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Сообщить о проблеме с переводом
If you're comparing it to the second attack, only the +5d6 (and the predator bonus if you take that spec) counts, since the Ranger (or whatever other class you're comparing to) also gets the damage of the weapon, dex mod etc. on their first attack as well as their second attack. You also have to consider that the Rogue has to be level 9 for that +5d6 sneak attack, I can get a second attack at level 5 and craft a lightbringer bow and buy bracers of archery by level 6 or 7. For damage at least it is behind the other options.
It's not a useless character, like the Fighter, but in this game at least, there are better options than the Rogue.
I suspect you are wrong about Rogues being the "most consistent damage dealers." It's too bad that the game lacks a damage meter for the main campaign to conclude things definitively. I may test on a custom campaign though.
Rogue with a longbow can do weapon+dex+predator(2)+sneak+brancers+enchantment
d8+5+2+5d6+2+d8 (2d8+9+5d6). Not sure what the problem is. This damage is every round with no resources and I can choose to do it from stealth so I have advantage on attack rolls. There is also +3 to my attack on top of the proficiency and Dex mod.
Also the above is assuming I am not using poison which I most certainly am
Rogue: 1d8(4.5, longbow) + 1d10(5.5, stormbow) + 5 (dex) + 2 (bracers) + 5d6(17.5, sneak attack) + 4 (predator) + 3d6(11.5, poison) = 50
Ranger: 2x ( 1d8(4.5, longbow) + 1d10(5.5, stormbow) + 5 (dex) + 2 (bracers) + 1d6(3.5, hunter's mark) + 4 (dark slayer) + 4 (favored enemy) + 3d6 (11.5 poison) = 2 x 40 = 80
Even if you take away dark slayer and favored enemy, ranger still beats rogue 64 to 50. You'd have to also take away both Hunter's Mark and poison arrows for rogue to come out on top again at 34 vs 38.5. Stacking modifiers weigh damage output heavily in favor of extra attack.
The only level window where rogue slightly outperforms ranger is at levels 3 and 4 where both only have a single attack and the rogue has +2d6 sneak attack vs the ranger's +1d6 hunter's mark.
In response to the OP, rogues can get extra attacks from off-hand and haste. However, unlike PnP, you can't cheese haste action + ready to consistently get a second sneak attack on your opponent's turn. Rogues are weak in this game, lowlife ranger works better in most cases where you'd want a rogue.
But can the ranger dash after the attack? Can he disengage after the attack? Can he half the damage from an incoming attack? Can he half or negate the damage from fireballs and aoe dex saves?
The discussion was strictly about damage potential thus far. I am not sure if you are bringing anything to the actual argument by introducing mobility or survivability tools that the Rogue adds. And if you are going the non-DPS line of argument, then frankly someone like me may say that not having to worry about food at all would negate anything the Rogue brings to the table.
Now that I have haste, and Ranger still has all the good weapons, they do it all. I noticed it is possible to throw the dagger after shooting 3 times if you leave it offhand, so a single turn can get 4d6 just from hunter's mark.
Should also add that you are losing the no damage on successful reflex save, half melee damage, bonus stealth and bonus sleight of hand features as well as the ability to disengage or dash as well as attack without having to waste turns to setup
Ranged rogue will have advantage on pretty much every attack thanks to stealth which means he is more likely to actually inflict the damage. The only place where it's quite harder to be stealthed are random encounters where the enemies suprise you.
The ranger has the +2 attack from the archery fighting style which worse than advantage unless IIRC you need to roll a 19.
Talking about damage without taking into account the capacity to first hit the enemy is pointless. Also having to make 2 attacks reduces the probability (hitting twice an attack that has a 80% hit chance is 64%) so even assuming that the rogue and the ranger have the same hit chance the accounted damage from the second hit should be lowered taking into account the probability of touching the target.
The survivability tools of the rogue do matter for damage. If an enemy comes at melee range you can, with the rogue, disengage with the bonus action, move and attack. With the ranger you have to use your action to disengage and be unable to attack or to take the risk of bring hit by an attack of opportunity and moving away from two enemies without disengaging can be very risky.
If you are attacked by an archer and a fireball in the same turn, the rogue will mitigate at least half of the damage thanks to uncanny dodge and evasion. On cataclysm taking the full damage in this situation can result in getting unconscious or at least being forced to drink a potion or use an action from your cleric or paladin to heal your ranger. The rogue will keep attacking.
The ranger also has some survivability tools like escape the horde or steel will but they are much weaker than what the rogue has.
I'm not saying that the rogue deals more damage than the ranger but survivability is a major factor to take into account when talking about damage dealing.
Even survivability-wise, I am not sure things are so clear-cut. For instance, Rangers have higher a HP pool. Moreover, frankly, I have not seen survivability as an issue for a ranged character unless you play on the Cataclysm difficulty. (I cannot tell about that difficulty, since I have not tried it yet.) I've had zero deaths so far; and only two cases where characters were nearly killed, due to my not understanding that one of the boss fights required a certain type of resistances.
Hopefully OP has learned from this discussion both classes have uses inside and outside of combat as well as their own survivability. I know I have avoided some encounters in the game because my halfing Rogue made a charisma check which the ranger could not have. It is whatever you want in the party. Right now I enjoy Paladin, Rogue, Cleric and Wizard. Once they add Sorcerer I might try Swapping out three of the classes to see how Fighter (if they add more feats), Ranger and Sorcerer do compared to my usual line up.