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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="Treantmonklvl20" data-source="post: 7266350" data-attributes="member: 55582"><p><span style="font-size: 18px"><strong><u>Level 5:</u></strong></span></p><p></p><p>Our 3 examples include a Bladesinger (High Elf), a Knowledge Cleric (Wood Elf) and a Barbarian Berserker (Oh, let's go with a regular old non-variant human). All 3 will use standard stat array. At level 4 our spellcasters take feats (Warcaster for BS and Cleric) Barbarian will grab +2 str.</p><p></p><p>I will use the following abbreviations: Bladesinger - BS. Cleric - CL. Barbarian Berserker - BB.</p><p></p><p>Stats look like this:</p><p></p><p>BS: Str: 10, Dex: 16 (14+2), Con: 13, Int: 16 (15+1), Wis: 12, Cha: 8</p><p>CL: Str: 10, Dex: 14 (12+2), Con: 14, Int: 12, Wis: 16 (15+1), Cha: 8</p><p>BB: Str: 18 (15+1 +2), Dex: 14 (13+1), Con: 15 (14+1), Int: 9 (8+1), Wis: 13 (12+1), Cha: 11 (10+1)</p><p></p><p><strong><span style="font-size: 18px">Barbarian Berserker:</span></strong></p><p>Let's start with our BB. Weapon is a two handed sword. BB is raging and reckless attacking. His chance to hit becomes 0.65, with advantage, that becomes 0.8775</p><p></p><p>(7 weapon damage + 4 strength bonus + 2 rage bonus) = 13 x 0.8775 (chance to hit) = 11.4075</p><p>+ Crit possibility (7 more weapon damage x 0.0975) = 0.6825</p><p></p><p>That's 12.09 per hit, x3 hits = </p><p><strong>36.3 (rounded) damage per round. </strong></p><p>I played with GWM and you can get it around 40, but I don't want to fill up the page with BB math - 36.3 is a good "high end" number..</p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Cleric</strong></span></p><p>Now let's check out our Cleric. You might think a knowledge wood elf Cleric isn't really the ultimate melee Cleric, and you would be right. This is just a run of the mill Cleric with no real melee speciality. Let's see how they do. </p><p></p><p>The Cleric will be using Spirit Guardians, a Spiritual weapon and Sacred flame. He could use a weapon, but he wants to keep his hand free to flip the bird at the Bladesinger for not pulling his weight.</p><p></p><p>(13.5 spirit guardians damage x 0.60 chance of saving throw failure) = 8.1</p><p>(6.75 spirit guardians damage x 0.40 chance of saving throw success) = 2.7</p><p>(7.5 spiritual weapon damage x 0.60 chance of hit) = 4.5</p><p>(4.5 spiritual weapon crit extra damage x 0.05 chance of critical) = 0.225</p><p>(9 Sacred flame damage x 0.60 chance of saving throw failure) = 5.4 (no damage on successful save)</p><p><strong></strong></p><p><strong>Total average damage per round: 20.9 (rounded)</strong></p><p>That's not bad. Significantly lower than the BB, but 20.9 is respectable, especially for a character not built around melee damage.</p><p></p><p><strong><span style="font-size: 18px">Bladesinger</span></strong></p><p>Now let's check our Bladesinger. He's using Booming Blade and Blur as you recommend against a single tough opponent. We will first try against an unmoving opponent. This should be "solid" damage I'm told. (Edit: It occurs to me re-reading your post is you report a "solid" ability to maintain melee, not "solid" damage...anyways, let's check out the damage)</p><p></p><p>(7.5 rapier damage + 4.5 booming blade damage x 0.60 chance of hit) = 7.2</p><p>(4.5 + 4.5 potential critical damage x 0.05 chance of critical) = 0.45</p><p></p><p><strong>Total damage per round 7.7 (rounded). </strong> vonklaude, you and I have VASTLY differing views on what "solid" damage is. This represents 37% of the damage the CL does. This represents less than a quarter the damage of the BB. When you said that the damage would be 1/3-1/2 the damage of a martial character, I called that a "deal breaker", but it turns out, it's even worse.</p><p></p><p>OK, maybe if the opponent moves....</p><p></p><p>(7.5 rapier damage + 13.5 booming blade damage x 0.60 chance of hit) = 12.6</p><p>(Critical damage is unchanged) = 0.45</p><p></p><p><strong>That's 13.1 average damage. IF the opponent moves. </strong> That's still not even close to on par with the Cleric.