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Unearthed Arcana Playtest Packet 7 Live on D&D Beyond
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<blockquote data-quote="Mistwell" data-source="post: 9127402" data-attributes="member: 2525"><p>His video will come out soon I assume but here is a brief summary. Sorry if I miss something.</p><p></p><p>He did his usual assessment set to 13th level. The level is arbitrary but it's held consistent for his analysis for each class/subclass as a simple test case comparison so he can put them all on one chart. He's not claiming it's completely fair or representative, just a simple test to sort of hold his finger in the air initially. Once they settle on stuff he does a much deeper dive at multiple levels and varies his assumptions.</p><p></p><p>His quick sample build, not fully optimized.</p><p></p><p>Species: Any, +2 Chr, +1 Con, </p><p>Stats: Str 13, Dex 14, Con 14, Int 8, Wis 8, Chr 17</p><p>Notes: Melee Heavy weapons requires a 13 str (Greatsword), Ranged heavy weapon requires 13 dex (Longbow. assumes magic unbonused one at 13th level I think)</p><p>First lev feat: Lightly armored (gives medium armor prof for half-plate)</p><p>4th lev ASI: Warcaster, chr now 18</p><p>8th lev ASI: Charisma +2 for chr 20</p><p>12th lev ASI: great weapon master</p><p>Invocations (8 of them): Pact of the Blade (Chr for attack and damage rolls, modify damage types, create weapon as bonus action);</p><p> Thirsting Blade (3 attacks with attack action; Lifedrinker (+1d6 damage and healing option); Eldritch smite (used for Crits, 12d8 extra damage on a crit); Otherworldly Leap (20 feet extra movement); three more invocations as you see fit (Agonizing and Repelling blast? Lessons of the First Ones for Tough or Alert? Whatever).</p><p></p><p>Melee: Greatsword: Graze Mastery, deliver Charisma Mod damage on a miss (5), Base Weapon Damage: 2d6, </p><p>Rd 1 Bonus Action, spend 1 of 3 pact slots on Spirit Shroud (5th lev) = +2d8 additional damage to attacks, 1 minute. </p><p>Close to Melee. Assuming 60% chance to hit:</p><p>Attack #1: </p><p>2d6+5 Base Weapon Damage</p><p>1d6 Lifedrinker</p><p>2d8 Sprit Shroud</p><p>24.5 Average Damage on a Hit</p><p>60% chance to hit x 24.5= 14.7 average</p><p>40% chance to miss (Graze) x 5 = 2 average</p><p>5% chance to Crit x 73.5 Damage for Crits (Eldritch Smite used on Crits) = 3.68 average</p><p>Attack #1 total average damage: 20.38</p><p>Attack # 2: 20.38 average damage</p><p>Attack #3: 20.38 average damage</p><p>Great Weapon Master (Applies proficiency bonus to damage once per round): Chance of hitting at least once with 3 attacks = 94% x 5 (proficiency bonus) = 4.7 damage average per round.</p><p>Total Damage Per Round: 65. 84 average (20.38 + 20.38 + 20.38 + 4.7)</p><p>Reference: Berserker Barbarian, Beast Master Ranger, Champion Fighter, Assassin Rogue, and Devotion Paladin are all doing around 28 damage per round at this level. 147% over "baseline" which is a Warlock using Eldritch Blast with Agonizing Blast and Hex. </p><p></p><p>Ranged: Longbow (moontouched or whatever, assumes no magic bonus to hit and damage just base 1d8+5 damage). Includes Slow Mastery, which is nice but not changing DPR calculation.</p><p>Rd 1 Bonus Action: Hex (same as baseline attack)</p><p>Attack #1 1d8+5</p><p>1d6 Lifedrinker</p><p>1d6 Hex</p><p>Total average damage for a hit = 16.5</p><p>60% chance to hit = 9.9 average damage</p><p>5% chance to crit (Eldritch Smite used on Crits) 89.5 damage on crit = 4.48 average [BUT SEE BELOW]</p><p>Attack #1 total average damage: 14.38</p><p>Attack #2 total average damage: 14.38</p><p>Attack #3 total average damage: 14.38</p><p>Great Weapon Master (Applies proficiency bonus to damage once per round - and yes, it now applies to a longbow too): Chance of hitting at least once with 3 attacks = 94% x 5 (proficiency bonus) = 4.7 damage average per round.