Using the numbers Cortex provided:
Weapon Master vs. Barbarian During Rage
For simplicity's sake, we'll do our assessment at the 10 AC mark, which actually favors the barbarian a little better.
Weapon Master avg. Damage Per Round: ~206
Barbarian avg. Damage Per Round: ~221
Barbarian deals ~7% more damage than the WM.
Weapon Master vs. Barbarian Off Rage
Weapon Master avg. Damage Per Round: ~206
Barbarian avg. Damage Per Round: ~172
Barbarian deals ~20% damage less than the Weapon Master.
Weapon Master vs. Thundering Rage Barbarian
Weapon Master avg. Damage Per Round: ~206
Barbarian avg. Damage Per Round: ~279
Barbarian deals ~16% more damage than the Weapon Master.
(Note: this calculation assumes the added APR is at -5, so is a little off. I'd estimate the true increase to be closer to 20%).
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The barbarian wins the DPS war during rage (7% increase), but is much weaker off of rage (20% decrease); this is almost a 3x shift in our margin.
During thundering rage, the barbarian wins the DPS war handily with an increase in the range of 16-20%.
This may look impressive; however, it's worth nothing that this version of the barbarian either foregoes expertise (making him significantly squishier than the WM -- a huge tradeoff) or barbarian constitution bonuses/additional rages (slimming the margin back down). It's much less of a direct upgrade, and more of an alternate build path.
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In short, I don't think anyone has to panic. TWF kensai barbarians are likely to dominate the meta only if their opponents have absolutely no idea how to use their own kits to their fullest.
Barbarian changes discussion - What does it mean?
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Re: Barbarian changes discussion - What does it mean?
I feel that fighter, WM, and Barb are both extraordinarily similar in gameplay function, moreso then almost any other two classes.flower wrote:And why you compare everything to WM? You got also other classes, like rangers out there.
Re: Barbarian changes discussion - What does it mean?
Just two small remarks:
- before the change there was a short periot when the rage duration was shown without the cooldown time and not including the cool down. That was more transparent
- the permanent damage modifier is bludgeoning, the additional rage weapon damage is piercing and the rage bonus damage is slashing = three diffrent kinds = very vulnerable to damage reduction
And a small suggestion:
- Mighty Rage: instead of adding 1 turn could it reduce the duration of recovering to 6 rounds?
Reason: When traveling in parties most fights wont last long enough and roleplaying rage always would end in you still beeing eager for the next fight or just rushing on. When you find the next battle you are exhaused. Or you ignore that your rage still lasts on and after all looted and healed the rage ends just when you reached the next enemies.
Reducing the rest time would give you more flexibility.
Why 6 rounds? Estimation con modifier of 10 = rage duration about 1,5 turns. Mighty Rage would push it up to 2,5 turns. 1,5/1 = 2,5/0,6 = so 0,6 turns would just be the same effect regarding the rage / rest ratio
- before the change there was a short periot when the rage duration was shown without the cooldown time and not including the cool down. That was more transparent
- the permanent damage modifier is bludgeoning, the additional rage weapon damage is piercing and the rage bonus damage is slashing = three diffrent kinds = very vulnerable to damage reduction
And a small suggestion:
- Mighty Rage: instead of adding 1 turn could it reduce the duration of recovering to 6 rounds?
Reason: When traveling in parties most fights wont last long enough and roleplaying rage always would end in you still beeing eager for the next fight or just rushing on. When you find the next battle you are exhaused. Or you ignore that your rage still lasts on and after all looted and healed the rage ends just when you reached the next enemies.
Reducing the rest time would give you more flexibility.
Why 6 rounds? Estimation con modifier of 10 = rage duration about 1,5 turns. Mighty Rage would push it up to 2,5 turns. 1,5/1 = 2,5/0,6 = so 0,6 turns would just be the same effect regarding the rage / rest ratio
Re: Barbarian changes discussion - What does it mean?
This is false. No matter the damage type, in the end the only damage dealt is from the weapon type. So if you use a great axe with +10 bludgeoning +10 piercing, you still do +20 slashing.- the permanent damage modifier is bludgeoning, the additional rage weapon damage is piercing and the rage bonus damage is slashing = three diffrent kinds = very vulnerable to damage reduction
Re: Barbarian changes discussion - What does it mean?
Thank you! Decades of playing NWN and I still dont know how it worksCortex wrote:This is false. No matter the damage type, in the end the only damage dealt is from the weapon type. So if you use a great axe with +10 bludgeoning +10 piercing, you still do +20 slashing.