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veteran
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veteran
Joined: Jan 2018
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DDO is not 5th edition so theres no real reason to qoute it. 3rd edition mechanics and 5th edition mechanics are not really compatible. 3rd edition was much more about character customization and on a much higher power level on the whole.
and yes actually it does matter because wizards will pressure them to use raw as much as possible.
I forgot to mention barbarian using reckless attack to force advantage. with the added hp and rage to protect the rogue from dying.
We arent talking about what all kinds of DM's will do, we are talking about Larian and what they will do with a very weak RAW class. they are doing work on ranger and im excited to see it. im just hoping that how bad ranger is doesn't hide monks poor design as well.
Multiclassing in 5th edition is actually looking very crap to me. It was my favourite part of both NWN games and DDO. Multi-classing is still totally viable in 5E. In the games I play, usually half of the party (often 3 of 6) has a multiclass character. It is not as inherently strong or as easy to make a good build as it was back in 3E, but that actually makes me appreciate it more, because it takes more thought. One of my favorite builds is monk/sorcerer. Despite a monk’s weaknesses, being able to haste myself and cast shield makes for a pretty fun mystic-martial artist.
Last edited by Warlocke; 06/10/20 12:23 AM.
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apprentice
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apprentice
Joined: Sep 2020
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right but all the flurry attacks are still restricted to martial arts. a flurrying monk at top level doesn't really attack much more than a fighter and all thier extra attacks are martial arts. if you want to flurry or martial arts you cannot use the offhand weapon attack they are mutually exclusive so speccing into fighter for the same damage dice does nothing but let you lose potential attack numbers for a more accurate 2 attack turn. which is still really low damage.
in regards to the shadow step it also prevents martial arts and flurry of blows because those are also bonus actions.
you just keep stringing bonus actions together like they can all be used at once. they cannot. dipping into paladin is basically a weaker version of speccing into rogue, smite uses your bonus action so you are using up your extra attacks to hit as hard as you would have if you didnt. Its also a limited resource, much like Ki. It also doesnt help you in ranged combat very much. a place the monk is incredibly weak in raw PHB. lazer monk mitigates this some but its not in the scope of this game.
Level wise they are very clearly talking in the 10-12 range.
"advantage a rogue can't" ove half your build is rogue .... way of the shadow is a rogue monk hybrid you are quoteing a 3/4 thf as being able to do things thiefs cant .... swashbuckler and samurai can get all these effects for 3 level dips. just no., Actually a top level fighter attacks more than a top level monk, that was never in question, and I'm not trying to compare them. And there was no point I was trying to argue the use of an offhand weapon. Martial arts is essentially dual wielding for monks, monks don't use an offhand but just like anyone else they can spend a bonus action to make an extra attack.. unarmed in the case of the monk. Flurry of blows simply lets you spend a ki to net an extra attack. The point is if you want +2 damage on monk weapon attacks, a small heal, and second wind and are willing to sink 2 levels to get that. Some people might, others might not. Same applies to paladin which I think is a much better dip, but both offer benefits to monk. As for shadow step, yeah, you make a choice, an extra unarmed (or 2) attack or teleport with advantage on your first attack. I never meant to suggest you could do both, I meant to suggest you have options that rogues don't a big one being that you can give yourself advantage through shadow step and stunning strike. Shadow step when applicable also helps to mitigate ranged attacker by granting you insane mobility in exchange for your other bonus action options, monk mobility is a big part of how monks handle ranged attacks. Monks can't do everything at the same time, but they have a ton of bonus action options and a great reaction in deflect missiles. Cunning action and Uncanny dodge just bring more options to the table. And that is really what this comes down to, options. As far as the last comment, less than half is rogue, but it's a pretty even split and if you recall the whole point was to show that monks have good mutli-class synergies and how that stacks up. As far as I know, swashbuckler and samurai aren't in the game either, though I could be wrong. It would be weird to include rogue and warrior subs from Xanathar's and not include Sun Soul. But yeah if we are talking table top then Inquisitive and swashbuckler open sneak attack options without advantage but don't give you advantage, samurai does however. But it also opens a lot more options for monk multiclassing with other subs. And when Cauldron comes out and the astral monk hits that will make things even better for monks imo.
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apprentice
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OP
apprentice
Joined: Mar 2018
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yeah they went to great lengths to stop most multiclassing its usually limited to quick 3 levels or less on most builds.
i also want to point out another option in the damage parsing to put a wrinkle in it.
try it with a rogue that has say a +1 shortsword with 1d10 poison damage on it, or a fighter with 2 warhammers and thunder damage. its going to take those neat numbers and blow them to smithereens. as even if the monk has a like enchanted weapon they only get the bonus damage dice on their first attack as "all the extra attacks" are "Martial arts" attacks. if you dual wield on the monk attacking with the offhand weapon it is a bonus action not allowing you to flurry or martial arts or stunning fist etc.
There is also the fact that if you scale up to lvl 20 all the "weapon wielding" classes can obtain +5 weapons aka +5 to hit, so monk literally loses 25% chance to hit on all their subsequent extra attacks and they need to spend ki to have the same attacks as a fighter the fighter with drastically higher hp and ac will gain bonus to hit and extra damage dice on every hit with a good magic weapon literally every weapon wielding class with extra attacks can dumpster monk for damage due to this even healers like the warpriest.