</p><p>Total Damage Per Round: 47.84 average (14.38 + 14.38 + 14.38 + 4.7), which is 79% more than Eldritch Blast with Agonizing Blast and Hex.</p><p></p><p>Now Eldritch Smite can use more spell slots. So lets assume for this one you never took Eldritch Smite and that big boost on crits goes away. Crits are now 5% x 12.5 = 0.63. New total is 36.59, which is still 37% more than Eldritch Blast + Agonizing Blast + Hex. And you're Slowing Target (Weapon Mastery) rather than pushing Target (Repelling Blast). And getting more range from longbow than Eldritch Blast. Bottom Line: why use Eldritch Blast anymore when this does a lot more damage for just one more invocation involved really?</p><p></p><p>He concludes with this about this build"</p><p></p><p>1. Pact of the Blade Warlocks Outdamage all other tested classes by a lot</p><p>2. Has Switchable Damage Types (four, changeable each attack)</p><p>3. Has it's bonus action available most rounds beyond first</p><p>4. Has faster movement, same speed as same level monk</p><p>5. Has three more invocation options left to choose (Lessons of the First Ones to access feats without pre-requisites so can get something like Tough to get HP close to barbarians, Lucky, Alert to win initiative, etc.)</p><p>6. Can switch between melee and ranged easily with one bonus action</p><p>7. Can access every weapon mastery with bonus action (which is better than fighters get - can just switch to Topple or Push or Graze each round)</p><p>8. Has in combat no-action healing (Lifedrinker)</p><p>9. Still has spells (will eventually get 9th level spells)</p><p></p><p>And all this he didn't even add in extra attacks from heavy weapon master, or any subclass boosts like from Genie,.</p><p></p><p>His quick recommendations: </p><p>Lifedrinker should require level 11</p><p>Thirsting Blade shouldn't scale at level 11</p><p></p><p>I think it's implied, but he doesn't state it, that maybe this is too many weapon attacks per round with weapons for a spellcasting class?</p></blockquote><p></p>
[QUOTE="Mistwell, post: 9127402, member: 2525"] His video will come out soon I assume but here is a brief summary. Sorry if I miss something. He did his usual assessment set to 13th level. The level is arbitrary but it's held consistent for his analysis for each class/subclass as a simple test case comparison so he can put them all on one chart. He's not claiming it's completely fair or representative, just a simple test to sort of hold his finger in the air initially. Once they settle on stuff he does a much deeper dive at multiple levels and varies his assumptions. His quick sample build, not fully optimized. Species: Any, +2 Chr, +1 Con, Stats: Str 13, Dex 14, Con 14, Int 8, Wis 8, Chr 17 Notes: Melee Heavy weapons requires a 13 str (Greatsword), Ranged heavy weapon requires 13 dex (Longbow. assumes magic unbonused one at 13th level I think) First lev feat: Lightly armored (gives medium armor prof for half-plate) 4th lev ASI: Warcaster, chr now 18 8th lev ASI: Charisma +2 for chr 20 12th lev ASI: great weapon master Invocations (8 of them): Pact of the Blade (Chr for attack and damage rolls, modify damage types, create weapon as bonus action); Thirsting Blade (3 attacks with attack action; Lifedrinker (+1d6 damage and healing option); Eldritch smite (used for Crits, 12d8 extra damage on a crit); Otherworldly Leap (20 feet extra movement); three more invocations as you see fit (Agonizing and Repelling blast? Lessons of the First Ones for Tough or Alert? Whatever). Melee: Greatsword: Graze Mastery, deliver Charisma Mod damage on a miss (5), Base Weapon