DPR King Candidates 2.0

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Would this include something like the Half-Orc racial?
What's the DPR for a dominated enemy attacking itself?

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Yes. Hunter's Quarry is maximized on a critical hit.


Thanks! That's completely non-obvious to me.
What's the DPR for a dominated enemy attacking itself?

Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12.  So your hit chance is always 0.6.  The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8).  Or 22.8 at level 30.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

What's the DPR for a dominated enemy attacking itself?

Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12.  So your hit chance is always 0.6.  The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8).  Or 22.8 at level 30.

Thx.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

What's the DPR for a dominated enemy attacking itself?

Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12.  So your hit chance is always 0.6.  The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8).  Or 22.8 at level 30.



Dominated monsters grant CA, so the hit probability is actually .7 not .6.  That also triggers defender punishment, not that that is important for the purposes of this thread.   
What's the DPR for a dominated enemy attacking itself?

Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12.  So your hit chance is always 0.6.  The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8).  Or 22.8 at level 30.

Dominated monsters grant CA, so the hit probability is actually .7 not .6.  That also triggers defender punishment, not that that is important for the purposes of this thread.   

Good catch.  So that makes it 26.6.

Also, the mark punishment could be useful.  I'll have to consider hybriding as a warden or fighter for the extra attack.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

What's the DPR for a dominated enemy attacking itself?

Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12.  So your hit chance is always 0.6.  The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8).  Or 22.8 at level 30.

Dominated monsters grant CA, so the hit probability is actually .7 not .6.  That also triggers defender punishment, not that that is important for the purposes of this thread.   

Good catch.  So that makes it 26.6.

Also, the mark punishment could be useful.  I'll have to consider hybriding as a warden or fighter for the extra attack.



Paladin is the only one that can be applied on your own turn.  All the other class feature marks are immediates.  Some PPs might not require immediates for their punishement either.   
Paladin is the only one that can be applied on your own turn.  All the other class feature marks are immediates.  Some PPs might not require immediates for their punishement either.

Paladins (and Battleminds) require attacking the enemy to attack an ally.  Dominated people attack on their own turn, so immidiate actions aren't an issue, with the rapid xxxx feat allowing you to use 2.

So Fighters/Assault Swordmages/Wardens are the only option.  Assault's require a hit, which makes it the worst (for DPR anyways).  Wardens have the best one, being against Fort, but Fighters have lot's of way's to buff it, like using brash strike, or eldrich strike.  Hmm...

Also, marks counter CA on itself.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Paladin is the only one that can be applied on your own turn.  All the other class feature marks are immediates.  Some PPs might not require immediates for their punishement either.

Paladins (and Battleminds) require attacking the enemy to attack an ally.  Dominated people attack on their own turn, so immidiate actions aren't an issue, with the rapid xxxx feat allowing you to use 2.

So Fighters/Assault Swordmages/Wardens are the only option.  Assault's require a hit, which makes it the worst (for DPR anyways).  Wardens have the best one, being against Fort, but Fighters have lot's of way's to buff it, like using brash strike.  Hmm...

Also, marks counter CA on itself.



Yeah, you're right.  For some reason I was thinking of powers that let you make an enemy attack themselves on your own turn.  Those are a lot of fun, and more common than dominates at lower levels. 
Paladin is the only one that can be applied on your own turn.  All the other class feature marks are immediates.  Some PPs might not require immediates for their punishement either.

Paladins (and Battleminds) require attacking the enemy to attack an ally.  Dominated people attack on their own turn, so immidiate actions aren't an issue, with the rapid xxxx feat allowing you to use 2.

So Fighters/Assault Swordmages/Wardens are the only option.  Assault's require a hit, which makes it the worst (for DPR anyways).  Wardens have the best one, being against Fort, but Fighters have lot's of way's to buff it, like using brash strike.  Hmm...

Also, marks counter CA on itself.

Yeah, you're right.  For some reason I was thinking of powers that let you make an enemy attack themselves on your own turn.  Those are a lot of fun, and more common than dominates at lower levels. 

Well you could certainly have fun with a bravalord|paladin, Mark, Brash Assalt, then having a lightning rush ally come in, punish him for attacking your ally, and granting him an MBA.

But this isn't a team DPR thread.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

What's the DPR for a dominated enemy attacking itself?

Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12.  So your hit chance is always 0.6.  The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8).  Or 22.8 at level 30.

Dominated monsters grant CA, so the hit probability is actually .7 not .6.  That also triggers defender punishment, not that that is important for the purposes of this thread.   

