No Prebuff - Round 1 - Damage Rankings

delph

Explorer
Overall I'm very impressed with Martial Adept. Much more impressive than I thought it would be.
But Martial adept is only 1d6 per short rest. Good for this math for 1st round, but for whole day using is better Magic initiate with Hex, it is possible to use it much more per battle.
 

FrogReaver

Adventurer
But Martial adept is only 1d6 per short rest. Good for this math for 1st round, but for whole day using is better Magic initiate with Hex, it is possible to use it much more per battle.
If you are talking which is better there are alotnof factors. But even at level 2 you seem to be ignoring that martial adept can be used every short rest. Which is probably much more over the day than hex is going to gain you over a few more turns in 1 encounter.
 

delph

Explorer
If you are talking which is better there are alotnof factors. But even at level 2 you seem to be ignoring that martial adept can be used every short rest. Which is probably much more over the day than hex is going to gain you over a few more turns in 1 encounter.
It's tricky as almost everything. Sometimes it's better using this, sometimes those. Martial adept will be really nice for BattleMaster if it changes dice to his dice (d8/10/12)
 

FrogReaver

Adventurer
It's tricky as almost everything. Sometimes it's better using this, sometimes those. Martial adept will be really nice for BattleMaster if it changes dice to his dice (d8/10/12)
Strangely I'd have predicted the opposite. It's much better to have effects that stack. 1 extra superiority dice is nice but stacking hex + superiority dice is amazing!
 

Esker

Explorer
Strangely I'd have predicted the opposite. It's much better to have effects that stack. 1 extra superiority dice is nice but stacking hex + superiority dice is amazing!
What's nice about that combination, IMO, is the ability to add to damage with different levels of granularity: Hex gives you extra damage for one key encounter per day, whereas superiority dice boosts your damage on individual key attacks. Together they give you some nice tactical flexibility that you don't get with either by itself.
 

delph

Explorer
Hex is nice, but when you have bigger dip in rogue, you really want to have more ripostes. But hex is nice too.
 

delph

Explorer
Any ideas on what level to build for next?
it could be anything. level 2 is well-going for Vuman War cleric, because he gets awesome feature in 2nd level. But many other classes have a good class feature on 3rd level. But 4th level will have feat (ASi) "for everyone" not just variant human...
 

Esker

Explorer
Well, we've done builds for every other tier, so how about tier 3?

Level 11 Human Battlemaster: Archery Style, 20 DEX, Magic Initiate (Hex), Sharpshooter, Action Surge, Precision Attack

6 attacks x (3.5 + 5 + 10 + 3.5) = 22 / hit
2 * 3.5 = 7 add'l damage / crit
0.65 + 0.10 - 0.25 + 0.05 * 5.5 = 0.775 to-hit

6 * (0.775 * 22 + 0.05 * 7) = 104.4

(I know, technically you could run out of superiority dice before you run out of attacks, so the actual number but it's pretty unlikely (about 3% chance), wouldn't change the result that much, and accounting for it exactly makes the math a lot more complicated)
 

FrogReaver

Adventurer
Well, we've done builds for every other tier, so how about tier 3?

Level 11 Human Battlemaster: Archery Style, 20 DEX, Magic Initiate (Hex), Sharpshooter, Action Surge, Precision Attack

6 attacks x (3.5 + 5 + 10 + 3.5) = 22 / hit
2 * 3.5 = 7 add'l damage / crit
0.65 + 0.10 - 0.25 + 0.05 * 5.5 = 0.775 to-hit

6 * (0.775 * 22 + 0.05 * 7) = 104.4

(I know, technically you could run out of superiority dice before you run out of attacks, so the actual number but it's pretty unlikely (about 3% chance), wouldn't change the result that much, and accounting for it exactly makes the math a lot more complicated)
Personally I'd go ahead and remove the estimated 3% to make it 101.3
 

FrogReaver

Adventurer
Well, we've done builds for every other tier, so how about tier 3?

Level 11 Human Battlemaster: Archery Style, 20 DEX, Magic Initiate (Hex), Sharpshooter, Action Surge, Precision Attack

6 attacks x (3.5 + 5 + 10 + 3.5) = 22 / hit
2 * 3.5 = 7 add'l damage / crit
0.65 + 0.10 - 0.25 + 0.05 * 5.5 = 0.775 to-hit

6 * (0.775 * 22 + 0.05 * 7) = 104.4

(I know, technically you could run out of superiority dice before you run out of attacks, so the actual number but it's pretty unlikely (about 3% chance), wouldn't change the result that much, and accounting for it exactly makes the math a lot more complicated)
Just curious, why a 3.5 damage weapon?
 

Advertisement

Top