So this is in response to discussion in another thread, the one on balance, where the argument is being made that Hold Person is *less* effective than Drow Poison and Crawler Mucus. The link to it and the specific quote I'm responding to are below, I just felt it was worth splitting this off so as to not derail the entire conversation into an argument over which form of CC is superior. I do think it's relevant to the balance discussion since oddly some folks seem to be arguing damage is better than CC as a form of saying the game is imbalanced as a result, but I plan on getting deep enough in the weeds I think it'll be better this way. Anyway, buckle up ladies and gentlemen, this is going to be a super nerdy math hammer bonanza, I'd bail now if the sight of expected damage calculations, probabilities, and endless numbers in general make your eyes bleed. Consider yourself warned. Here's the link and quote:
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=898331#Post898331Have you never used hold person?
No, because I paralyze with crawler and carabazan grenade/venoms instead of wasting my turn and action on a CC spell that can fail and use a far more limited spell slot instead of casting a chain lightning or fireball.
So first, let's talk some general principles why I disagree before we dig into the numbers.
1) The most egregious thing by far, trying to say that a 2nd level spell slot is limited, while saying Crawler Mucus is spammable. Crawler Mucus is not so common that you can just toss it out there willy nilly in every encounter. 2nd level spell slots on the other hand, *are*. So we're not going to compare Hold Person (able to be cast literally every encounter if you want) to Crawler Mucus, they're not comparable. Instead, we'll compare it to Drow Poison, and then after, compare Crawler Mucus to Hold Monster; it's still far more limited in use from a rarity perspective but it's at least a more fair comparison.
2) Poisons target Con saves, while CC spells target Wis (or Int or Cha depending on the spell), generally speaking. Enemy bosses, those worth CCing, generally have higher Con than Wis / Int / Cha. It's not just a pattern, it's the overwhelming majority.
3) You can improve your save DC with spells you cast and pump it up, you can't do so with the DC from poisons.
4) It's a false comparison, as they're not using equivalent resources. It's not Drow Poison vs Hold Person, you can use both (whomever goes first go for their CC, if it fails use the other person's CC, if it succeeds dive into damage). The actual comparisons *should* be hold person vs Fireball and Drow Poison vs say Simple Toxin or Wyvern Venom in isolation. However we'll ignore that and go ahead with the faulty half comparisons for the sake of expediency.
5) Almost as egregious as the first point, when an enemy saves against a poison, they become "inoculated" against it, which means they can't be further affected by it over the next 2 turns. This means they have a significant chance of the poison simply becoming ineffectual, while you can't be inoculated against hold person. This is actually even worse with legendary resistances,
But let's set that aside and instead of speaking in generalities get into the nitty gritty. First, we'll use a boss from Act II. We'll assume a party level of 7, and we'll choose one where their Wis and Con are actually the same, as otherwise the comparisons are too unfavorable to Drow Poison to be interesting. Just note that if you were level 3 or 4 and didn't have a second attack on your Martial characters, or if you were facing a target with a higher Con than Wis, it would be even worse. We'll use the same party comp I recommended to someone recently just because it's easy and balanced, with a ranged damage dealer, Pact of Blade Warlock / Paladin, Wiz/Cleric/Sorc, and Druid. Our target has an AC of 17, 165 HP, a Wis of 14 and a Con of 14 (and a Dex of 16), with 3 attacks per round doing 8.5 damage each and a bonus to hit of +7. We're just ignoring positioning and turn order altogether here, and we'll track across 2 rounds of combat, looking at average damage, best case damage, and failure rate. We won't worry about crits unless they're auto-crits, for simplicity. Trust me it doesn't make that big of a difference.
[Drow Poison Team]
Round 1(The Druid)
Apparently they're not on CC, it's better for them to be blasting I hear, so to be as favorable to this party as possible they'll cast Haste, which is best spent on the Face.
(The Face)
They've got a Str of 16 at this point, 2 attacks per round, and Great Weapon Master to dive into damage when warranted. However they likely *don't* want to use it unless she's already CC'd. So first round is 2 attacks at +7 (+3 Prod, +3 Str, +1 Magic Weapon) dealing (2d6 average 7 + 3 + 1 = 11 average damage on a hit, 18 on an auto-crit. Their first attack in that combo has a 45% chance of missing outright, a (.55*.5 = .275) 27.5% chance to apply Sleep, and a 27.5% chance to result in them being inoculated. Their second has a 55% hit chance if they missed the first time (with the same net chance to either apply sleep or inoculate), a 55% hit chance if inoculated (with a 100% chance of inoculation of course in that case and thus no sleep chance), and a 75% hit chance if they're asleep, which will wake them and trigger neither sleep nor inoculation. In all cases they'll have GWM off of course, so the average damage total for the two attacks is ((11*.55=6) + ((18*1 = 18) * .275) + ((11*.55 = 6) * .725) = 15.3 damage
Their second attack action then starts with a 40% chance they're awake and inoculated (.275 from the 1st hit, and .45*.275 from a miss then save), a 12.5% chance they're asleep (a miss then a hit and a failed save), and a 47.5% chance they're awake and not inoculated. The 47.5% where they start awake and not inoculated pans out exactly the same as the first attack. The 40% where they're inoculated is super simple, just 11*.55*2 expected damage (12.1). The 12.5% chance they're asleep they would turn on Great Weapon Master to leverage the auto-crit, for 28 average damage on the 1st hit and a 30% chance of hitting on the 2nd for 21 average damage (6.3 average damage total, 15% chance of inoculation). Total average damage (15.3 * .475 = 7.26) + (12.1 * .4 = 4.84) + (34.3 * .125 = 4.28) = 16.38; Total chance they're inoculated (.4 from the 1st set + (.475 * .4 = .19 if starting awake) + (.125 * .15 = .02 if starting asleep) = .61) 61%, total chance they're asleep (0 + (.125 * .475) + (.125 * .15) = .08) 8%, 31% chance they're awake and not inoculated.