Damage: 2d6, Rd 1 Bonus Action, spend 1 of 3 pact slots on Spirit Shroud (5th lev) = +2d8 additional damage to attacks, 1 minute. Close to Melee. Assuming 60% chance to hit: Attack #1: 2d6+5 Base Weapon Damage 1d6 Lifedrinker 2d8 Sprit Shroud 24.5 Average Damage on a Hit 60% chance to hit x 24.5= 14.7 average 40% chance to miss (Graze) x 5 = 2 average 5% chance to Crit x 73.5 Damage for Crits (Eldritch Smite used on Crits) = 3.68 average Attack #1 total average damage: 20.38 Attack # 2: 20.38 average damage Attack #3: 20.38 average damage Great Weapon Master (Applies proficiency bonus to damage once per round): Chance of hitting at least once with 3 attacks = 94% x 5 (proficiency bonus) = 4.7 damage average per round. Total Damage Per Round: 65. 84 average (20.38 + 20.38 + 20.38 + 4.7) Reference: Berserker Barbarian, Beast Master Ranger, Champion Fighter, Assassin Rogue, and Devotion Paladin are all doing around 28 damage per round at this level. 147% over "baseline" which is a Warlock using Eldritch Blast with Agonizing Blast and Hex. Ranged: Longbow (moontouched or whatever, assumes no magic bonus to hit and damage just base 1d8+5 damage). Includes Slow Mastery, which is nice but not changing DPR calculation. Rd 1 Bonus Action: Hex (same as baseline attack) Attack #1 1d8+5 1d6 Lifedrinker 1d6 Hex Total average damage for a hit = 16.5 60% chance to hit = 9.9 average damage 5% chance to crit (Eldritch Smite used on Crits) 89.5 damage on crit = 4.48 average [BUT SEE BELOW] Attack #1 total average damage: 14.38 Attack #2 total average damage: 14.38 Attack #3 total average damage: 14.38 Great Weapon Master (Applies proficiency bonus to damage once per round - and yes, it now applies to a longbow too): Chance of hitting at least once with 3 attacks = 94% x 5 (proficiency bonus) = 4.7 damage average per round. Total Damage Per Round: 47.84 average (14.38 + 14.38 + 14.38 + 4.7), which is 79% more than Eldritch Blast with Agonizing Blast and Hex. Now Eldritch Smite can use more spell slots. So lets assume for this one you never took Eldritch Smite and that big boost on crits goes away. Crits are now 5% x 12.5 = 0.63. New total is 36.59, which is still 37% more than Eldritch Blast + Agonizing Blast + Hex. And you're Slowing Target (Weapon Mastery) rather than pushing Target (Repelling Blast). And getting more range from longbow than Eldritch Blast. Bottom Line: why use Eldritch Blast anymore when this does a lot more damage for just one more invocation involved really? He concludes with this about this build" 1. Pact of the Blade Warlocks Outdamage all other tested classes by a lot 2. Has Switchable Damage Types (four, changeable each attack) 3. Has it's bonus action available most rounds beyond first 4. Has faster movement, same speed as same level monk 5. Has three more invocation options left to choose (Lessons of the First Ones to access feats without pre-requisites so can get something like Tough to get HP close to barbarians, Lucky, Alert to win initiative, etc.) 6. Can switch between melee and ranged easily with one bonus action 7. Can access every weapon mastery with bonus action (which is better than fighters get - can just switch to Topple or Push or Graze each round) 8. Has in combat no-action healing (Lifedrinker) 9. Still has spells (will eventually get 9th level spells) And all this he didn't even add in extra attacks from heavy weapon master, or any subclass boosts like from Genie,. His quick recommendations: Lifedrinker should require level 11 Thirsting Blade shouldn't scale at level 11 I think it's implied, but he doesn't state it, that maybe this is too many weapon attacks per round with weapons for a spellcasting class? [/QUOTE]
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