Wait...so far our encounters have been taking around 3-4 rounds of combat a piece. Let's assume this 4 encounter per day at 3 rounds per combat for a total of 12 rounds of combat a day. I'd like to see the math on a Wizard outstripping a Fighter at level 5 given those assumptions.
The fighter must have a 20 strength and be using a Greatsword and take the Great Weapon Fighting Class feature.
In fact, the math is easy enough, I'll just do it. The Fighter has +7 to hit. Most enemies have a 13 AC or so at this level. So they hit 75% of the time. Their average damage is 12. They get to action surge after every short rest, let's assume they take one between each of the 4 encounters. So that means in the 12 rounds of combat they make 32 attacks. 24 of those attacks hit. 10% of them are crits because of the class feature. The crits do 20.5. 22 normal attacks x 12 = 264. 2 Crits x 20.5 = 41. 8 rounds of misses = 40 damage. For a total of 345 damage.
The 5th level Wizard has 9 Spell slots. Let's assume the 3rd level spells are 6d6 save for half. The 2nd level spells are Scorching Rays and the 1st level spells are Magic Missiles.
2 x 6d6(average 21) = 41 damage. Let's assume a monster with +0 to Dex. The DC for a 20 Int Wizard is 15. They save 30% of the time. So 12.3 of that damage in halved. So 6.15 gets taken off. Let's round down to 6 to make this easier. So 35 damage.
3 x 6d6(average 21) damage from Scorching Rays. They have +7 to hit so they hit 75% of the time. 13.5 rays hit for 94.5 damage.
4 x 3d4+3(average 10.5) damage from magic missiles. That's 42 damage.
3 rounds of using cantrips. Let's assume Ray of Frost. 9 damage a piece with only a 75% chance to hit. 20.25 damage.
Thus, during the same 12 rounds a Wizard does 35 + 94.5 + 42 + 20.25 = 191.75
TL;DR:
Assuming 4 encounters at 3 rounds per encounter:
5th level Fighter: 345 Damage per day
5th level Wizard: 191.75 Damage per day
Each encounter after 4 in a day just continues favoring the Fighter more and more.
Did I miss a packet after the 8/02/13 packet? I'm not seeing anything listed in the Fighter section for a Great Weapon feature.
Let's go over this line by line so everyone can understand where we are getting our numbers:
Our assumptions:
Both
3 Rounds per encounter
4 Encounters
Total rounds = 12
Average AC 12.86_ (I went through all the level 5 monsters in the bestiary) so we'll say 13
Average save bonuses (rounded in favor of the Fighter) Str: +3, Dex: +2, Con: +2, Int: -1, Wis: +1, Cha: +0
Fighter
Level 5
Great Sword (2d6, slashing)
Action Surge 2x a day (being generous, its unlikely in play they would get it more than 1x day)
Warrior sub-class for the 19-20 crit range.
2 attacks per action (4x when using Action Surge).
Strength 20 (+5)
Attack bonus +8 (Str mod + fighter bonus)
Damage 2d6+5
Wizard
Level 5
Only use half of their daily spells for combat. 1st(2), 2nd(2), 3rd(1)
Spell DC 17
Intelligence 20 (+5)
Attack bonus +7 (Magic bonus + Int mod)
Evocation sub-class (Potent Cantrip - Half Damage on a miss or save)
Fighter Math:
Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance
Hit %: (((20 - (13 - 8)) + 1) * .05) - .1 = .7 = 70%
Crit %: Percent of each point on dice * number of points in crit range
Crit %: .05 * 2 = .1
Damage based on hit and crit chance:
Hit ((1d6*2)+str mod) * hit chance
Hit ((3.5*2)+5)*.7 = 8.4;
Crit (((2d6*2)+1d6) + str mod * crit chance
Crit ((((12*2)+3.5)+5) * .1 = 3.25
Total 8.4 + 3.25 = 11.65 per attack.
