My sorcerer just hit 5th level, so he needs to consider whether he's going to take Fireball, however, he really likes his Chromatic Orb and branding is important. So I started thinking about if there might be a point when Chromatic Orb could realistically deal more damage than Fireball.
The Chromatic Orb spell says:
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
and Fireball says:
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
The average per target damage for fireball at 3rd level is 28 (3.5*8) assuming no targets make their save, and the damage increases per slot at a rate of 3.5 per spell level.
Were I to upcast Chromatic Orb to 3rd level, the damage would increase to 5d8 and thereby have an average damage of 22.5 (4.5*5), and the damage increases at a rate of 4.5 per spell level.
Given the baseline disparity, it seems unlikely I can ever increase the damage of Chromatic Orb to even equal that of Fireball, however, I'm a Sorcerer who usually has access to the Innate Sorcery feature which allows Advantage for attack rolls. And critical chromatic orbs are a lot of damage given the slot cost in 1st tier play.
For the purposes of this question, I am trying to figure out at what spell level is the break even point between Chromatic Orb and the Fireball spell with regards to per target damage. For the purposes of calculations, assume the following:
- Assume all targets are in some sort of cluster that allows for them to be valid targets for a single casting of either spell (e.g. Chromatic Orb cast at 3rd level, can hit as many as 4 targets, so assume fireball hits 4 targets as well).
- Chromatic orb will hit its target unless the attack roll is a 1 when rolled with Advantage (i.e. barring the 1/400 chance, a break in Chromatic Orb's jumps will only happen if the caster fails to roll doubles on the d8s)
- All targets of the fireball fail their save (i.e. full average damage for each target)
I initially started trying some calculations for this, but found myself getting confused when trying to factor in Chromatic Orb's jumps only if doubles are rolled on the damage dice. Can someone help me figure out if a break even point exists between these spells? If one does not exist with these base parameters, at what percent of successful saves vs. fireball is necessary to help make a break even occur?
