Shortsword attacks: 1d6+8 slashing + 3d6 other (based on dragon type from weapon, fire for red, force for topaz)
Rapier attacks 1d8+8 slashing + 3d6 other
Average damage in a turn: 147
Average damage in a turn for full critical: 247
(Reminder this is only a level 5 character and he already has higher AC than any Creature in D&D and outdamaging nearly all (Aspect of Tiamat’s Multiattack averages 67 damage a turn) with nothing but the help of a few magic items)
Yes, if you build your level five character to max out their weapon attacks, they can get four a round at full damage, and use action surge to burst to six.
I believe you're correct about being able to manage the weapon exchanges for one round. Especially since there's not much point in swapping a rapier for that extra one(1) average point.
But the super-high AC comes from giving them two very rare pieces of armor. An average level 5 character might not even have full plate at all.
And the damage comes from giving them two (or even three!) legendary weapons that happen to be perfect for maximizing your damage off multiple attacks.
The only issue I'm seeing here is that you attack with shortswords which have the Vex mastery property. If you want to use the Nick mastery property, you need to use scimitars. But otherwise, the only difference would be that the damage type is slashing, not piercing. The damage itself is the same.
The only issue I'm seeing here is that you attack with shortswords which have the Vex mastery property. If you want to use the Nick mastery property, you need to use scimitars. But otherwise, the only difference would be that the damage type is slashing, not piercing. The damage itself is the same.
Shortsword attacks: 1d6+8 slashing + 3d6 other (based on dragon type from weapon, fire for red, force for topaz)
Rapier attacks 1d8+8 slashing + 3d6 other
Average damage in a turn: 147
Average damage in a turn for full critical: 247
(Reminder this is only a level 5 character and he already has higher AC than any Creature in D&D and outdamaging nearly all (Aspect of Tiamat’s Multiattack averages 67 damage a turn) with nothing but the help of a few magic items)
Yes, if you build your level five character to max out their weapon attacks, they can get four a round at full damage, and use action surge to burst to six.
I believe you're correct about being able to manage the weapon exchanges for one round. Especially since there's not much point in swapping a rapier for that extra one(1) average point.
But the super-high AC comes from giving them two very rare pieces of armor. An average level 5 character might not even have full plate at all.
And the damage comes from giving them two (or even three!) legendary weapons that happen to be perfect for maximizing your damage off multiple attacks.
I was having a little fun with it, but yes you’re correct, 5th level characters should never have access to that tier of magical weapons, but overall the concept stays, and higher level characters should be doing even more damage with more attacks with roughly the same weaponry and more. There’s a plethora of magic items and spells to be casted to up the damage and AC even further beyond that
The extra attacks from the light property and the dual wielding feat are from two different features. Enhanced Dual Wielding requiring an attack with a light weapon to be used does not make it the same feature that gives you an extra attack from the light property, like you are saying it does. Nick only replaces the attack from the Light property meaning you can still bonus action attack with Enhanced Dual Wielding.
In other words the Nick does not replace the extra attack from Enhanced Dual Wielding, because the the extra attack from dual wielding does not come the Light property of the weapon. Both features requiring an attack with the light weapon being made first doesn't make them the same feature.
Light When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property.
I think it's more confusing than it would otherwise have been since the wording for Light and EDW are so similar. An extra sentence in the DW feat description (since that feat is required to have two "extra" attacks from fighting with two weapons) might have preemptively cleared up some issues. (I think your explanation is one of the better ones I've seen -- Light and DW, despite being worded so similarly, are two different features that offer two very similar bonus-action options, _one_ of which can be turned into part of the attack action by including a weapon with Nick.)
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Yes, if you build your level five character to max out their weapon attacks, they can get four a round at full damage, and use action surge to burst to six.
I believe you're correct about being able to manage the weapon exchanges for one round. Especially since there's not much point in swapping a rapier for that extra one(1) average point.
But the super-high AC comes from giving them two very rare pieces of armor. An average level 5 character might not even have full plate at all.
And the damage comes from giving them two (or even three!) legendary weapons that happen to be perfect for maximizing your damage off multiple attacks.
The only issue I'm seeing here is that you attack with shortswords which have the Vex mastery property. If you want to use the Nick mastery property, you need to use scimitars. But otherwise, the only difference would be that the damage type is slashing, not piercing. The damage itself is the same.
My mistake. Thanks for making the correction
I was having a little fun with it, but yes you’re correct, 5th level characters should never have access to that tier of magical weapons, but overall the concept stays, and higher level characters should be doing even more damage with more attacks with roughly the same weaponry and more. There’s a plethora of magic items and spells to be casted to up the damage and AC even further beyond that
The extra attacks from the light property and the dual wielding feat are from two different features. Enhanced Dual Wielding requiring an attack with a light weapon to be used does not make it the same feature that gives you an extra attack from the light property, like you are saying it does. Nick only replaces the attack from the Light property meaning you can still bonus action attack with Enhanced Dual Wielding.
In other words the Nick does not replace the extra attack from Enhanced Dual Wielding, because the the extra attack from dual wielding does not come the Light property of the weapon. Both features requiring an attack with the light weapon being made first doesn't make them the same feature.
Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property.
I think it's more confusing than it would otherwise have been since the wording for Light and EDW are so similar. An extra sentence in the DW feat description (since that feat is required to have two "extra" attacks from fighting with two weapons) might have preemptively cleared up some issues. (I think your explanation is one of the better ones I've seen -- Light and DW, despite being worded so similarly, are two different features that offer two very similar bonus-action options, _one_ of which can be turned into part of the attack action by including a weapon with Nick.)