I just didn't want to start with the uppercut.
This is why monks literally either need handwraps to be enchantable and bridge the gap, or their class abilities need to be better and more interactable to "steal more" from other classes. at every level range with nothing being done about monk hp or ac monk should at minimum always parse higher than fighter for damage as a minimum "quality of life". they need an especial amount of love in long ranged combat .... flurry really needs to interact with their ranged weapons.
Honestly probably both.
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apprentice
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OP
apprentice
Joined: Mar 2018
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On a side note, stunning fist is demonstrably worse than hold person/hold monster because most monsters in the game can laugh at con saves. Monk is generally stuck using stunning fist attempts when outnumbered and unable to "One piece" individual swarming monsters. Flurrying and stunning fisting will empty that ki pool real quick.
My changes to stunning fist and quivering palm would allow the monk to successfully stun even high constitution save targets, or spread that love cheaper to a swarm. sure i made them have less ki points because of it. but i think the risk reward of half ki points but more effect when using them is a good trade.
And the extra attacks for free on martial arts but losing out on the dex or str bonus damage makes a real meaningful choice on monk selection, do you pick elemental monk to get elemental damage 1d4 for lvl 1 spell slot 2d4for lvl2 etc. per hit not losing your flurry, or do you go open hand and be restricted to mostly physical damage but more consistent and free, not to mention the versatility of being a "cleric" with access to elemental spells back on four elements monk.
Way of the shadow becomes far more enticing as well with actual access to sneak attack on its own for those free advantage attacks. helping make up for the flurry attacks lost by using their bonus action to teleport.
It brings fighter to the forefront as a more viable multiclass, it also stops tavern brawler barbarians completely out parsing you while raging while also being a d24 hp class in reality since rage basically covers an entire combat.
Last edited by Snardbuckett; 06/10/20 11:40 AM.
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apprentice
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OP
apprentice
Joined: Mar 2018
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so lets say for instance we look at a lvl 5 monk when they first get stunning fist (way too late imho) at this level they have 5 ki points so they theoretically have 5 stunning fists in the tank if they need them but they give up a flurry for every one they use dropping their damage parse.
compare that to a 5th level cleric of war. they have 3 2nd level spell slots, and 2 3rd level spell slots. each second level spell slot provides one "hold person" and each third provides 2 "hold persons" giving us a total of 7 potential hold person's. now you might at first glance think that's fine because the monk gets theirs back on short rest, but you are missing a very important duo of details number one its a wisdom savings throw to break out of hold person a MUCH higher probability to be a monster slower save ESPECIALLY on targets you want to cc like bugbears and ogres. Also each hold person has the potential to perpetuate its "stun" indefinitely until the monster is killed. Sure in most cases its only going to last 2-3 rounds and it could theoretically only last 1 round after application but the monks stuns have absolutely no potential to continue after the round they succeed on. it also is a ranged ability and can be safely cast while approaching enemies or while enemies approach you and aren't in melee yet.
Even worse this isn't even the cleric whole tank that leaves thier lvl 1 spells for whatever they may need (ac from shield of faith). All on a class with the same hit die, probably better ac through platemail and flurries just like the monk although only equivalent to a third level monk in number they are more potent because bigger and better weapons can be used by the warpriest and their flurry synergizes with their proficient weapons while the monks do not. Warpreists can equip shields without deleting their character sheet, they can heal, buff, use a bow and flurry with it. they still have channel divinity in the tank to make those big flurry hits hit.
If we scale up to 10th level it only gets worse hold monster comes online as do higher spell slots that allow hold person to function on up to 3 targets if needed.
not even figuring in that if the warpriest gets a second round out of a hold spell they can helicopter the helpless target with martial weapons or attack spells that don't require concentration. and considering the PARTY gets an additional turn to helicopter the helpless target as well if needs be.
Last edited by Snardbuckett; 06/10/20 11:42 AM.
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apprentice
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OP
apprentice
Joined: Mar 2018
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my suggestion sort of addresses this by making stunning fist last for the whole round and be moddable to the situation. It can make some blistering high save requirements for con by pummeling the same target generally at lvl 5 13-14 + 3-4. This "Higher chance" helps make up for the effect being only a single round transitory. Also it helps with cost efficiency against swarms by allowing you to potentially dish out 3-4 stuns on weaker mob swarms at a lower DC, but always 1 DC higher than the cleric which has a chance to propagate the stun indefinitely.
Its probably still not enough to truly balance this mechanic but it certainly helps and steps in the right direction.
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apprentice
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OP
apprentice
Joined: Mar 2018
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I just want to point out i dont think the classes im comparing monk to are OP on the contrary i think these classes are some of the best in the game for balance vs the monsters. they have a lot of options and can continue to put in possitive help for the party even when thier expendable resources are out .... thats sort of the problem the monk needs to spend resources to "stay even" and they all come from the same tank (Ki points). other classes have a bigger tank and it isnt even thier only tank of options. or they just equal or outperform the monk without spending anything.(im looking at you rogue).
So i honestly hope this doesn't bring a nerf bat. i think these classes im mentioning are fun to play and balanced. I just want the same for monk.
