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reducing dominance of ranged: cantrips
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<blockquote data-quote="mellored" data-source="post: 6990818" data-attributes="member: 6801209"><p>Exactly.</p><p></p><p>Which is why quicken EB isn't really a problem. Leave the damage to the fighter (especially after you cast foresight and haste on him).</p><p></p><p>Sure. More math for me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>Though if sorcerer uses foresight, fighter can use his action surge.</p><p></p><p>.65 with avantage = .7975</p><p>88 * .7975 = 70.18</p><p>204 / 70.18 = 2.9 turns to kill the fighter.</p><p></p><p></p><p>.65 with disadvantage = .4225</p><p>9d6 + 135 = 166.5 </p><p>166.5 * .4425 = 73.68</p><p>142 / 73.68 = 1.93</p><p></p><p>Fighter with 2 action surges beats sorcerer with foresight.</p><p></p><p></p><p>Sure.</p><p>That will make the fighter not use sharpshooter. (could potentially be replaced by +2 con, but meh, he's an archer built for damage)</p><p></p><p>Ehh... though there's no particular reason an archer couldn't just take the -10 speed penalty.</p><p>And they might still have 15 str, depending on the race. (sorcerer needs cha/dex/con, fighter can have dex/con/str).</p><p>But sure. Why not. 17 AC.</p><p></p><p>I can do that too. Assuming they start within 60'. Hex is a bit short ranged.</p><p></p><p>Though I'll have the fighter drop prone, which cancels out the sorcerer's advantage against him.</p><p>And he will use precision strike this time, landing a few more hits.</p><p></p><p></p><p>Sorcerer</p><p>.7 accuracy</p><p>4d10+4d6+20 * .7 = 39.2 (first turn)</p><p>(8d10 + 8d6+40) * .7 = 78.4 (each additional turn)</p><p>((204 -39.2) /78.4) + 1 =</p><p><strong>3.1</strong> turns to kill the fighter.</p><p></p><p>Fighter</p><p>.65 (no sharpshooter) with disavantage = .4225</p><p>5d6+25 = 42.5</p><p>76.6 * .4425 = 18.8 (per turn)</p><p>+ (4d6+20) * 2 action surges * .4425 = 30.09</p><p>+ 1d6+5 *6 (precision strike) = 51</p><p>(142-51-30) / 18.8 = </p><p><strong>3.24</strong> turns to kill the sorcerer.</p><p></p><p></p><p>That's really close. Particularly since fighter has +3 initiative. Though I also didn't factor in crits either, so...</p><p></p><p>Sorcerer wins. Shield spell made the difference, paticularly since it lasts the whole round. Hex helped a little too, but generally I would save the slot for shield.</p><p></p><p></p><p>If only the fighter stuck with plate...</p><p>4d10+4d6+20 * .65 = 36.4 (first turn)</p><p>(8d10 + 8d6+40) * .65 = 72.8 (each additional turn)</p><p>((204 -36.4) /72.8) + 1 =</p><p>3.3 turns to kill the fighter.</p><p></p><p>He would have won... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p>It proves a quickened EB + shield spamming sorcerer is pretty much on par with an archer fighter.</p></blockquote><p></p>
[QUOTE="mellored, post: 6990818, member: 6801209"] Exactly. Which is why quicken EB isn't really a problem. Leave the damage to the fighter (especially after you cast foresight and haste on him). Sure. More math for me :D Though if sorcerer uses foresight, fighter can use his action surge. .65 with avantage = .7975 88 * .7975 = 70.18 204 / 70.18 = 2.9 turns to kill the fighter. .65 with disadvantage = .4225 9d6 + 135 = 166.5 166.5 * .4425 = 73.68 142 / 73.68 = 1.93 Fighter with 2 action surges beats sorcerer with foresight. Sure. That will make the fighter not use sharpshooter. (could potentially be replaced by +2 con, but meh, he's an archer built for damage) Ehh... though there's no particular reason an archer couldn't just take the -10 speed penalty. And they might still have 15 str, depending on the race. (sorcerer needs cha/dex/con, fighter can have dex/con/str). But sure. Why not. 17 AC. I can do that too. Assuming they start within 60'. Hex is a bit short ranged. Though I'll have the fighter drop prone, which cancels out the sorcerer's advantage against him. And he will use precision strike this time, landing a few more hits. Sorcerer .7 accuracy 4d10+4d6+20 * .7 = 39.2 (first turn) (8d10 + 8d6+40) * .7 = 78.4 (each additional turn) ((204 -39.2) /78.4) + 1 = [B]3.1[/B] turns to kill the fighter. Fighter .65 (no sharpshooter) with disavantage = .4225 5d6+25 = 42.5 76.6 * .4425 = 18.8 (per turn) + (4d6+20) * 2 action surges * .4425 = 30.09 + 1d6+5 *6 (precision strike) = 51 (142-51-30) / 18.8 = [B]3.24[/B] turns to kill the sorcerer. That's really close. Particularly since fighter has +3 initiative. Though I also didn't factor in crits either, so... Sorcerer wins. Shield spell made the difference, paticularly since it lasts the whole round. Hex helped a little too, but generally I would save the slot for shield. If only the fighter stuck with plate... 4d10+4d6+20 * .65 = 36.4 (first turn) (8d10 + 8d6+40) * .65 = 72.8 (each additional turn) ((204 -36.4) /72.8) + 1 = 3.3 turns to kill the fighter. He would have won... :( It proves a quickened EB + shield spamming sorcerer is pretty much on par with an archer fighter. [/QUOTE]
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