FrogReaver
The most respectful and polite poster ever
Well at least this suggestion is better than looking at overkill damage...
Here's the problem with looking at "damage that matters". Any given character capable of killing a monster will do exactly the same amount of damage that matters. It's just how fast they are doing it. If you try to instead look at damage that matters per round then DPR overtakes the calculation and accounts for a very large proportion of it. Thus higher DPR is a great predictor of damage that matters on a per round basis. Thus, unless we are looking at specific or contrived examples and leaving out all the ones in favor of higher DPR then all we need to do to reasonably approximate who is doing the most samage that matters is to look at DPR.
Here's the problem with looking at "damage that matters". Any given character capable of killing a monster will do exactly the same amount of damage that matters. It's just how fast they are doing it. If you try to instead look at damage that matters per round then DPR overtakes the calculation and accounts for a very large proportion of it. Thus higher DPR is a great predictor of damage that matters on a per round basis. Thus, unless we are looking at specific or contrived examples and leaving out all the ones in favor of higher DPR then all we need to do to reasonably approximate who is doing the most samage that matters is to look at DPR.
These mathematical exercises are largely meaningless. This is why the designers do actual playtests. Extra damage is meaningless if the monster has 1hp left. People are often dazzled by the total numbers on the dice but the wow factor is meaningless most of the time. Do some playtests counting only the damage that matters. Fighters perform extremely well.
I do think there should be superior manoeuvres though that scale with level.