Good catch.  So that makes it 26.6.

Also, the mark punishment could be useful.  I'll have to consider hybriding as a warden or fighter for the extra attack.



Paladin is the only one that can be applied on your own turn.  All the other class feature marks are immediates.  Some PPs might not require immediates for their punishement either.   


DC was errated to only apply to marked enemies attacking your allies, so it's a non-issue.

However, a dominated monster attackking itself does so on its own turn, so all your allies can use any punishments, opportunity attacks etc that they want.  Getting it to shoot itself in the foot, even with an improvised ranged attack, and provoke, might be the best option.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Surprised noone else has thought of this yet!

Level 1Revenant Scout, was a Dwarf in life.
Feat: Dwarven Weapon Training. 
Weapons: Waraxe, gauntlet axe.

Attack bonus: +5 dex, +2 proficiency
Damage (main hand): 1d12 + 5 dex, +2 spinning axe, +2 dwarven weapon training
Damage (off hand): 1d8 + 5 dex, +2 spinning axe, +2 dwarven weapon training.
Hit on 8+ (This is not the most accurate build, but when it hits...)
DPR vs AC 15: 16.17
And that's without CA or charging!

Special circumstances:
Combat Advantage: +2 to attacks as well as +2 to both damages from Lurking Spider
CA DPR: 22.25

Charge: Knock them prone with charging ram, getting CA on your follow-up attack (+1/+2, +2/+0)
Charge DPR: 19.4

All the builds with higher DPR require CA or Charging or both, right?
Let's see, charging into combat advantage with lurking spider would get me... 23.72 DPR! I believe I have a new second-placer here!
 
Surprised noone else has thought of this yet!

Level 1Revenant Scout, was a Dwarf in life.
Feat: Dwarven Weapon Training. 
Weapons: Waraxe, gauntlet axe.

Attack bonus: +5 dex, +2 proficiency
Damage (main hand): 1d12 + 5 dex, +2 spinning axe, +2 dwarven weapon training
Damage (off hand): 1d8 + 5 dex, +2 spinning axe, +2 dwarven weapon training.
Hit on 8+ (This is not the most accurate build, but when it hits...)
DPR vs AC 15: 16.17
And that's without CA or charging!

Special circumstances:
Combat Advantage: +2 to attacks as well as +2 to both damages from Lurking Spider
CA DPR: 22.25

Charge: Knock them prone with charging ram, getting CA on your follow-up attack (+1/+2, +2/+0)
Charge DPR: 19.4

All the builds with higher DPR require CA or Charging or both, right?
Let's see, charging into combat advantage with lurking spider would get me... 23.72 DPR! I believe I have a new second-placer here! 

I actually had the same idea on page 128, but I used a Craghammer rather than the Waraxe (though the Waraxe does bump the DPR some).
Sorry for my absence. I will be reading all I missed, adding candidates. Was there a blackguard candidate or do we have yet to consider him viable king material?
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Pretty much not valid King material on any version I've yet worked up, but I haven't finished fiddling with my Twin Strike one yet.

EDIT: managed to get the Twin Strike half-elf CHAguard up to 108 at-will DPR at 30th in melee, and everything works with ranged attacks too, with d4 damage dice from Frost Dagger (not taking into account miss and crit chances because, frankly, I don't really know how, and I think the latter, at least, would have soem impact given that I managed to squeeze in Light Blade Mastery - and it goes up to 128 if you used Avatar of Vice earlier in the encounter) and 264.5 on an encounter basis with an AP (goes up to 294.5 with AoV).

It's kicking around the lower end of the table, but it's kicking around at the table.  Missing out on Surprising Charge is perhaps a key issue (because Adept Dilettante means you MC ranger), and not being able to swap in a Ranger minor-action power is similarly a problem that seems unlikely to find a solution until (or unless) the Blackguard finally gets a seat at the head of the table from a Martial Cross-Training-style feat, at which point the whole build needs significant re-working, probably to include Traveller's Harlequin, MC Bard, and Combat Virtuoso.

Feat order could use some work, but it'll be at least functional from first level, albeit it doesn't work massively well until Paragon.

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level 30
Half-Elf, Blackguard, Champion of Corellon, Destined Scion
Epic Heroism: Epic Heroism (Charisma)
Epic Heroism: Epic Heroism (Dexterity)
Half elf Power Selection: Dilettante
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 17, Con 14, Dex 21, Int 12, Wis 10, Cha 30.

