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Help calculating Fighter damage
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<blockquote data-quote="Bacon Bits" data-source="post: 7562424" data-attributes="member: 6777737"><p>I'll agree that GWM and a two-hander will do a lot more damage. I'll also agree that by level 11 you'll want to use -5/+10 on essentially every attack. And I'd go further with your other statement and say that fighters are extremely lackluster without feats, too.</p><p></p><p>However, I disagree that Champion isn't a good choice. Fighter is the tops of the melee class damage due to Extra Attack (2) and (3), but last I knew, Champion was still the king of expected damage per round simply due to the expanded critical range. Six d12 superiority dice don't keep up after the second round (or the first if you action surge). Champions are relatively boring to play, and I would personally <em>never</em> play one without access to feats, but mathematically they're the best at damage and Survivor (regen hp up to half max) is stupid good.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7562424, member: 6777737"] I'll agree that GWM and a two-hander will do a lot more damage. I'll also agree that by level 11 you'll want to use -5/+10 on essentially every attack. And I'd go further with your other statement and say that fighters are extremely lackluster without feats, too. However, I disagree that Champion isn't a good choice. Fighter is the tops of the melee class damage due to Extra Attack (2) and (3), but last I knew, Champion was still the king of expected damage per round simply due to the expanded critical range. Six d12 superiority dice don't keep up after the second round (or the first if you action surge). Champions are relatively boring to play, and I would personally [I]never[/I] play one without access to feats, but mathematically they're the best at damage and Survivor (regen hp up to half max) is stupid good. [/QUOTE]
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Help calculating Fighter damage
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