</p><p></p><p>Now the opponent could move and provoke an attack of opportunity, I just don't think that's going to happen frequently enough to do all the math (would need to do for all 3 characters)</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 7266350, member: 55582"] [SIZE=5][B][U]Level 5:[/U][/B][/SIZE] Our 3 examples include a Bladesinger (High Elf), a Knowledge Cleric (Wood Elf) and a Barbarian Berserker (Oh, let's go with a regular old non-variant human). All 3 will use standard stat array. At level 4 our spellcasters take feats (Warcaster for BS and Cleric) Barbarian will grab +2 str. I will use the following abbreviations: Bladesinger - BS. Cleric - CL. Barbarian Berserker - BB. Stats look like this: BS: Str: 10, Dex: 16 (14+2), Con: 13, Int: 16 (15+1), Wis: 12, Cha: 8 CL: Str: 10, Dex: 14 (12+2), Con: 14, Int: 12, Wis: 16 (15+1), Cha: 8 BB: Str: 18 (15+1 +2), Dex: 14 (13+1), Con: 15 (14+1), Int: 9 (8+1), Wis: 13 (12+1), Cha: 11 (10+1) [B][SIZE=5]Barbarian Berserker:[/SIZE][/B] Let's start with our BB. Weapon is a two handed sword. BB is raging and reckless attacking. His chance to hit becomes 0.65, with advantage, that becomes 0.8775 (7 weapon damage + 4 strength bonus + 2 rage bonus) = 13 x 0.8775 (chance to hit) = 11.4075 + Crit possibility (7 more weapon damage x 0.0975) = 0.6825 That's 12.09 per hit, x3 hits = [B]36.3 (rounded) damage per round. [/B] I played with GWM and you can get it around 40, but I don't want to fill up the page with BB math - 36.3 is a good "high end" number.. [SIZE=5][B] Cleric[/B][/SIZE] Now let's check out our Cleric. You might think a knowledge wood elf Cleric isn't really the ultimate melee Cleric, and you would be right. This is just a run of the mill Cleric with no real melee speciality. Let's see how they do. The Cleric will be using Spirit Guardians, a Spiritual weapon and Sacred flame. He could use a weapon, but he wants to keep his hand free to flip the bird at the Bladesinger for not pulling his weight. (13.5 spirit guardians damage x 0.60 chance of saving throw failure) = 8.1 (6.75 spirit guardians damage x 0.40 chance of saving throw success) = 2.7 (7.5 spiritual weapon damage x 0.60 chance of hit) = 4.5 (4.5 spiritual weapon crit extra damage x 0.05 chance of critical) = 0.225 (9 Sacred flame damage x 0.60 chance of saving throw failure) = 5.4 (no damage on successful save) [B] Total average damage per round: 20.9 (rounded)[/B] That's not bad. Significantly lower than the BB, but 20.9 is respectable, especially for a character not built around melee damage. [B][SIZE=5]Bladesinger[/SIZE][/B] Now let's check our Bladesinger. He's using Booming Blade and Blur as you recommend against a single tough opponent. We will first try against an unmoving opponent. This should be "solid" damage I'm told. (Edit: It occurs to me re-reading your post is you report a "solid" ability to maintain melee, not "solid" damage...anyways, let's check out the damage) (7.5 rapier damage + 4.5 booming blade damage x 0.60 chance of hit) = 7.2 (4.5 + 4.5 potential critical damage x 0.05 chance of critical) = 0.45 [B]Total damage per round 7.7 (rounded). [/B] vonklaude, you and I have VASTLY differing views on what "solid" damage is. This represents 37% of the damage the CL does. This represents less than a quarter the damage of the BB. When you said that the damage would be 1/3-1/2 the damage of a martial character, I called that a "deal breaker", but it turns out, it's even worse. OK, maybe if the opponent moves.... (7.5 rapier damage + 13.5 booming blade damage x 0.60 chance of hit) = 12.6 (Critical damage is unchanged) = 0.45 [B]That's 13.1 average damage. IF the opponent moves. [/B] That's still not even close to on par with the Cleric. Now the opponent could move and provoke an attack of opportunity, I just don't think that's going to happen frequently enough to do all the math (would need to do for all 3 characters) [/QUOTE]
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