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apprentice
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apprentice
Joined: Sep 2020
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Couple of things: Any enchantment that is applicable to a weapon is applicable to a monk weapon, so a monk wielding a short sword could use the same poison damage as the rogue in the example. Monks get the extra attack action, so they can make two monk weapon attacks and are still able to use a bonus action for martial arts/flurry if they wanted to; you don't have to make an unarmed attack to be able to use martial arts but the martial arts attacks are always unarmed. Where fighters and the like really take off is using a heavy weapon and great weapon mastery for insane damage gains.
I'm not aware of any +5 weapons in the game, 5e caps at +3 which are very rare.
You are absolutely correct in your assessment of hold person, you are significantly less likely to encounter critters with high wis saves than with high con saves.. con is the worst stat to attack from a player perspective which is a place where Larian can do something to adjust it. As it stands it is pretty broken in that any spell or ability that targets con is at a significant disadvantage overall. A user named Platypusbill at ENWorld forums did a spreadsheet from the MM and it pretty much proves it. And it is a big reason why monks are so MAD, you need a high wis to make the save DC high enough to be worth using. Again you are correct that even though ki comes back on a short rest, it is limited enough that each point counts dramatically, and frankly that is why the Way of the Four Elements is trash, you way overspend ki and really don't net much. One of the big balance issues overall is that ranged spell attack cantrips are way overtuned in 5e, spell casters have insane potential and can still manage decent damage baseline.. particularly eldritch blast and firebolt to a lesser extent. I'll even go so far as to agree with the idea that monks are undertuned, which is why I'm worried that Larian will break shadow step because it doesn't have a cost and it happens to be one of the only base sub powers that really bring something big to the table (that and quivering palm but that doesn't come till 17). But I think dumping the ki costs on many of the bonus action abilities would go a long ways to making a difference, maybe make flurry of blows automatic but level based similar to the astral monks extra attacks.. ie bonus action for 1 unarmed attack, 2 unarmed attacks at level 11 and 3 unarmed attacks at level 17. No cost for Step of the Wind or Patient Defense, and allow the monk to spend an additional ki point on a stunning strike attack to give the target disadvantage on the save (1 ki base, 2 ki disadvantage). Cut the base cost of everything in way of the four elements by at least 1 ki and make things like fist of unbroken air/water whip baseline no ki with reduced base damage but keep the ki power scaling. So maybe baseline fists of unbroken air does 2d10 + 1d10 per additional ki (save for half) same with water whip or you could even have it do 2d(unarmed dice) +1d(unarmed dice) per ki so that it scales with level. But that is really neither here nor there because WOTC designed it the way they did and never really went back and fixed it.
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apprentice
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OP
apprentice
Joined: Mar 2018
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Right but you are missing the point. ALL THIER EXTRA ATTACKS from flurry or martial arts HAVE TO BE UNARMED STRIKE.
so on their successive strikes they do not receive the bonus damage dice. if you use your offhand attack you cannot flurry. if you offhand attack you drop your offhand damage bonus from dex mitigating some of the bonus dice you gained from a bonus dice weapon. if you multi into fighter none of the fighting styles work for your unarmed strikes.
you damage dives into the dumpster in either case.
Im putting together a parse but monks are under the damage curve of ALL classes in the dd or tank category for almost all level ranges.
Ive only gone to +1 weapons and level 5 so far but monk gets destroyed all game its not even close ... lvl 2 is the only power spike that puts monk close to anything but great weapon fighter builds and after second attack great weapon builds take off never to be caught again.
I was going to post lvl 1 as an example but it doesn't post right ill just have to wait till the spread sheet is done and see if i can post the whole file.
I started with flat Probability i will probably do a separate page with nested probability. and a final 2 pages with my proposed changes compared in flat and nested probability.
Shadow step is actually weak in a vaccum since shadow monks do not have native sneak attack also by he time you get it you can move 40-50 feet anyway. All you are gaining is advantage and throwing away all your extra attacks. attacking twice is basically better than advantage in every way unless you have sneak attack (extra free hits). So if you are a way of the shadow monk multiclassed for sneak attack you are actually better off just walking up to a threatened enemy and throwing more attacks in an attempt to cause SA than you are teleporting to a lone enemy to do it with less attacks.
It is strange that you have been arguing with me and then came to the same conclusion that monk needs flurry off ki points or have ki points actually enhance it after a free one is one more attack.
Last edited by Snardbuckett; 07/10/20 11:49 AM.