STARTING ABILITY SCORES
Str 13, Con 10, Dex 13, Int 10, Wis 8, Cha 18.


AC: 48 Fort: 37 Reflex: 38 Will: 46
HP: 219 Surges: 20 Surge Value: 60

TRAINED SKILLS
Bluff +30, Athletics +21, Endurance +20, Intimidate +30, Stealth +23

UNTRAINED SKILLS
Acrobatics +18, Arcana +16, Diplomacy +27, Dungeoneering +15, Heal +15, History +16, Insight +17, Nature +15, Perception +15, Religion +16, Streetwise +25, Thievery +18

FEATS
Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11)
Level 2: Adept Dilettante
Level 4: Effortless Dilettante
Level 6: Two-Weapon Fighting
Level 8: Two-Weapon Defense
Level 10: Light Blade Expertise
Level 11: Lasting Frost
Level 12: Nimble Blade
Level 14: Weapon Focus (Light Blade)
Level 16: Superior Will
Level 18: Wintertouched
Level 20: Disciple of Freedom
Level 21: Prime Hunter
Level 22: Divine Mastery
Level 24: Superior Initiative
Level 26: Long Step
Level 28: Two-Blade Warrior
Level 30: Light Blade Mastery

POWERS
Dilettante: Twin Strike
Blackguard daily 5: Radiant Delirium
Blackguard utility 6: Mighty Sprint
Blackguard daily 9: Ray of Reprisal
Blackguard utility 10: Valiant Rush
Blackguard daily 15: Knight's Defiance (replaces Radiant Delirium)
Blackguard utility 16: Divine Aegis
Blackguard daily 19: Ruinous Smite (replaces Ray of Reprisal)
Blackguard daily 25: Discipline the Unruly (replaces Knight's Defiance)

ITEMS
Gloves of Ice (paragon tier), Frost Rapier +6 (2), Siberys Shard of Merciless Cold (epic tier) (2), Blood Fury Handaxe +1, Godplate Armor of Durability +6, Iron Armbands of Power (epic tier), Bracers of Mental Might (heroic tier), Ring of Tenacious Will (epic tier), Ring of Free Time (epic tier), Airstriders (epic tier), Horned Helm (epic tier), Belt of Vitality (epic tier), Torc of Power Preservation +6 (2), Demonskin Tattoo (epic tier), Frost Dagger +6
 
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Updated.
@Feralspirit: I couldn't follow your post.  It's not that you didn't format or organize your stuff clearly.  You obviously put alot of effort into your post, it's just that I"m too lazy to read the entire post. 
If you want a candidate please post the different DPRs you want me to have on your candidate and I'll link to your post and let others scrutinize your scrutinization.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Something I've recently become interested in- a Half-Elf Sorcerer with Hellish Rebuke.
Relevant information;
STR 18
DEX 14
CHA 22

Feats;
1 Accurate Staff Training
2 Adept Dilettante
4 Staff Expertise
6 Implement Focus
8 White Lotus Riposte
10 Dual Implement Spellcaster
11 Versatile Master
12 White Lotus Master Riposte

Items; +3 Accurate Staff of Ruin, +3 Staff, Siberys shard of the Mage

Math;
Hellish Rebuke;
+18 vs Reflex, 1d6+24 damage.
Hit for damage;
1d6+24 damage.
WLR;
6 damage.
WLMR;
+18 vs Reflex, 1d6+24 damage.

This DPR (using the DPR calculator) only works if we manage to trigger WLMR, which isn't unreasonable since we spend all our time in melee.
With WLMR triggered it should be at 69.30. With just Hellish Rebuke being triggered it is 42.03.
If we take some more damage after getting WLMR (for instance, provoke an OA on our upcoming turn by moving, or stepping into some damage terrain), the damage goes up to 94.43 (I'm going to look around for something that can be used to cause damage to itself every single turn in order to trigger the second Hellish Rebuke damage).
Unless of course I missed something, which is quite likely.

Co-author on AoA 2-3 and 4-1.

Septblade update.

633.19995 

Still without a class.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I think I have a new King for Level 12The build does make use of Frozen Whetstones, however following the guide for number of encounters expected between levels I have bought enough for 32 encounters using the starting expected gold.