Number of attacks per round day:
(attacks per round * rounds in a day) + extra attacks from action surge
(2 * 12) + 4 = 28
Total Damage per day: 28 * 11.65 = 326.2
Wizard Math:
Dex vs. Spell DC
Hit %: (((DC - Dex mod) - equal to or greater on dice) * percent of each point on dice)
Hit %: (((17 - 2)) - 1) * .05) = .7 = 70%
Miss %: 100% - 70% = 30%
Con vs. Spell DC
Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice)
Hit %: (((17 - 2)) - 1) * .05) = .7 = 70%
Miss %: 100% - 70% = 30%
Wis vs. Spell DC
Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice)
Hit %: (((17 - 1)) - 1) * .05) = .75 = 75%
Miss %: 100% - 75% = 25%
Str vs. Spell DC
Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice)
Hit %: (((17 - 3)) - 1) * .05) = .65 = 65%
Miss %: 100% - 65% = 35%
Vs. AC Magic bonus + Int mod:
Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance
Hit %: (((20 - (13 - 7)) + 1) * .05) - .05 = .7 = 70%
Crit %: Percent of each point on dice * number of points in crit range
Crit %: .05 * 1 = .05 = 5%
Miss %: 100% - (hit chance + crit chance)
Miss %: 1 - (.7 + .05) = .25
Cantrips
Chill Touch / Ray of Frost
Hit: (1d8 * 2) * hit chance
Hit: (4.5*2) * .7 = 6.3
Crit: ((1d8 * 2) + 1d8) * crit chance
Crit: ((8*2)+4.5) * .05 = 1.025
Miss: ((1d8 * 2) / 2) * miss chance
Miss: ((4.5 * 2) / 2) * .25 = 1.125
Total: 6.3 + 1.025 + 1.125 = 8.45
Shocking Grasp
Hit: (1d8 * 2) * hit chance
Hit: (4.5*2) * .7 = 6.3
Miss: ((1d8*2)/2) * miss chance
Miss: ((4.5*2)/2) * .25 = 1.125
Total: 6.3 + 1.125 = 7.425
So our best bet for Cantrips is Chill Touch / Ray of Frost for 8.45 DPR
Now for the dailies:
1st level
Magic Missile
Hit: (3d4+3) * hit chance
Hit: ((2.5 * 3)+3) * 1 = 10.5
Thunder Wave
Hit: (1d8*2) * hit chance
Hit: (4.5*2) * .7 = 6.3
Miss: ((1d8*2)/2) * miss chance
Miss: ((4.5*2)/2) * .25 = 1.125
Total: 6.3 + 1.125 = 7.425
Burning Hands
Hit: (3d6) * hit chance
Hit: ((3.5*3) * .7 = 7.35
Miss: ((3d6)/2) * miss chance
Miss: ((3.5*3)/2) * .3 = 1.575
Total: 7.35 + 1.575 = 8.925
So Burning Hands is our winner at 8.925 damage per cast and we can cast it 2x for 17.85.
