you do less damage with -25% accuary and 10 raw damage that do normal damage and 25% more accuary
its always better to have 95% accuary than 70% its even more you lost with bosses if you drop for 60% accuary orceven less if you dont have support like reckless attack
this is common knowleage from mmo and how probability works cause when you miss you do 0 dmg and even you can get parry or riposte from it and lost even more in extreme causes
Yeah see this is the trouble, you're just not credible when you make statements like this. If you have 10 average base damage, and hit 95% of the time, that's 9.5 average damage per hit. If you hit 70% of the time, and deal 20 average damage, that's 14 average damage per hit.
So clearly it's not "always better to have 95% accuracy than 70%", you deal more damage with the increased damage and reduced accuracy even in the most basic of examples. Now, if you deal 40 base damage and have 65% accuracy that means you have 26 average damage, but if you reduce that to 40% to deal 50 damage then your average damage is only 20, so it's not Universally better, but the fact is, it's simply not universally true one way or another - you need to actually understand the numbers and to be able to run the calculations to determine when it is and is not better. Your "common knowledge from mmo" may well be universally true in the MMO you learned it, but that is *not* the same as it being universally true.
It's also not universally -25% to hit! In your own example, you're attacking a large creature with auto advantage due to your weapon. In case anyone here doesn't understand how advantage impacts your odds, here:
https://anydice.com/program/2345Let's focus on the "at least" tab. To be -25% when you have advantage, you need to go from a 2 (99.75%) to an 11 (75%), or a -9, not a -5. Going from needing a 3 to an 8 is going from 99% to 87.75%, a drop of only 11.25%. This is partly why it's so good for barbarians since with reckless attacks you can get universal at will advantage. Monks can also get advantage at will (not that they need it due to tavern brawler), but there's plenty of ways to obtain it, whether from the risky ring (better on ranged characters imho) or the item which gives you advantage when surrounded by 3 or more, or knocking enemies prone, or *using the sword you're using* against large enemies. Just to name a few. And advantage is potent stuff, too - if you would be at 60%, meaning you need an 8, instead you could be at 87.75%. That's a nearly 50% increase in hit rate (.9 is equal to .6*1.5), so advantage is always worth pursuing in general.
There's also a cap on how accurate you can be - if you're someone with Str 27 (+8), and a +3 weapon (+3) they're proficient in at level 12 (+4), you have +15 to hit. If the enemy AC is 12, you hit on a 2+, because a 1 *always* misses. But if you took a -5, giving you +10, you still hit on a 2+! This means you go from 95% to 95%, haven't lost any accuracy *at all*, and gained 10 damage. Since you want high to hit bonuses to help out against the AC 27 creatures of the world, it's nice to have a way to shed some of that "overkill" accuracy against weaker foes, to ensure you take them out faster.
When assessing the choices in a game, you need to understand the mechanics of how *that game* works, not how a different game entirely works. In this game, with the character you provided, you're better off with a Str Elixir and Great Weapon Master being on in the fight in question, and against all targets with an AC of 20 or less. You do MORE damage that way than you are currently doing with the crit elixir and without Great Weapon Master. The math has already been provided, if you have questions about it or don't understand something I'd be willing to clarify, no problem. But until then just know that the statements you made here are blatantly, demonstrably false, in multiple ways. Which unfortunately has been a trend.