i'm a war cleric (level 9) and i use cure wounds, healing word, spirit guardians and inflict wounds and I USE INFLICT WOUNDS MOST OF THE TIME, i mean at 4 level spell slot is 6d10 and that is a lot!
6d10 is certainly nothing to sneeze at. But it’s not as much as it sounds.
Assuming a 50% hit rate (because that’s usually reasonable and it makes the math easier), the expected damage of a 4th-level Inflict Wounds is 16.5. A fighter with 20 strength (easily attainable by 9th-level) and a greatsword has an expected damage of 5.75 for each of their two attacks, or 11.5 for their whole action.
Inflict Wounds only does 5 more damage than the fighter’s greatsword, and the cleric has to expend a 4th-level spell slot to do it, something they can only do three times a day. The fighter can keep up their attacks all night long.
well sure but its is just my opinion
and how the F*** do you get 16.5 from 6d10s i mean if you just get 5 on all of them is still 30 damage
Expected damage is just average damage. The average damage roll of 6d10 is 33, so if you hit 50% of the time, it becomes 16.5 (33 * 0.5). Statistics is fun!
Just checked the cleric spell list and inflict wounds does 3d10 damage on a spell attack. Now I appreciate that this has to land (still more likely than swinging a weapon) and there are limited spell slots but does this not seem like a lot of damage?
I've ruled that a cleric should pick inflict or cure as in previous editions and still allowed guided bolt as a fine alternative but does anyone else thinks that 3D10 seems like heavy damage for a level one spell?
I see no reason to punish a cleric for his own spell list... as many have stated inflict wounds is a high risk, high reward spell. Should not stop you from being able to heal.
Also, bugger cure wounds, healing wordis where it's at.
3d10 isn't crazy high damage for a first-level spell. It's a bit less than three attacks by a level 1 character - and at level 1 you only get, like, two first-level spells per day... so it's fine.
Casters can do a bit higher *burst* damage than straightforward axe-swingers, but can't sustain it because of spell slot limitations. This spell is right in line with that.
i'm a war cleric (level 9) and i use cure wounds, healing word, spirit guardians and inflict wounds and I USE INFLICT WOUNDS MOST OF THE TIME, i mean at 4 level spell slot is 6d10 and that is a lot!
6d10 is certainly nothing to sneeze at. But it’s not as much as it sounds.
Assuming a 50% hit rate (because that’s usually reasonable and it makes the math easier), the expected damage of a 4th-level Inflict Wounds is 16.5. A fighter with 20 strength (easily attainable by 9th-level) and a greatsword has an expected damage of 5.75 for each of their two attacks, or 11.5 for their whole action.
Inflict Wounds only does 5 more damage than the fighter’s greatsword, and the cleric has to expend a 4th-level spell slot to do it, something they can only do three times a day. The fighter can keep up their attacks all night long.
well sure but its is just my opinion
and how the F*** do you get 16.5 from 6d10s i mean if you just get 5 on all of them is still 30 damage
Expected damage is just average damage. The average damage roll of 6d10 is 33, so if you hit 50% of the time, it becomes 16.5 (33 * 0.5). Statistics is fun!
It's worthwhile to point out that this isn't quite correct. If you assume a 50% chance to hit, then 5% of that chance is a nat 20 and an auto-crit, dealing 12d10 damage. So the math is actually .45*33+0.05*66=18.15
This is also not accounting for advantage which makes the math more complicated. According to this article which I will blindly trust:
With advantage, your chances of hitting go from 50% to about 75% and your chances of rolling a nat 20 go to about 10%. So with advantage, the math becomes .65*33+.1×66=28 average damage. Definitely nothing to sneeze at if one considers how easily advantage can be given.
Inflict wounds is particularly boss if you are a war domain cleric, because then you can use Guided Strike to basically ensure that it hits (presuming you roll above a 3)
Expected damage is just average damage. The average damage roll of 6d10 is 33, so if you hit 50% of the time, it becomes 16.5 (33 * 0.5). Statistics is fun!
I see no reason to punish a cleric for his own spell list... as many have stated inflict wounds is a high risk, high reward spell. Should not stop you from being able to heal.
Also, bugger cure wounds, healing wordis where it's at.
3d10 isn't crazy high damage for a first-level spell. It's a bit less than three attacks by a level 1 character - and at level 1 you only get, like, two first-level spells per day... so it's fine.
Casters can do a bit higher *burst* damage than straightforward axe-swingers, but can't sustain it because of spell slot limitations. This spell is right in line with that.
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It's worthwhile to point out that this isn't quite correct. If you assume a 50% chance to hit, then 5% of that chance is a nat 20 and an auto-crit, dealing 12d10 damage. So the math is actually .45*33+0.05*66=18.15
This is also not accounting for advantage which makes the math more complicated. According to this article which I will blindly trust:
https://statmodeling.stat.columbia.edu/2014/07/12/dnd-5e-advantage-disadvantage-probability/
With advantage, your chances of hitting go from 50% to about 75% and your chances of rolling a nat 20 go to about 10%. So with advantage, the math becomes .65*33+.1×66=28 average damage. Definitely nothing to sneeze at if one considers how easily advantage can be given.
Inflict wounds is particularly boss if you are a war domain cleric, because then you can use Guided Strike to basically ensure that it hits (presuming you roll above a 3)
Inflict Wounds can critical, so it's possible to do 6d10 at first level. Yes, it's a bit much. AoE spells cannot crit.