Originally Posted by DYNIA
monk are bottom cause any other melee classes is better than him, paladin ridiculas dmg from smites heal and aura and heavy armor, barb with rage take 50% less dmg from melee, warrior that have monuvers 3 attack per turn on 11, can use heavy armor or medium if multiclass with barb

fighter on 11 with haste can make 9 attacks in one turn, fighter with
GITHYANKI race also have access to riduculas greatswords in game, monk dont even have half dmg than fighter with GITHYANKI greatswords
fighter with heavy armor also are more tanky, same with barb with rage or paladin with shield and weapons like Defender Flail

for ranger pure beastmaster is way better than other subclass cause bear are tanks that provoke enemies

also heavy armor mastery give 3 dmg less and +1str from 17 to 18 mix it with forge heavy armor that reduce dmg by another 2

you can use 2h paladin also with 2h fighting mastery and Savage Attacker that give ridiculas dmg from any 2h weapons

The idea monks are not even doing half the damage of Fighters with Greatswords is pretty wildly inaccurate. Let's look at their comparative damage.

The only two factors that really matter in terms of dealing more damage is 1) How much damage each attack deals and 2) How many hits you expect per turn. So, let's look at each. We can assume we're only looking at level 12, after all, everyone who praises the fighter is only ever looking at level 11+, often treating it like it's the entirety of the game. But we'll roll with that and ignore level 2-10 which are even *more* favorable to the monk, and just look at level 12 here as well. We can thus also assume we're using the best gear available, and in both cases, we can assume we're downing an Elixir of Cloud Giant Strength before any truly important fights, for a Str of 27.


Fighters with OP Greatswords: 2d6 base (average 7) + 6 (Weapon) + 1d6 (weapon, average 3.5) + 8 (Str) +10 (Great Weapon Master) + 2 (Gloves) + 2 (Ring) + 2 (Helmet); you can certainly get higher but this is a reasonable base. Total average 40.5
Monks: 1d10 base (average 5.5), +3-6 (class feature, average 4.5) + 16 (Str) + 1d10 (Gloves, 5.5 average) + 2 (Ring) + 2 (Helmet); you can certainly get higher but this is a reasonable base. Total average 35.5

Fighters do more damage on average with their OP greatswords than Monks do, flat out. Only by 5 damage per hit or so, but they definitely do. Any additional bonuses you find to apply will apply to both, so Fighters will always do more damage. What about the number of hits?

Fighters - 3 (Base) + 3 (Haste) + 1 (Bonus Action); 7 attacks per round.
Monks - 2 (Base) + 2 (Haste) + 2 (Bonus Action); 6 attacks per round.

Monks have fewer attacks per round, even while using Ki, if they're both hasted. So that's that, right? Fighters just do more damage? Not quite. Remember, it's the number of *hits* per round, not the number of *attacks*. So we need to figure out the accuracy of each as well.

Fighter - +4 (Proficiency) + 8 (Str) + 2 (Gloves) - 5 (GWM); +9
Monks - +4 (Proficiency) + 16 (Str); +20

Now, granted, this doesn't matter much against AC 10 targets. After all, they both hit on a 2 in that case. And, in those cases, the Fighter does more damage, consistently, especially considering Action Surge. However, the higher the AC, the less favorable it is for the Fighter, as a +11 difference is absolutely *massive*. The reason is because while GWM *subtracts* from your to-hit in exchange for bonus damage, Tavern Brawler *adds* to your to-hit while *also* granting damage. Not as much as GWM does, but with the Elixir of Cloud Giant Strength, it's pretty close. Let's consider 'the devil guy' since he was specifically mentioned. He has 27 AC. While using GWM, the Fighter needs an 18 to hit, meaning they hit 15% of the time. There are other bonuses you can get, such as Bless for a 2.5 bonus or advantage if wearing a risky ring and so forth to improve those odds, but base they're just not great. What about the Monk? They need a 7 to hit, meaning they hit 70% of the time.

So the Fighter does 40.5 damage per hit * 7 attacks per round but 10 in the first round so let's call it 10 * 15% accuracy = 60.75 average damage in the first round, 42 average damage thereafter.
The monk? They do 35.5 * 6 * 70% accuracy, or 149 average damage per round.

One of those is indeed less than half the damage of the other, but it's not the Monk doing half the damage. Granted, not all targets have 27 AC, in fact almost no other targets do, I used that fight since it was mentioned but if it's AC 10 we already said the Fighter does more damage. How high does the AC have to be for the Monk to do more damage per round? Well, the Fighter has a base expected damage of 283.5 if they never missed, the Monk is 213. In order for the Monk to be ahead, the Fighter needs to have at most 75% of the hit percentage of the Monk. Since the Monk can't get above 95 (ignoring advantage for the moment), that means the Fighter needs to be at 70%, meaning they need a 7 to hit, or, with the setup assumed, the enemy's target AC needs to be 16 or higher. How common is that at level 11-12, the portion of the game we're discussing? Every single boss in Act 3 other than 1 has that AC or higher. The higher the AC, the quicker the Monk's advantage overtakes that which is provided by Action Surge.

On the other points raised, why would Monks need heavy armor? You can get 18 Wis and Dex very easily with a Monk, combined with robes that give +2, boots that give +1, and you're at 21 AC, the exact same as your great weapon wielding fighter in the best heavy armor out there. You *can* go even higher if needed of course, but it's not needed. Or shoot, if you're convinced Helldusk armor is the superior option, just wear that! It automatically grants proficiency. Sure, it turns off the crazy move speed of the Monk, but the Fighter didn't have it to begin with, so comparatively it's not a disadvantage. As to being more tanky, as we've just covered the AC is the same. Fighters and Barbs do have more HP, true, 1 or 2 more per level respectively, for 12 or 24 more total. But monks are gaining 10 HP per turn from their gloves if they need it, so after a round or two the HP difference completely vanishes. As to Rage, a Life Cleric who gives Blade Ward on heal is an invaluable asset to the party, and one you've already indicated is part of your party comp. Resistance from multiple sources doesn't stack, so against the most common damage types the Barb is no more resistant than the Monk is.

Finally, I just want to say, Savage Attacker is a terrible feat. The impact is just so small. It's basically an extra 1 damage per d6 and only works with dice based damage not static damage. On our Fighter with the OP greatsword that's a total of +3 damage, less than 10%. It's hardly ridiculous, and far, far less impactful than any of {great weapon master, polearm master, or sentinel}, so I certainly wouldn't recommend taking it over one of those 3.

Last edited by GiantOctopodes; 28/09/23 11:02 AM.