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apprentice
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OP
apprentice
Joined: Mar 2018
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I have finished the parsefile, in both flat and nested probability. I dont know if i have a way to upload or post it though. i can give some highlights maybe. Flat probability(additive) Lvl 1 raw---------------------------------------------------------estimated avg damage per day(based on 2 fights 5 rounds long with a short rest inbetween) Monk--------------------------------------------------------------71.5 War priest (closest alegory) dual wielding---------------96.1875 War priest Great weapon-------------------------------------90.1125 Dual wielding Fighter------------------------------------------82.5 great weapon Barbarian--------------------------------------52.25 Great weapon Fighter-----------------------------------------57.75 Fighter (sharpshooter/archery)------------------------------70 Rogue(should be higher)--------------------------------------81.95 Warlock(should be similar)--------------------------------------44
lvl 2 Raw Monk--------------------------------------------------------------83.6 War priest (closest alegory) dual wielding---------------111.1875 War priest Great weapon-------------------------------------102.3625 Dual wielding Fighter------------------------------------------90.75 great weapon Barbarian--------------------------------------105 Great weapon Fighter-----------------------------------------76.45 Fighter (sharpshooter/archery)------------------------------85.6 Rogue(should be higher)--------------------------------------81.95 Warlock(should be similar)--------------------------------------60.5
lvl 5 Raw Monk--------------------------------------------------------------203.25 War priest (closest alegory) dual wielding---------------217.2875 War priest Great weapon-------------------------------------221.6 Dual wielding Fighter------------------------------------------182.4 great weapon Barbarian--------------------------------------430 Great weapon Fighter-----------------------------------------194.4 Fighter (sharpshooter/archery)------------------------------204.7 Rogue(should be higher)--------------------------------------193.5 Warlock(should be similar)-------------------------------------144
lvl 11 Raw Monk--------------------------------------------------------------354.75 War priest (closest alegory) dual wielding---------------385.9625 War priest Great weapon-------------------------------------355.525 Dual wielding Fighter------------------------------------------304.85 great weapon Barbarian--------------------------------------555 Great weapon Fighter-----------------------------------------369.85 Fighter (sharpshooter/archery)------------------------------384.75 Rogue(should be higher)--------------------------------------338.75 Warlock(should be similar)--------------------------------------234
great weapon barbarian ran away with it due to the incredible accuracy bonus of reckless strike and it being for all intents and purposes being free +10-20% chance to get hit but only half damage since raging for +25% accuracy is insane on such a hard hitting class for such a low cost they have the biggest hp pool.
The file i have prepared goes into much greater detail but i have no efficient way to post it. Ide be happy to share it or answer questions about it. next post will be nested probability (multiplicative). All that basically does is nerf rogue damage more in relation to non rougues. the real damage numbers will probably be neatly between the two estimates as nested is the "worst case scenario" and additive is the "best case scenario".
Last edited by Snardbuckett; 08/10/20 10:32 PM.
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apprentice
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OP
apprentice
Joined: Mar 2018
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Heres nested DPD Nested probability(Multiplicative) Lvl 1 raw---------------------------------------------------------estimated avg damage per day(based on 2 fights 5 rounds long with a short rest inbetween) Monk--------------------------------------------------------------71.5 War priest (closest alegory) dual wielding---------------96.1875 War priest Great weapon-------------------------------------90.1125 Dual wielding Fighter------------------------------------------82.5 great weapon Barbarian--------------------------------------52.25 Great weapon Fighter-----------------------------------------57.75 Fighter (sharpshooter/archery)------------------------------70 Rogue(should be higher)--------------------------------------74.53875 Warlock(should be similar)--------------------------------------44
lvl 2 Raw Monk--------------------------------------------------------------83.6 War priest (closest alegory) dual wielding---------------111.1875 War priest Great weapon-------------------------------------102.3625 Dual wielding Fighter------------------------------------------90.75 great weapon Barbarian--------------------------------------83.7375 Great weapon Fighter-----------------------------------------76.45 Fighter (sharpshooter/archery)------------------------------85.6 Rogue(should be higher)--------------------------------------74.53875 Warlock(should be similar)--------------------------------------60.5
lvl 5 Raw Monk--------------------------------------------------------------203.25 War priest (closest alegory) dual wielding---------------217.2875 War priest Great weapon-------------------------------------221.6 Dual wielding Fighter------------------------------------------182.4 great weapon Barbarian--------------------------------------342.925 Great weapon Fighter-----------------------------------------194.4 Fighter (sharpshooter/archery)------------------------------204.7 Rogue(should be higher)--------------------------------------161.7375 Warlock(should be similar)-------------------------------------144
lvl 11 Raw Monk--------------------------------------------------------------354.75 War priest (closest alegory) dual wielding---------------385.9625 War priest Great weapon-------------------------------------355.525 Dual wielding Fighter------------------------------------------304.85 great weapon Barbarian--------------------------------------442.6125 Great weapon Fighter-----------------------------------------369.85 Fighter (sharpshooter/archery)------------------------------384.75 Rogue(should be higher)--------------------------------------285.8125 Warlock(should be similar)--------------------------------------234
Nested weapon better explores the "chance to possibly miss every time with multiple attacks. since no other class relies on "landing at least one hit per turn" for thier big damage the only other class it affected was barbarian as reckless can potentially miss even with reckless even if its rare. this would be the "lowest" accuracy projection for reckless. Also i dont want to think about the statistics of a reckless barbarian with bless on ....... which we could attribute to the clerics damage .....yikes ... like a 30% barbarian damage increase through accuracy, and 15% to two other targets.
Last edited by Snardbuckett; 08/10/20 10:40 PM.
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apprentice
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OP
apprentice
Joined: Mar 2018
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Heres my parsed results for my solution (giving monk 1 extra monk weapon attack or 2 martial arts attacks, four winds monk adding 1d4 elemental damage to a hit, and open hand obtaining an extra flurry attack if they spend a ki point(2). and halving ki points. thf gaining stat mod on each sneak attack dice splitting eldritch blast into 2 half damage rays for more interaction with hex/cloud of daggers). and having them scale regular attacks like a fighter so flurry only ever adds the one weapon or 2 martial arts(3 for open hand if they spend a ki) ki points only come up every other level instead of every level. Relevant Class-----------------------------------------------------------Lvl 1 likely damage Die raw-----Total likely average damage Monk(four elements) wielding staff/crossbow- -------------1d8+3/1d8---------------------------82.25 Monk(Four elements) Wielding Unarmed damage weapon---1d4+4/1d4+1/1d4+1--------------75.1 Monk(Open Hand) Wielding Unarmed damage weapon-------1d4+4/1d4+4/1d4+4--------------113.75 Monk(open hand) wielding staff/crossbow-------------------------1d8+3/1d8+3-----------------------82.5 War priest (closest alegory) dual wielding--------------------------1d8+3/1d8--------------------------96.1875 War priest Great weapon-----------------------------------------------1d12+3------------------------------90.1125 Dual wielding Fighter----------------------------------------------------1d8+3/1d8+3-----------------------82.5 great weapon Barbarian------------------------------------------------2d6+5--------------------------------52.25 Great weapon Fighter---------------------------------------------------2d6+3--------------------------------57.75 Fighter (sharpshooter/archery)---------------------------------------1d8+13-------------------------------70 Rogue(should be higher)-----------------------------------------------1d6+3/1d6--------------------------126.5 Warlock---------------------------------------------------------------------1d6+1d4/1d6+1d4----------------66
Relevant Class-----------------------------------------------------------Lvl 2 likely damage Die raw-----Total likely average damage Monk(4 elements) wielding staff/crossbow- -------------1d8+3/1d8---------------------------87.1 Monk(4 elements) Wielding Unarmed damage weapon---1d4+4/1d4+1/1d4+1--------------78.025 Monk(Open Hand) Wielding Unarmed damage weapon-------1d4+4/1d4+4/1d4+4--------------129.6 Monk(open hand) wielding staff/crossbow-------------------------1d8+3/1d8+3-----------------------92.75 War priest (closest alegory) dual wielding--------------------------1d8+3/1d8--------------------------111.1875 War priest Great weapon-----------------------------------------------1d12+3------------------------------102.3625 Dual wielding Fighter----------------------------------------------------1d8+3/1d8+3-----------------------90.75 great weapon Barbarian------------------------------------------------2d6+5--------------------------------105 Great weapon Fighter---------------------------------------------------2d6+3--------------------------------76.45 Fighter (sharpshooter/archery)---------------------------------------1d8+13-------------------------------85.6 Rogue(should be higher)-----------------------------------------------1d6+3/1d6--------------------------165 Warlock---------------------------------------------------------------------1d6+1d4/1d6+1d4----------------93.5
Relevant Class-----------------------------------------------------------Lvl 5 likely damage Die raw--------------------------------Total likely average damage Monk(four elements) wielding staff/crossbow- -------------1d8+5/1d8+5/1d8+2------------------------------------------198.1 Monk(Four elements) Wielding Unarmed damage weapon---1d4+6/1d4+6/1d4+2/1d4+2--------------------------------208.3 Monk(Open Hand) Wielding Unarmed damage weapon-------1d6+6/1d6+6/1d6+6/1d6+6--------------------------------247.3 Monk(open hand) wielding staff/crossbow-------------------------1d8+5/1d8+5/1d8+5-----------------------------------------192.1 War priest (closest alegory) dual wielding--------------------------1d8+5/1d8+5/1d8+1----------------------------------------217.2875 War priest Great weapon-----------------------------------------------2d6+5/2d6+5--------------------------------------------------221.6 Dual wielding Fighter----------------------------------------------------1d8+5/1d8+5/1d8+5-----------------------------------------182.4 great weapon Barbarian------------------------------------------------2d6+9/2d6+9/2d6+9-----------------------------------------430 Great weapon Fighter---------------------------------------------------2d6+5/2d6+5---------------------------------------------------194.4 Fighter (sharpshooter/archery)---------------------------------------1d8+15/1d8+15-------------------------------------------------204.75 Rogue(should be higher)-----------------------------------------------1d6+3/1d6-------------------------------------------------------281.5 Warlock---------------------------------------------------------------------1d6+1d4+4/1d6+1d4+4/1d6+1d4+4/1d6+1d4+4------209
Relevant Class-----------------------------------------------------------Lvl 11 likely damage Die raw--------------------------------------------------Total likely average damage Monk(4 elements) wielding staff/crossbow-----------------------1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)/1d8+2(1d6)-------------------------414.5 Monk(4 elements) Wielding Unarmed damage weapon------1d4+8(1d6)/1d4+8(1d6)/1d4+8(1d6)/1d4+4(1d6)/1d4+4(1d6)---------456.5 Monk(O.Hand) Wielding Unarmed damage weapon-----------1d6+8(1d6)/1d6+8(1d6)/1d6+8(1d6)/1d6+8(1d6)/1d6+8(1d6)---------510 Monk(O.hand) wielding staff/crossbow----------------------------1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)--------------------------410 War priest (closest alegory) dual wielding------------------------1d8+7(1d6)/1d8+7(1d6)/1d8+2(1d6)(1d8)------------------------------------385.9625 War priest Great weapon---------------------------------------------2d6+7(1d6)/2d6+7(1d6)(1d8)-----------------------------------------------------355.525 Dual wielding Fighter--------------------------------------------------1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)--------------------------------------------304.85 great weapon Barbarian----------------------------------------------2d6+13(1d6)/2d6+13(1d6)/2d6+13(1d6)---------------------------------------555 Great weapon Fighter-------------------------------------------------2d6+7(1d6)/2d6+7(1d6)/2d6+7(1d6)--------------------------------------------369.85 Fighter (sharpshooter/archery)-------------------------------------1d8+17(1d6)/1d8+17(1d6)/1d8+17(1d6)----------------------------------------384.75 Rogue(should be higher)--------------------------------------------1d6+7(1d6)/1d6+2(1d6)--------------------------------------------------------------503.75 Warlock-------------------------------------------------------------------(1d6+1d4+5/1d6+1d4+5/1d6+1d4+5) X 2------------------------------------429
I will post the nested accuracy later which will mostly nerf barbarian and rogue. but i gotta go run my tabletop 5th ed.
Last edited by Snardbuckett; 08/10/20 11:25 PM. Reason: bad alignment of output
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apprentice
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OP
apprentice
Joined: Mar 2018
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Nested probability(Multiplicative) Relevant Class-----------------------------------------------------------Lvl 1 likely damage Die raw-----Total likely average damage Monk(four elements) wielding staff/crossbow- -------------------1d8+3/1d8---------------------------82.25 Monk(Four elements) Wielding Unarmed damage weapon---1d4+4/1d4+1/1d4+1--------------72.75 Monk(Open Hand) Wielding Unarmed damage weapon-------1d4+4/1d4+4/1d4+4--------------113.75 Monk(open hand) wielding staff/crossbow-------------------------1d8+3/1d8+3-----------------------82.5 War priest (closest alegory) dual wielding--------------------------1d8+3/1d8--------------------------96.1875 War priest Great weapon-----------------------------------------------1d12+3------------------------------90.1125 Dual wielding Fighter----------------------------------------------------1d8+3/1d8+3-----------------------82.5 great weapon Barbarian------------------------------------------------2d6+5--------------------------------52.25 Great weapon Fighter---------------------------------------------------2d6+3--------------------------------57.75 Fighter (sharpshooter/archery)---------------------------------------1d8+13-------------------------------70 Rogue(should be higher)-----------------------------------------------1d6+3/1d6--------------------------106.8375 Warlock---------------------------------------------------------------------1d6+1d4/1d6+1d4----------------66
Relevant Class-----------------------------------------------------------Lvl 2 likely damage Die raw-----Total likely average damage Monk(4 elements) wielding staff/crossbow- ----------------------1d8+3/1d8---------------------------87.1 Monk(4 elements) Wielding Unarmed damage weapon--------1d4+4/1d4+1/1d4+1--------------73.725 Monk(Open Hand) Wielding Unarmed damage weapon-------1d4+4/1d4+4/1d4+4--------------129.6 Monk(open hand) wielding staff/crossbow-------------------------1d8+3/1d8+3-----------------------92.75 War priest (closest alegory) dual wielding--------------------------1d8+3/1d8--------------------------111.1875 War priest Great weapon-----------------------------------------------1d12+3------------------------------102.3625 Dual wielding Fighter----------------------------------------------------1d8+3/1d8+3-----------------------90.75 great weapon Barbarian------------------------------------------------2d6+5--------------------------------83.7375 Great weapon Fighter---------------------------------------------------2d6+3--------------------------------76.45 Fighter (sharpshooter/archery)---------------------------------------1d8+13-------------------------------85.6 Rogue(should be higher)-----------------------------------------------1d6+3/1d6--------------------------134.75 Warlock---------------------------------------------------------------------1d6+1d4/1d6+1d4----------------93.5
Relevant Class-----------------------------------------------------------Lvl 5 likely damage Die raw--------------------------------Total likely average damage Monk(four elements) wielding staff/crossbow- -------------1d8+5/1d8+5/1d8+2------------------------------------------233.3 Monk(Four elements) Wielding Unarmed damage weapon---1d4+6/1d4+6/1d4+2/1d4+2--------------------------------239.9 Monk(Open Hand) Wielding Unarmed damage weapon-------1d6+6/1d6+6/1d6+6/1d6+6--------------------------------307 Monk(open hand) wielding staff/crossbow-------------------------1d8+5/1d8+5/1d8+5-----------------------------------------242.82 War priest (closest alegory) dual wielding--------------------------1d8+5/1d8+5/1d8+1----------------------------------------217.2875 War priest Great weapon-----------------------------------------------2d6+5/2d6+5--------------------------------------------------221.6 Dual wielding Fighter----------------------------------------------------1d8+5/1d8+5/1d8+5-----------------------------------------182.4 great weapon Barbarian------------------------------------------------2d6+9/2d6+9/2d6+9-----------------------------------------344 Great weapon Fighter---------------------------------------------------2d6+5/2d6+5---------------------------------------------------194.4 Fighter (sharpshooter/archery)---------------------------------------1d8+15/1d8+15-------------------------------------------------204.75 Rogue(should be higher)-----------------------------------------------1d6+3/1d6-------------------------------------------------------257.4375 Warlock---------------------------------------------------------------------1d6+1d4+4/1d6+1d4+4/1d6+1d4+4/1d6+1d4+4------haven't gotten here yet
