Overall damage in D&D 4E

Mar 27, 2009 12:16

Okay, so I've broken things down into at-will powers, encounter powers and daily powers and the classes balanced somewhat.

Now I've put together an overall damage scale by multiplying the at-will damage by 3, the encounter damage by 2 and the daily damage by 1. This might not be entirely accurate, since if you only have one encounter per day, the daily and encounter powers are equivalent. But the at-wills needed to be scaled since you can use them all the time.

So here's the list with the numbers beside them just for reference:

Barbarian 89.5625
Sorcerer 89.48333333
Rogue 84.01666667
Warlock 81.8125
Ranger 81
Avenger 71.125
Paladin 64.25
Wizard 63.825
Warlord 63.5
Swordmage 62.89583333
Shaman 62.25
Invoker 61.175
Fighter 59.53125
Warden 54.25
Druid 54.1875
Cleric 49
Bard 45.75

So... is this fair? All 6 strikers are at the top, as they should be. The worst striker almost always hits and the best striker is a glass cannon since most of their powers opens them up for being hit easier.

The paladin is next. WTF? This makes no sense. I would put controllers or some leaders before defenders, but paladins are broken. A few points down from paladin is swordmage, then fighter, then warden, with the warden scoring a full 10 points lower than the paladin. Sheesh.

For controllers, the wizard wins, then the invoker, then druid. The druid has a number of effects that help their allies or hinder their foes, so this isn't so bad, but the invoker surprised me. However, they have an at-will that effects an area, so my estimate of 2 enemies caught in it could swell to 9 foes, so they don't have my sympathy.

Leaders are more complicated. The warlord does a little bit of shifting and whatnot, but in many ways is a glass cannon like the barbarian. Next we have the shaman, who does a fair amount of damage and complicates the battlefield by adding in a new critter anywhere within 100 feet and they effectively can teleport their spirit companion by using a minor action to dismiss their companion, using their move as a minor action to conjure their companion in the most advantageous position, then using their normal standard action to make a standard attack. Cheap. The cleric has a good healing quotient so they're not too bad and the bard is the master of shifting people around the battlefield, so their low damage is actually fair.

In my opinion, the worst class in terms of fairness is currently the paladin. Stupid holy warriors.

d&d4e, gaming, geekery

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