(The Scout)
They've got a Dex of 18, gloves of archery, +1 weapons, and the Ranger Archery fighting style by now, so they have +10 to hit. They also have sharpshooter, and use it here because it provides a mathematical advantage to their damage output. They apply their drow poison while stealthed, and then get their massive initial turn's worth of attacks - 2 attacks + 2 bonus action attacks, 4 total. If the target is autocrit they deal 24 damage (4 Dex + 2 Archery + 1 Weapons + 2d6 weapon crit damage + 10 Sharpshooter); if they get autocrit sneak attack damage it's 4d6 (14) otherwise it's 7, non-autocrit average damage is 21, just missing 1d6 weapon damage.
If the target is asleep (8%) their first attack is an autocrit sneak attack. 2nd attack is a 45% hit chance (.45 * 21) 9.45 average damage (.225 they're asleep, .225 they're inoculated). 3rd attack is only different if they're asleep (.225 * 24 = 5.4 average damage if asleep, .775 * 9.45 = 7.32 damage if not, total average damage 12.72); after the 3rd attack there's a (.225 + .55*.45*.5 = 35%) chance they're inoculated, (.55*.45*.5 = 12.5%) chance they're asleep, 4th attack then is ((.125 * 24 = 3) + (.875*9.45 = 8.25) = 11.25 average damage, (.35 + (.525 * .45 * .5 = .12) = .47) 47% chance they're inoculated, and a 12% chance they're asleep.
If the target starts awake but not inoculated (31%) it's a 45% hit chance, (.45 * 21) 9.45 average damage (.225 they're asleep, .225 they're inoculated). They're basically just an attack ahead of the path above, so the 4th attack this time is basically like a 5th attack above, meaning (.12 * 24 = 2.88) + (9.45 * .88 = 8.31) for 11.19 average damage, with a (.41 * .45 * .5 = 9%) chance they're asleep or newly inoculated or asleep at the end of it, for a total 56% chance of being inoculated
If the target starts inoculated (61%) the first attack (and all subsequent attacks) are just 9.45 average damage.
Coming out of it we've got:
Average damage- (9.45 * 4 = 44.8 average damage if inoculated (61%)) = 27.3 + (24 + 9.45 + 12.72 + 11.25 = 57.45 average damage if they start asleep (8%) = 4.6 and (9.45+12.72+11.25+11.19 = 44.64 + (14 * (.225+.12+.09 = .435) + 7 * (1 - .435 = .565) = 10 from sneak attack crit / non crit), 54.64 total if starting awake and not inoculated (31%) = 16.9; total 48.83 average damage.
Chance they're asleep (.09 chance to come out asleep if starting awake and not inoculated * .31 chance of that happening = .03) + (.12 chance to come out asleep if they start asleep * .08 chance of that happening = .01); 4% total
Chance they're inoculated (100% if they started inoculated = .61) + (.47 if they started asleep * .08 of that happening = .04) + (.56 if they started awake * .31 = .17) total of .82
(The Caster Cleric)
They're casting lightning bolt, because apparently that's better than hold person. It deals 8d6, average 28, but they'll gladly spend their channel divinity to maximize that to 48, and their save DC is 8+3+3 or 14. Against Dex that means a 50% chance of saving, unless they start asleep (.09 * .31 = .03 + (.12 * .08 = .01); 4% chance of that) in which case it's an auto-fail. So 48% chance to save overall, total average damage ((.52*48 = 24.96) + (.48*24 = 11.52) = 36.5 average damage.
Round 2 -
(Druid) - They'll cast Create Water to help the Cleric out.
(The Face) - Same as the 1st round but there's a 82% chance they're inoculated going in, in which case it's (11*.55*4 = 24.2) total average damage for the round (82%), 31.7 otherwise (39%) (.82 * 24.2 = 19.8) + (.18 * 31.7 = 5.7) = 25.5 total average damage
(The Scout) - Same as the 1st round, but there's a (.82 + .18 * .62 = 93% chance they're inoculated going in, and only a (.18 * .08) 2% chance they're asleep. That means it's 44.8 average damage if inoculated (93% chance) (41.7 total) + 57.45 if asleep (2% chance) (1.5 total) + 54.64 if awake and not inoculated (5% chance) (2.7 total) = 45.9 total average damage for the round
(The Caster Cleric) - Same as last round, but doubled, since now the target is wet, 73 average damage total
ConclusionTotal average damage among everyone was 117 in the first round, 71.4 in the second before the Caster Cleric sealed the deal, more than enough at that point already but the Caster had the nail in their coffin ready if needed. So they won in 2 rounds, they didn't need any CC spells or messing about, they did awesome! Surely this is all that is man, there is no reason to even *try* CC, right?
[The Hold Person Team]
Round 1Druid - Casts Hold Person, save DC (3+3+1+8 = 15), against Wis that's a 40% save rate, 60% fail rate
Cleric - if Hold Person worked, they can just chill and worry about other targets if there are any, otherwise they cast Hold Person (45% save rate, 55% fail rate),
Face - No Haste this time. Nor Drow Venom, they'll instead just coat with a candle for an additional 1d4 fire damage. In the event the target is Held (.60 + .55 * .4 = .82% of the time) they auto-crit on 2 attacks, hitting for the same 28 auto-crit damage from the first team, plus 5 damage from the fire (2d4), for 33 damage each, or 66 total. In the event they're not held, we're, well, you guessed it, we're casting hold person (55% fail rate).
Scout - In the event the target is held (.82 + .55*.18 = .91) we just auto-crit with our Sharpshooter 4 attacks each dealing the same 24 damage + 5 fire damage since we're using that, so 29*4 or 116 damage, + 14 damage from the sneak attack for 130 damage total. In the event they are not, we just attack 4x at a .45 hit rate and don't get the crit on the sneak attack, for 52.2 average damage
Round 2As you may have noticed, if Hold Person hit, the target is already dead. The only exception being if it hit just before the Scout went (happened 9% of the time), and in that case the scout finishes them off, regardless of whether or not Hold Person dropped on their turn. If none of them hit (happened 9% of the time), then the Face tries again, and if they hit, the Scout finishes off the target (.55 chance of that) or else the Druid casts Create Water, the Cleric burns a Channel Divinity charge for 96 damage, 48 if they save, and then the scout finishes them off.
[The Conclusion]
In both scenarios, the target is comfortably dead after 2 rounds. The difference being, on the Hold Person team, they burned at most 2 spell slots on the Warlock (short rest guy), a 1st and 2nd on the Druid, and a 2nd and 3rd on the Cleric along with a Channel Divinity Charge. But that Channel Divinity Charge and 3rd level spell slot only got used in 4% of scenarios, in the rest of them you burned 1 maybe 2 2nd level spell slots, and took 0 damage from your opponent. It was over *quick* (she was dead in the 1st round) in 82% of cases. Only in 18% of cases did she survive the first round, and only in 13% of cases did she get a turn off.
In the Drow Poison scenario, she was inoculated on the 1st hit 27.5% of the time and thus was never CC'd at all. She guaranteed had a turn at the end of round 1 regardless, and guaranteed was still alive. 2 3rds and a Channel Divinity charge were guaranteed to be used, and if she managed to say knock the scout off a cliff on her turn, another 3rd and a 2nd Channel Divinity had to be used to take her out. The whole thing was just like reading about it or calculating it - a struggle. Did it work, and did they win? Of course they did, this party is absolute ballers, even if piloted suboptimally they'll clean house. But was it the superior option? No, not even close. In fact, no part of it was superior, by any measure. Nor was it, at any point, something you could really plan around, you just kinda hoped you got lucky, and not just a little lucky, like *very* lucky or else you were just pumping out mediocre damage (albeit at high volumes, again, the team is super strong).
The Crawler Mucus vs Hold Monster will be a later post, this one took forever. Spoiler alert it's going to be on the Dragon, and while the Dragon needs a 17 to save vs Hold Monster it becomes inoculated against the Crawler Mucus on a 5 or higher, so it's dramatically more lopsided than this one even before you consider legendary resistance. I know that I'm proving something anyone who has actually tried the spell already knows, that it's absurdly powerful and instantly ends battles the moment it lands. The idea that Drow Poison is somehow comparable to it is absolutely incorrect. I also know that if someone can't be bothered to try something, but judges it as trash literally without having tried it, they are unlikely to be convinced by math and logic. This was just for fun for me, to show with cold hard numbers, just how large the disparity in power level is between them. To that end, let's do final average damage tallies!
Drow Poison Team: 117 in Round 1, 261 average damage total, they almost killed her twice over
Hold Person Team:
The Cleric will burn resources in the 1st round if Hold Person hit just to make resource expenditure even. They do 36*.6 + 96*.75 + 73*.25 = 114.8 average damage
The Scout deals (130*.91 + 52.2*.09 + 130 * .75 + 52.2 *.25) = 118.3+4.7+97.5+13 or 233 average damage
The Face deals (66*.82 + 66*.5) = 54.1 + 33 = 87.1 average damage
The Druid didn't deal any damage
Total: 434.9 average damage, they killed her nearly 3x over, dealing a clean 2/3 or 66.6% *more* average damage than the other team.