Relevant Class-----------------------------------------------------------Lvl 11 likely damage Die raw--------------------------------------------------Total likely average damage Monk(4 elements) wielding staff/crossbow-----------------------1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)/1d8+2(1d6)-------------------------414.5 Monk(4 elements) Wielding Unarmed damage weapon------1d4+8(1d6)/1d4+8(1d6)/1d4+8(1d6)/1d4+4(1d6)/1d4+4(1d6)---------456.5 Monk(O.Hand) Wielding Unarmed damage weapon-----------1d6+8(1d6)/1d6+8(1d6)/1d6+8(1d6)/1d6+8(1d6)/1d6+8(1d6)---------510 Monk(O.hand) wielding staff/crossbow----------------------------1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)--------------------------410 War priest (closest alegory) dual wielding------------------------1d8+7(1d6)/1d8+7(1d6)/1d8+2(1d6)(1d8)------------------------------------385.9625 War priest Great weapon---------------------------------------------2d6+7(1d6)/2d6+7(1d6)(1d8)-----------------------------------------------------355.525 Dual wielding Fighter--------------------------------------------------1d8+7(1d6)/1d8+7(1d6)/1d8+7(1d6)--------------------------------------------304.85 great weapon Barbarian----------------------------------------------2d6+13(1d6)/2d6+13(1d6)/2d6+13(1d6)---------------------------------------555 Great weapon Fighter-------------------------------------------------2d6+7(1d6)/2d6+7(1d6)/2d6+7(1d6)--------------------------------------------369.85 Fighter (sharpshooter/archery)-------------------------------------1d8+17(1d6)/1d8+17(1d6)/1d8+17(1d6)----------------------------------------384.75 Rogue(should be higher)--------------------------------------------1d6+7(1d6)/1d6+2(1d6)--------------------------------------------------------------552.975 Warlock-------------------------------------------------------------------(1d6+1d4+5/1d6+1d4+5/1d6+1d4+5) X 2------------------------------------haven't gotten here yet.
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apprentice
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OP
apprentice
Joined: Mar 2018
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As i said my projected changes aren't perfect, that smooth curve isn't always there but it does trend and maintain it for much more of the game.
Also warlock probably doesn't need to be higher raw on its eldritch blast alone, because a lot higher damage combos can be pulled off on warlock. Particularly of note are hex -> magic missile if warlocks are getting magic missile since magic missile cannot miss it is guaranteed to proc 3 hexes. And after lvl 3 generally eldritch blast moving people into or out of cloud of daggers forcing them to take the damage again immediately and at turn start or require them to walk back into it to attack their target. can make warlock pretty much put out 4-8d6 every round in addition to eldritch blast damage.
The main thing i would like to note is that barbarian really makes a case for most classes to be stronger. it absolutely runs away with damage numbers due to high accuracy from reckless swing and incredibly high flat damage addition. the two most effective damage over time stats min damage and high accuracy. This wouldn't be a problem if they weren't almost tied with fighter for highest ac which deflects magic attacks in this edition making them more resistant to magic based on attack rolls (those magic attack rolls cannot gain accuracy from enchanted items in raw) as well as almost always having resistance at minimum to physical damage and the biggest hit die in the game. While a bear totem barbarian would parse lower it has resistance to everything but psychic damage and a high ac closer to fighter, still with wicked accuracy from reckless.
Ive played and DM'ed a lot of 5th edition and ive never really felt like barbarian was "op" in regards to the raw challenge rating matchups, i think its more that a lot of other classes match up poorly at like CR due to the fact that there isn't a smooth well thought out damage range for the classes in 5th edition. Also that starting raw accuracy is around 50% for median challenges. this seems like an incredibly low hitrate to be basing abilities off, any ability that requires you to hit first might as well be half as effective as its listed int he book, casters and unarmed combat at present have no way to bridge the accuracy and min damage penalty of those effects not being in the game, a -10% accuracy penalty might not seem like much, but it really is when all your effects require you to hit successfully to trigger.
Next up ill do the CC numbers to really show how monk should not be considered a controller. Stunning fist is actually incredibly weak but my changes help bridge the gap.
Last edited by Snardbuckett; 09/10/20 02:15 PM.
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apprentice
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OP
apprentice
Joined: Mar 2018
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When including the raw flat probability its really only in there for the true statistics nerds. realistically due to the fact that one save stops the chain of saves CC will trend very strongly towards multiplicative numbers but here they are. At the lower levels we are looking at the comparison between hold person and stunning fist, war priest honestly can cc earlier at lvl 3 giving it an even better advantage wizard and warlock blow both out of the water between sleep(no save and very likely to sleep at least one target) and access at lvl 3 to hold person as well. if you want the numbers on them i will post them but they arent super relative to the discussion because warlock sorcerer and wizard should out perform these two by a landslide that's much more their wheelhouse warpriest is a much better example because they share the same hit die the warpriest is tankier by ac and out parses in damage. TLDR it also outparses in CC as well. there is also a slight untouched subject in regards to cc as well in my numbers, monks have to match thier cc against constitution saves and it is demonstrably more likely a monster has a high con save instead of a will save for warpriest.
