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You cant move on the turn you use steady aim.
Yeah since I posted I went and actually read the entry. Bummer.
You cant move on the turn you use steady aim.
Ah - you are correct, my numbers were off, although my actual mistake was forgetting to subtract out the base d6 weapon damage from Sneak Attack. I was using 5d6 instead of 4d6. Adjusting for that, I get 21.38. Unless I made another mistake somewhere...I get either 22.5 or 22.9 for dual wielding, depending on if you're assuming sneak is applied to the first attack if both hit and one crits, or if you always apply sneak to the crit. Doesn't make much difference, either in how you handle a hit and a crit, or in the overall analysis.
It's fun when it happens, but not sure it's actually better tactically. A single attack, with big random damage spikes, loses more damage to overkill than multiple attacks with more consistent damage... I think. That's another batch of number-crunching and I have to work tomorrow. (And I just had to go back and fix yet another error where I doubled 14 and got 27, so clearly it is time to knock off for the evening.)The real impact of elven accuracy isn't in increasing DPR by a lot (it's a modest to small bump), but in dramatically reducing the number of times you miss. Also, average DPR hides the fact that elven accuracy does create crits almost three times more often over a normal attack, and that 40 average damage is a nice spike when it happens.
I think the biggest reward for a melee rogue is the fact that the enemy can't focus as much damage on one target.I think there's a reward for the melee rogue: the possibility to land an out-of-turn sneak attack through an AoO or an ally's features is more probable than for ranged rogues. And with the mix of defensive features (uncanny dodge, evasion etc) and having Dex as a main (almost) mono-stat means that rogues arent that much of a glass canon in 5e.
You make a strong case.I think the biggest reward for a melee rogue is the fact that the enemy can't focus as much damage on one target.
In my campaign a player did the always succeed at my hide roll stealth sneak attack rogue character. I just ignored him in combat and laid into the melee characters who would end the battle KOed or dead with the rogue and wizard sitting at full HP.
Sneak Attack aside, I think the rogues best ability is to use a reaction to halve one incoming damage. This gives them barbarian like damage resistance against a single big hit opponent keeping them fighting longer than their HP and armor might indicate. This also spreads the damage around better per battle and helps the party over the course of the adventuring day.
I wonder if some DM will venture into allowing Tasha features piece by piece?
It's fun when it happens, but not sure it's actually better tactically.
On average, you lose half of the damage of the killing blow.It's fun when it happens, but not sure it's actually better tactically. A single attack, with big random damage spikes, loses more damage to overkill than multiple attacks with more consistent damage... I think. That's another batch of number-crunching and I have to work tomorrow. (And I just had to go back and fix yet another error where I doubled 14 and got 27, so clearly it is time to knock off for the evening.)![]()
In theory, the same holds when a ranged character is in melee.The piece I never see in these ranged vs. melee damage comparisons is how the incremental attacks that a ranged character gets to make that a melee character cannot make as a result of being at range.
I realize this is likely impossible due to variation in encounter design, and rogues have better tools than most to close the gap and get into melee, but these tools have costs (bonus action dash or disengage means no off-hand attack, just off the top). How many lost attack opportunities does it take before the ranged rogue pulls ahead of our TWF rogue before giving our ranged rogue advantage on-demand? Because a TWF rogue does not actually get 2 attacks every round in real play.