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General Tabletop Discussion
Character Builds & Optimization
Magic Missile vs. Other Spells
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<blockquote data-quote="Cognomen's Cassowary" data-source="post: 7187774" data-attributes="member: 6801445"><p>With the chance for a miss or a made save, as well as the relative resistances of damage types, factored in, magic missile is reasonably good through the first three spell levels. If your group plays magic missile with a single roll and each dart doing the same damage, it also benefits disproportionately from things that increase damage, such as evocation wizard's empowered evocation and wild-magic sorcerer's spell bombardment. On the other hand, enhancements for other spells--features and conditions that grant advantage to you or disadvantage to your targets--are more common. Thus, magic missile's value depends to some extent on class features, party composition, and setting and situation.</p><p></p><p><em>Generally</em>, it is about even with scorching ray at second and third spell levels, after which scorching ray begins to pull away. At third spell level, lightning bolt can frequently serve as a single-target spell that does more damage than either of them. At fourth level, both vitriolic sphere and blight (weaker, but actually single target) will average more damage against a single target than any of the scaled-up earlier spells. There is, however, a big wrinkle with scorching ray: if you have a way to get repeated advantage, as by inflicting the restrained condition or casting greater invisibility on yourself, scorching ray will do the highest damage against a single target right up until disintegrate comes online. There is nothing much to compete with disintegrate, except for meteor swarm, which blasts everything else out of the water.</p><p></p><p></p><p></p><p>I delved into this a bit for my wild-magic sorcerer guide. The "generalized percentage" I make reference to is in comparison to a 60% overall chance to deal full damage with a spell. For example, the enemy will fail a strength save 56.28% of the time, if a random spell targeting any of the saves or AC would deal full damage 60% of the time. Generally. Basically, higher percentages are better from your perspective.</p><p></p><p></p><p></p><p>I hope that helps you answer some of your questions.</p></blockquote><p></p>
[QUOTE="Cognomen's Cassowary, post: 7187774, member: 6801445"] With the chance for a miss or a made save, as well as the relative resistances of damage types, factored in, magic missile is reasonably good through the first three spell levels. If your group plays magic missile with a single roll and each dart doing the same damage, it also benefits disproportionately from things that increase damage, such as evocation wizard's empowered evocation and wild-magic sorcerer's spell bombardment. On the other hand, enhancements for other spells--features and conditions that grant advantage to you or disadvantage to your targets--are more common. Thus, magic missile's value depends to some extent on class features, party composition, and setting and situation. [I]Generally[/I], it is about even with scorching ray at second and third spell levels, after which scorching ray begins to pull away. At third spell level, lightning bolt can frequently serve as a single-target spell that does more damage than either of them. At fourth level, both vitriolic sphere and blight (weaker, but actually single target) will average more damage against a single target than any of the scaled-up earlier spells. There is, however, a big wrinkle with scorching ray: if you have a way to get repeated advantage, as by inflicting the restrained condition or casting greater invisibility on yourself, scorching ray will do the highest damage against a single target right up until disintegrate comes online. There is nothing much to compete with disintegrate, except for meteor swarm, which blasts everything else out of the water. I delved into this a bit for my wild-magic sorcerer guide. The "generalized percentage" I make reference to is in comparison to a 60% overall chance to deal full damage with a spell. For example, the enemy will fail a strength save 56.28% of the time, if a random spell targeting any of the saves or AC would deal full damage 60% of the time. Generally. Basically, higher percentages are better from your perspective. I hope that helps you answer some of your questions. [/QUOTE]
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