Relevant Class lvl 5 Stuns Chance to stun on median save(+0) Chance for a stun to perpetuate 1 time(2 rounds) Perp 2 rounds 3 rounds Monk -------------------------5 55.00%---------------------------------------- 0.00% ------------------------------------------------------0.00%---------- 0.00% War Priest ------------------9 55.00%---------------------------------------- 55.00% ------------------------------------------------------55.00%-------- 55.00%
----------------------------Max targets CC-able in one round Total average rounds of CC Monk(continued)----------------------------3 ----------------------------------------1.5125 WarPriest(COntin)-------------------------2----------------------------------------- 19.8 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Relevant Class lvl 11 Stuns Chance to stun on median save(+0) Chance for a stun to perpetuate 1 time(2 rounds) Perp 2 rounds 3 rounds Monk -------------------------11 55.00%---------------------------------------- 0.00% ------------------------------------------------------0.00%---------- 0.00% War Priest ------------------16 55.00%---------------------------------------- 55.00% ------------------------------------------------------55.00%-------- 55.00%
----------------------------Max targets CC-able in one round Total average rounds of CC Monk(continued)----------------------------3 ----------------------------------------3.3275 WarPriest(COntin)--------------------------3------------------------------------------35.2 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The numbers you are seeing for monk are so low because monk has to go through a double nested check to get their effect off they have to spend the Ki point pro actively before they strike and its wasted if they miss. then they have the two comparisons a hit roll and then the enemy gets a likely very potent chance to con save out of the effect. Since almost every opportunity to do something in D and D 5th ed is about 50%(designed by poo throwing monkeys) thats about a 25% right off the bat assuming you get the same chance on save as a cleric throwing at wisdom saves instead, which is incredibly unlikely. these numbers are so skewed towards the monk its ridiculous and they still cant even compete with an adjacent damage dealer/support/tank that beats them in every other category. at lvl 5 the warpriest has almost a 130.1% CC advantage, and at level 11 its even staggeringly higher than that.
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old hand
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old hand
Joined: Oct 2020
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Make a google excel document and link to it or something dude, thats brutal
What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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apprentice
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OP
apprentice
Joined: Mar 2018
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Here's Multiplicative(more realistic but still the real results would be between these two sets of numbers trending towards multiplicative the higher level we go)
Relevant Class lvl 5 Stuns- Chance to stun on median save(+0) Chance for a stun to perpetuate 1 time(2 rounds) Perp 2 rounds 3 rounds Monk -------------------------5 -55.00%---------------------------------------- 0.00% ------------------------------------------------------0.00%---------- 0.00% War Priest ------------------9 -55.00%---------------------------------------- 30.25% ------------------------------------------------------16.64%-------- 9.16%
----------------------------Max targets CC-able in one round Total average rounds of CC Monk(continued)----------------------------3 ----------------------------------------1.5125 WarPriest(COntin)-------------------------2----------------------------------------- 9.99378 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Relevant Class lvl 11 Stuns Chance to stun on median save(+0) Chance for a stun to perpetuate 1 time(2 rounds) Perp 2 rounds 3 rounds Monk -------------------------11 55.00%---------------------------------------- 0.00% --------------------------------------0.00%---------- 0.00%---------0.0% War Priest ------------------16 55.00%---------------------------------------- 55.00% -----------------------------------30.25%-------- 16.64---------9.15
----------------------------Max targets CC-able in one round Total average rounds of CC Monk(continued)----------------------------3 ----------------------------------------3.3275 WarPriest(COntin)--------------------------3------------------------------------------17.7664 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Even with the multiplicative numbers warpriest destroys because it doesn't have to make 2 accuracy checks against bad accuracy numbers. only one.
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apprentice
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OP
apprentice
Joined: Mar 2018
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apprentice
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OP
apprentice
Joined: Mar 2018
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Now the file is finally linked -.-.
Basically by reducing the number of ki points, but increasing their effectiveness, as well as offering monk their attacks to scale like fighter. Monk is guaranteed to have 1-2 more attacks than a fighter, which to me seems fair, as they will most likely have 2-4 less AC at any given level range which is 10-20% more chance to be hit by melee and magic attack rolls alike, as well as less HP, and lower average stats(fighter gets an extra stat add at lvl 6). Honestly while parsing the numbers i saw rogue drop off a lot more than i expected and a did not expect great weapon barbarian to run away with the show. I think rogue is an easy fix, add the rogues dexterity modifier to each sneak attack dice. Or if Larian wants to go down the more bonus actions road i have a suggestion have rogue, and shadow path monk both be able to throw multiple darts at the same time with one throw action. Shadow path monk if it leans enough into thief instead of gaining as much monk will already perform better because is it has its own built in sneak attack it can benefit from its own shadow step without multiclassing. this will also be a very sought after multiclass for rogue thief archetypes.
In raw it takes monk 1 ki point to flurry, and then 1 ki point per attack (that will 50% of the time miss) so at say level 11 raw 4 ki points to try to stun a hard target that needs to be stunned, and thier success rate is incredibly low.
By allowing the monk to spend 1 ki point to be "Stunning" for the round and have cumulative hits stack up to make the DC harder at the end of the round you mitigate excessive rolling and give the monk a niche as it can stun things other classes may not be able to. it also slightly mitigates how incredibly bad they lose the "Mass CC" numbers adjacent classes can pump.
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