2nd Level
Melf's Acid Arrow
Hit: (6d6) * hit chance
Hit: (3.5*6) * .7 = 14.7
Crit: ((6d6) + 1d6) * crit chance
Crit: ((6*6)+3.5) * .05 = 1.975
Miss: (3d6) * miss chance
Miss: (3.5 * 3) * .25 = 2.625
Total: 14.7 + 1.975 + 2.625 = 19.3
Scorching Ray
Hit: (2d6) * hit chance
Hit: (3.5*2) * .7 = 4.9
Crit: ((2d6) + 1d6) * crit chance
Crit: ((6*2)+3.5) * .05 = 0.775
Total: (4.9 + 0.775) * 3 = 17.025
So looks like 2 Melf's Acid Arrows for 38.6 damage per day. So far our total is 56.45
3rd Level
Schorching Ray (used from a 3rd level slot)
Hit: (2d6) * hit chance
Hit: (3.5*2) * .7 = 4.9
Crit: ((2d6) + 1d6) * crit chance
Crit: ((6*2)+3.5) * .05 = 0.775
Total: (4.9 + 0.775) * 4 = 22.7
Hasted Cantrips for 3 rounds
8.45 * 3 = 25.35
Flaming Sphere (used from a 3rd level slot)
Hit: (3d6) * hit chance
Hit: ((3.5*3) * .7 = 7.35
Miss: ((3d6)/2) * miss chance
Miss: ((3.5*3)/2) * .3 = 1.575
Total: 7.35 + 1.575 = 8.925 * 3 rounds = 26.775
Now to total all the spells of the day:
2x Burning Hands (17.85), 2x Melf's Acid Arrow (38.6), 1x Flaming Sphere (3rd level slot for 3 rounds) (26.775), Ray of Frost x 5 (42.25) = 125.475
Fighter = 326.2
Wizard = 125.475
Not that impressive huh? Well, now instead of trying to deal direct damage, lets take a look at what happens when the Wizard takes out creatures using non-damaging spells:
The average hp at level 5 for monsters in the bestiary is 44. So theh base damage of a save or die spell is 44 multiplied by its hit rate.
The extra attack granted by Haste to the Fighter counts as DPR for the Wizard, because without the Wizard there to cast it, the Fighter wouldn't be able to do it.
1st level
Charm Person
(when used to convince a combatant to leave the battle)
Hit: (44) * hit chance
Hit: 44 * .75 = 33
Now we know that not all creatures will be humanoid, however in a given day its pretty likely you will run across at least 2 humanoids that you come into conflict with so x2 = 66
2nd level
Hold Person
(Assuming they will be dead in 3 rounds, since combats only last 3 rounds, we will do the math for 3 rounds of hold person)
Hit: 44 * ((hit chance)^rounds)
Hit: 44 * ((.75)^3) = 18.5625
Web
(Which makes it trivial to kill something, advantage on attacks and the target gets disadvantage on their attacks if they even have a ranged attack, unless they have some kind of fire which is rare, we will do the math for 1 Dex save and then 2 Str checks vs. Spell DC)
Hit: 44 * (((Dex hit chance)^rounds) * ((Str hit chance)^rounds))
Hit: 44 * (((.70)^1) * ((.65)^2)) = 13.013
Suggestion
("It would probably be best if get as far away from here as you can, its dangerous")
Hit: 44 * hit chance
Hit: 44 * .75 = 33
x2 = 66
3rd level
Haste
(used on the Fighter and the Fighters extra attacks damage counted toward the Mage)
Fighter attack damage * rounds in a combat
11.65 * 3 = 34.95
Charm Person x2 (66), Suggestion x2 (66), Haste (on Fighter) 34.95, and Ray of Frost x7 (59.15) for a total of 226.1
Fighter = 326.2
Wizard = 226.1
Notice how close those are. The Wizard does about 70% of the damage of the Fighter over the course of a 3 round per encounter 4 encounter per day. Now that's when they give up half their spells. They can easily outdo the Fighter if they go all combat spells:
Charm Person x4 (132), Suggestion x3 (99), Haste (on fighter) x2 69.7 and Ray of Frost x7 (59.15) for a total of 359.85
Fighter = 326.2
Wizard = 359.85
So in this case the Fighter actually does about 90% of the damage of the Wizard. Since the Fighter has little or no out of combat utility (minus standing watch, which the Wizard can do with a ritual casting of alarm) this comparison is valid.
This gap only widens as the characters gain levels and the Wizard goes up in quadratic power. On top of this the Wizard has the ability to hit multiple targets with Suggestion and other save or die/suck spells. Which means the Wizard comes out ahead easily except in rare corner cases when the DM doesn't follow the guidelines in the DM document.
Edit: Note I didn't use Arcane Recovery which would push the number up much higher.
Edit 2: Also note that I'm using the "080213 DnD Next Playtest Packet". I don't have access to the newer one, if someone would be so kind to PM me a way to get it, I would love to do an analysis on it too.