Tessarael
Explorer
Your math is different from my calculations. In particular, I think it makes sense to consider the Hex spell as you can cast that as a bonus action, and the extra damage per hit scales better for ER, ES, and EW. For example:So damage break down with agonizing blast a 50% save chance and a 60% hit chance @ 3/5/11/17
ED: 6/11/16/21
- range or melee great against low will opponent
ER: 6/10/18/25
- range only, gets better with some magical items
ES 5(3)/9(5)/15(8)/23(12)
- melee only, gets better with magical items, n eds a second opponent to fully make use of its power.
EW 5(2hp)/10(5hp)/18(9hp)/25(13hp)
- melee with reach, weaker if you already get thp.
Eldritch whip is assuming that you will be able to use your temp hp for extra damage every other time.
Now this does not take in to account magical items being pact of the blade or any invocation other than agonizing blast.
Eldritch Disturbance at 5th level:
- Correction: Hex doesn't work with Eldritch Disturbance as it is not an attack!
- Without: (2d10 + 4 ability modifier from Agonizing Blast) x (0.5 + 0.5x0.5) = 11.2 average
- With Hex: 2x (d10 + d6 Hex + 4 ability modifier from Agonizing Blast) x 0.6 = 15.6 average
- Without: 2x (d10 + 4 ability modifier from Agonizing Blast) x 0.6 = 11.4 average
- With Hex: 2x (d8+ d6 Hex + 4 ability modifier from Agonizing Blast) x 0.6 = 14.4 average; +7.2 to 2nd target within reach
- Without: 2x (d8 + 4 ability modifier from Agonizing Blast) x 0.6 = 10.2 average; +5.1 to 2nd target within reach
- With Hex: 2x (d6+ d6 Hex + 4 ability modifier from Agonizing Blast) x 0.6 = 13.2 average; +6.6 temporary HP and 3.3x0.6=2 extra damage next round
- Without: 2x (d6 + 4 ability modifier from Agonizing Blast) x 0.6 = 9.0 average; +4.5 temporary HP and 2.2x0.6=1.3 extra damage next round
- With Hex: 2x (2d6+ d6 Hex + 4 ability modifier) x 0.6 = 17.4 average
- Without: 2x (2d6 + 4 ability modifier) x 0.6 = 13.2 average
One key thing to consider is whether you are in melee reach of a hostile opponent. If you are in melee, then Eldritch Ray is suboptimal as your ranged spell attacks are at disadvantage, taking you from 60% chance to hit down to 36% chance to hit. So in melee, you really want to have Eldritch Scythe or a melee pact weapon as backup; and Eldritch Disturbance is also a decent alternative as it is not a ranged attack roll.
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