusion, perhaps even investing in Crossbow Expert, martial weapons, Booming Blade/Green Flame Blade cantrips, etc. Alchemist Native at-will potential damage per round (assuming ASIs to INT) Will be reduced by: saves (cantrip), misses (homunculus), switching to different cantrip for acid instead of poison damage / greater range. Level 1-2: Poison spray (d12 CON save, 10' range) avg 6.5 Level 3-4: Poison spray + bonus action acid spittle (d6+2) = 6.5 + 5.5 = 12 w/ bonus action Level 5: Cantrips improve, prof improves (better homunculus): 2d12 / 1d6+3 = 13 + 6.5 = 19.5 w/ bonus action Level 6-7: Alchemical Mastery: 2d12+Int(4), 1d6+3 = 17 + 6.5 = 23.5 w/ bonus action Level 8: ASI: 2d12+5 / 1d6+3 = 18 + 6.5 = 24.5 w/bonus action Level 9-10: Prof inc: 2d12+5 / 1d6 + 4 = 18 + 7.5 = 25.5 w/BA Level 11-12: Cantrips improve: 3d12+5 / 1d6 +4 = 24.5 + 7.5 = 32 w/BA Level 13-16: Prof inc: 3d12+5 / 1d6 +5 = 24.5 + 8.5 = 33 w/BA Level 17: Cantrips & prof improves: 4d12+5 / 1d6 + 6 = 31 + 9.5 = 40.5 w/ BA (I'm breaking out bonus action, because it still can add to normal weapon attacks, but needs to be considered vs. the extra attack of Crossbow Expert.) Artillerist is like the non-hounculous damage from Alchemist, but assuming using a Wand Prototype for +Int to damage instead of a poison/acid cantrip. The turret can add in cone fire damage and single target force damage for a bonus action, but cant' be assumed to be available for every encounter. The single target bonus action damage would be 9 for comparison to the Alchemist, doubling to 18 at 14th level. (Though I like the other Arcane Turrets more, this is the most apples-to-apples.) As a small note, Warlock 2 is often seen as a "cantrip power" dip that grows without more Warlock levels. Because of how these are written, neither helps Eldritch Blast (which is good). Also, you need 6 levels of Artificer to get the features so that the rest is just based off advancement in other classes. So it's not as cherry-pick-able. That's good in my book. [/QUOTE]
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[GUIDE] So art lies hid by its own artifice - an artificer guide
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