
Originally Posted by
MysticTheurge
Ok... I haven't read the whole thread, so perhaps people have already addressed some of this, but your math has a lot errors in it.
In addition to the one MrCow pointed out that you acknowledged (3 attacks instead of 4) he pointed out another that you ignored (the third attack is at -10 vs. the first attack). We'll work these numbers in later
Second, the average damage from a d12 is actually 6.5, when we're talking about multiplying it makes a difference.
Third, you say a 22 strength and then give him +8 damage for strength. This is entirely incorrect. 22 gives a bonus of +6, times 1.5 for a 2-handed weapon gives you +9.
You claim to be using power attack but don't actually factor it into the equation at all. Given that it would be fairly complicated and would probably mean you would only hit on your first attack (especially against a single target, which is generally going to be more powerful than lots of little enemies), let's disregard it.
So, using the correct math, we're looking at: 6.5 (base weapon) + 9 (strength) + 3 (enhancement bonus) + 4 specialization or 22.5 per hit. (Notably, this is actually higher than your number per hit of 21)
But, let's just assume that the target's AC is only 2 points higher than our fighters overall to-hit bonus. This is probably being very generous, but since we're going to assume that the target doesn't save against the spell later one, well give this one to the fighter.
This means that the fighter hits on his first attack on a 2 or higher, his second attack on a 7 or higher and his third attack on a 12 or higher.
Thus, his overall "average" damage in a round is (22.5 * .95) + (22.5 * .7) + (22.5 * .45) or about 47.
If we set a more realistic AC, such that the fighter hits on his first attack at, let's say, an 8, then a 13, then a 18 you're looking at (22.5 * .65) + (22.5 * .4) + (22.5 * .15) or 27 points.
Now for the caster.
First, I can't figure out why your "comparable level caster" is level 12 while your fighter is level 14. So the very first change is that the spell should have a caster level of 14, meaning 14 dice of damage instead of 12.
Second, you don't really describe what you're doing, but you suggest that you're using a fireball. Clearly, that's the wrong tool for the job. Fireballs are great, as you say, for clearing out rooms full of weaker opponents, but they're not what you'd use if you really wanted damage. However, let's take your "room full of weaker opponents" example.
Let's assume that you cast your fireball at a room full of enemies. Let's assume that there are 6 of them in there and then let's assume that you manage to get five of them in the fireball without hitting your allies. This is probably fair (really, you'd open with fireball, so chances are you'd hit them all, but we'll just say five).
Now, fireball caps at 10d6 damage so it's not like your caster level of 14, rather than 12, really makes a difference. This makes your average base damage 35 (d6 is average 3.5 damage times 10 dice).
Now, to compare with our first fighter example, we'll say that the monsters only save on a 20. This means you're doing 35 * .95 + 17.5 * .05 or 34 damage. But wait, that's per enemy. Since you hit five enemies you do about 171 damage in the same time it took your fighter friend to do 47.
Using more reasonable saves, and assuming our beasties save on an 11 or better, you're looking at 35 *.5 + 17.5 * .5 or 26-ish per enemy for a grand total of 131 damage vs. your fighter friend's 27.
That sure seems like outdamaging to me.
But wait, you say, of course wizards do more damage to more enemies with Area of Effect spells. Fighters don't have area of effect abilities, so that's not really a fair comparison.
Alright then, let's take a look at single target damage.
Disintegrate is a pretty good single-target damage spell, and since our caster is level 14 and the spell is 6th level he can definitely use it. Disintegrate does 2d6 damage per caster level (max 40d6) on a failed save and 5d6 on a successful save. This means you're looking at 49 (14*3.5) on a failed save and 17.5 (5*3.5) on a successful save.
If we go with "only saves on a 20" again, you're looking at 47 damage. Right on par with our fighter's 47. But seriously, if things are that easy to hit, there's probably a lot of them and you should be using AoE spells.
For "saves on an 11" you're looking at 38, significantly above the fighter's 27.
And, of course, that's all without getting fancy. There's no metamagics involved (Quicken, Maximize and Empower can make a significant difference in a caster's damage output... for the better; and that's just using core stuff, other metamagics like Twin Ray or Energy Admixture go even further). There's nothing tricky involved, like save-or-die effects (which can make DP"S" a moot point) or crazy tactics like Time Stop. Any of these things is just going to boost casters up even further above your average fighter.
Plus, you're not factoring in some other fairly significant factors. A 2-handed fighter is significantly lacking in AC. Sure the caster is too, but none of the casters attacks have to be made from melee. Moreover, the caster probably has some other things (like blur, mirror image, displacement, stoneskin, etc.) at his disposal to mitigate incoming damage. The fighter only has his AC. Given that the 2-handed fighter is one of the best possible DP"S" build for a fighter in D&D and even he can't compare to a casters damage output is telling. Another fighter, especially a "sword-and-board" fighter, is only going to be worse off.
This is not all to say that this is a good thing. 4th edition seems to be making some significant changes to eliminate this fact and rebalance power a bit. It also adds the concept of roles, and makes a fighter a Defender (who's more concerned with mitigating incoming damage and protecting his allies from harm) while a wizard is a Controller (who manages enemies on the battlefield to give the party an advantage) and the Warlock is a Striker (who's really focused on dealing out damage). But as far as third edition goes, casters definitely outdamage non-casters. If you're going to "do the math" do it right and that should be fairly obvious.