Damage Tiers

Post/Author/DateTimePost
#1

Zardnaar

Nov 07, 2014 9:05:53

 

I thought I would rate the classes on how much damge they do. This is only a general guideline however. For example hypnotic pattern is a great spell so is fireball, what one is better varies on the situation. Specific focused builds could also be rated higher or lower. Tier 5 is the worst tier, tier 1 is the highest tier. Generally most spell casters can focus on boom spells if they want so they would be tier 3 or so if you focus hard enough on it.

 

Tier 5. These classes deal little damage perhaps just using cantrips and they have access to weak weapons with no class features that buff the damage.

Examples.

Land Druid focusing on buffing, arcane casters focusing on non-damaging spells.

 

Tier 4. These classes generally deal low amounts of damage generally d6 damage or less with weapons and have a limited amount of boom spells they can take. They have no class features that buff damage in any significant way (except buff spells)

Examples. Lore bards, land druids in general, some clerics and wizards.

 

Tier 3. These classes deal a moderate amount of damage. Generally they deal around 1d8 damage with physical attacks or they have a decent amount of boom spells to pick from and/or prepared. Most classes fall in this category. They may also gain a moderate boost to damage as a reliable class feature such as a clerics +1d8 bonus damage 1/round.

 

Examples. Shield bash warrior types, most rogues and clerics, monks, spell casters focusing on boom spells, high dexterity warrior melee types, 

 

Tier 4. These classes deal a high amount of damage and generally use two handed weapons and lances and/or have class features that enhance damage or focus on damage.

 

Examples: Rogue (assassin) Clerics (war, light, tempest), Wizard (invoker), warrior types using two handed weapons, Rangers using bows+ class and spell features, some Paladin builds, Warlock using hex+ agonizing blast, warrior types using pole arm master feat.

 

Tier 5. The uber damage dealers, the best of the best. Very rare and requires a degree of optimization. Such PCs have high average damage with often large spikes available. These PCs average close to 30+ damage per round at level 5 and can get damage spikes of around 100 damage per round at mid level. At low levels a basic hit “only” dealing 10 damage is the minimum close to 20 damage is better.

 

Examples: Multiclasss warlock (sorcerer or fighter or both generally level 5+), warrior types abusing sharp shooter and great weapon master (+10 damage per hit reliably hitting every 2 rounds or so).

 

 That is my experiences so far. Not there are other things to do in 5E that matter (skills, enabling others, non-damaging spells, healing etc)

 

#2

dave2008

Nov 07, 2014 10:54:42

Juat a formating note, you have tiers 4 & 5 twice.

 

Wow, how do you get 100 damage in a round at mid levels?  Just curious - optimization is not my thing.

(Reply to #2)

Finieous

dave2008 wrote:
#4

Zardnaar

Nov 07, 2014 15:26:11

dave2008 wrote:
#5

Kalani

Nov 07, 2014 15:42:46

Jeremy recently tweeted that Hand Crossbows still need a free hand for the purpose of reloading, thereby nixing the double-crossbow or crossbow+shield combos. The damage remains the same either way, but their AC will suffer as a result.

#6

DaveDash

Nov 07, 2014 15:46:14

I've been tracking damage in my campaign:
Wizards and Sorcerers do the most overall damage per adventuring day.
Fighters do the most single target damage.
I've also ran the numbers through a spreadsheet at various levels, including those warlock builds, and over the course of a day they're not as high as you think. At level 20, a fighter is the pure damage machine of the game - period. It out damages every build and class you can put together with 2 short rests per day by a huge amount. Sorcerer/warlock only beats the fighter with one short rest per day or less, and only against two or more opponents (ie not single target damage).

#7

Zardnaar

Nov 07, 2014 15:47:56

DaveDash wrote:
#8

Zardnaar

Nov 07, 2014 15:49:05

Zardnaar wrote:
#9

DaveDash

Nov 07, 2014 15:53:52

The damage of twinned scorching rays per day is around 700ish, assuming 12 rounds of combat per day and one short rest. And that damage is spread across two targets.
The fighter outputs a massive 660 damage per day against a single target with one short rest (not including -5 +10 feats) the more short rests involved boosts the fighter damage way more, because the Sorc runs out of metamagic eventually, whereas the Fighter just keeps recharging.
Single target damage wise a Sorc/Lock using EB quickened SR falls way behind the fighter over the course of the day.

#10

mellored

Nov 07, 2014 16:07:44

Finieous wrote:
#11

Zardnaar

Nov 07, 2014 16:40:34

DaveDash wrote:
#12

DaveDash

Nov 07, 2014 17:40:55
Your maths is off because you're not factoring in crit chance or attack bonus, which the fighter has more, and thus equals more damage over the course of the day. You're right tho, they're tier 1.
#13

Zardnaar

Nov 07, 2014 18:02:11

DaveDash wrote:
(Reply to #4)

dave2008

Zardnaar wrote:
(Reply to #10)

dave2008

mellored wrote:
(Reply to #13)

DaveDash

Zardnaar wrote:
#17

Zardnaar

Nov 07, 2014 19:27:34

DaveDash wrote:
#18

Rastapopoulos

Nov 07, 2014 19:57:11

 

The useful day has 16 hours (8 for resting), which amounts to 9600 rounds.

 

Assuming a level 20 Fighter does nothing but attack with 4 regular attacks per round (for, say, 1d12+5), that's a potential average of 110,400 damage per day.

And he's not using any class ability or feat!

 

 

#19

Zardnaar

Nov 07, 2014 20:28:42

Rastapopoulos wrote:
#20

Rastapopoulos

Nov 07, 2014 20:30:16

 

Not fair! You're using two classes. Can only use 1.

#21

Zardnaar

Nov 07, 2014 22:21:03

Rastapopoulos wrote:
#22

Psikerlord

Nov 07, 2014 23:05:17

Kalani wrote:
#23

Psikerlord

Nov 07, 2014 23:10:16

I thought vengeance paladins, GWF, does some of the most damage, with insane burst, once you factor in the channel divinity adv that lasts a combat, the smites and multiple attacks after 5th (and the fact that smite takes no action of itself, and you can do it after you hit).

 

#24

Zardnaar

Nov 08, 2014 0:42:09

Psikerlord wrote: