You're right. The scripts I laid out above focus on 1 encounter nova. I failed to address the 6-8 encounters per day. All warlock dips will rise over traditional casters due to having 6-16 extra 1-2nd level spells depending on their warlock commitment.My concern is that at the lower levels this will run out of juice (slots and SP) well before the end of the adventuring day. You'll still have a single EB + AB per round, but that will bring your average damage well down.
If a DM does the recommended 6-8 encounters per day, and you're keeping a good concentration spell and enough SP to twin it (which might involve breaking down some slots) for the high end of encounters, that doesn't leave a lot else per encounter. Take out some additional slots for reaction like Shield, and any utility outside of combat, and the build does not seem to be able to fuel it's potential until Tier 3 (maybe) or 4.
To be able to throw out these huge numbers, we're looking at what, say 8 spells for a 3-4 round combat plus breaking down say 2-4 more spells for SP after combat to fuel the next encounter? The KPR is showing a Action casting and a Bonus Action casting, plus there will be reactive needs like Shield.
I think this is a very efficient nova machine, but it for the most part boasts impressive damage by burning through resources quicker. Even a base EB + quickened EB round will take breaking down a 2nd level slot to replenish those spell points. If you have a DM who throws 2-3 encounters a day it can be better than even the other casters who bask in that situation because it can use resources quicker. But while it's a firehose compared to other casters garden hose, they both have the same size water tank at the end.
The Bard/Wizard/Sorcerer at level 6 will have a total of 38 spell points to spread over 8 encounters. That's 4.75 spell points per encounter, or a first and second level spell, or a single 3rd level spell. After that they are down to firebolt or Dodging, not much difference. 0.37 average KPR in the fight they could fireball (1.28 + 3 * 0.07 KPR)/4, and a hair above 0.1 KPR for the other encounters. This averages to 0.16 KPR over the day.
The Warlock dip bumps that to 3 1st level spells and a 2nd level spell.
Let's assume a Warlock 2/Sorcerer 4. An 8 encounter day means you can start off each encounter with 4 spell points and have 21 points to spread over those 4 encounters or 2.65 spell points. That's a Hex + 2 quickens + a Scorching Ray ever so often. Let's look at this non-scorching ray scenario.
- Hex + Eldritch Blast = 2d10+2*cha + 2d6 @ 60% to hit = 14 Expected damage, 0.16 KPR
- Curse + Eldritch Blast = 0.2 KPR
- Quickened Eldritch Blast + Eldritch Blast = 0.4 KPR
- Quickened Eldritch Blast + Eldritch Blast = 0.4 KPR
Encounters where we spend a Scorching ray boost round 2's damage to 0.27, and the encounter's average to 0.31.
Comparing this with our fighter friend 0.57 KPR we are doing 50% the damage output.
Comparing this with the standard caster limp garden hose and 1-2 encounter bang 0.16 KPR average KPR we're twice as good as them, but 1/2 as good as the fighter built for 8 encounter slogs.
Let's look at the HP resource pool.
The fighter has to spread his 6 hit dice over these 8 encounters, but is saved through Second Wind each fight. Let's assume he uses it every encounter.
45 HP + 8*(5.5+6) + 6*5.5 (hit dice) = 170 HP to spread over 8 encounters = 21 max HP lost per encounter.
Sorlock(14 Con, 16 Cha) with Inspiring Leadership
38 HP + 8*(6+3(cha))+ 4*3.5+2*4.5 (Hit dice) = 133 HP over 8 encounters = 16.6 max HP lost per encounter.
All in all, I feel this is pretty close to the endurance horse that is the fighter, while still having 3/4 the damage, 3/4 battlefield control, 3/4 healer, and party face. A jack of all trades would only get 1/2 the way there in each of these arenas and like the bard would have to pick which spells/areas to do for the day. I can switch on a dime.