84.0 DPR - Arrow (level 12) - [1, 6, 8]


Twin Strike
+24 to hit 
    +6 Level
    +6 Dex
    +2 Prof
    +3 Enhance
    +2 Expertise
    +1 Prime Shot
    +2 CA
    +2 Hunt Master's Mark

+39.5 Damage 
    +6.5 Great Bow
    +3 Enhance
    +3 Silvery Glow
    +5 Lasting Frost
    +2 Bracers
    +3 Syberys Shard
    +2 Gloves
    +2 Whetstone
    +2 Prime Shot Weapon
    +4 Battle Fury Stance
    +5 Called Shot
    +2 Bow Expertise

90% Chance to hit
5% Chance to crit
5% Chance to miss

Chance for 1 hit: 89.3%
Chance for 1 crit: 9.8%

DPR per Attack (0.9*39.5+0.05*55.5) = 38.325 DPR (x2)
DPR from Quarry (0.893*7+0.098*12) = 7.4175

Total DPR = 84.0675

Build

Arrow, level 12
Human, Ranger|Fighter, Huntmaster
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Ranger Combat Talent
Ranger Combat Talent: Prime Shot (Hybrid)
Human Power Selection: Bonus At-Will Power
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 11, Con 14, Dex 22, Int 11, Wis 18, Cha 9.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 17, Int 10, Wis 15, Cha 8.


AC: 22 Fort: 20 Reflex: 24 Will: 21
HP: 90 Surges: 9 Surge Value: 22

TRAINED SKILLS
Intimidate +10, Athletics +13, Thievery +17, Nature +15, Stealth +17

UNTRAINED SKILLS
Acrobatics +12, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +10, Endurance +8, Heal +10, History +6, Insight +10, Perception +10, Religion +6, Streetwise +5

FEATS
Human: Bow Expertise
Level 1: Weapon Proficiency (Greatbow)
Level 2: Improved Initiative (retrained to Sly Hunter at Level 11)
Level 4: Hybrid Talent
Level 6: Lethal Hunter (retrained to Silvery Glow at Level 12)
Level 8: Hunting Spear Student
Level 10: Wintertouched
Level 11: Called Shot
Level 12: Lasting Frost

POWERS
Bonus At-Will Power: Twin Strike
Hybrid at-will 1: Careful Attack
Hybrid encounter 1: Two-Fanged Strike
Hybrid daily 1: Skirmishing Stance
Hybrid utility 2: Battle Fury Stance
Hybrid encounter 3: Fleeting Spirit Strike
Hybrid daily 5: Go for the Eyes
Hybrid utility 6: Chameleon
Hybrid encounter 7: Snap Shot
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Agile Escape

ITEMS
Bracers of Archery (heroic tier), Siberys Shard of Merciless Cold (paragon tier), Gloves of Ice (paragon tier), Prime Shot Greatbow +3, Frozen Whetstone (heroic tier) (32)
I tried working out a Blackguard with decent DPR,but it's far from the best.....here it is anyways


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FEROCIOUS STRIKE(CA)


WITH FULLBLADE


To-Hit:5(Str)+1(Hvy Blade Expertise)+3(Prof.)+2(CA)=+11


 


Chance-to-Hit:1-.05(15-11-1)=.85(.05 chance to crit)


 


Damage:6.5(Fullblade)+5(Str)+2(DM)+2(CA)=15.5(21 Max)(27.5 Crit)


 


DPR1.85-.05)*(15.5)+(.05)*(27.5)=?


DPR2.80)*(15.5)+(.05)*(27.5)=?


DPR3:12.4+(.05)*(27.5)=?


DPR4:12.4+1.375=?


DPR5:13.775


 


WITH EXECUTION AXE


To-Hit:5(Str)+1(Axe Expertise)+2(Prof.)+2(CA)=+10


 


Chance-to-Hit:1-.05(15-10-1)=.80


 


Damage:7.5(Execution Axe)+5(Str)+2(DM)+2(CA)=16.5(21 Max)(28.5 Crit)


 


DPR1.80-.05)*(16.5)+(.05)*(28.5)=?


DPR2.75)*(16.5)+(.05)*(28.5)=?


DPR3:12.375+(.05)*(28.5)=?


DPR4:12.375+1.425


DPR5:13.8

It might be nice to separate CA/Ch builds from non CA/Ch builds.  I think the optimization available for charging is somewhat unique and deserves a category on  its own.
Updated.
@Feralspirit: I couldn't follow your post.  It's not that you didn't format or organize your stuff clearly.  You obviously put alot of effort into your post, it's just that I"m too lazy to read the entire post. 
If you want a candidate please post the different DPRs you want me to have on your candidate and I'll link to your post and let others scrutinize your scrutinization.


Not a problem, as it turns out. The Hellish Rebuke Warlock is very likely dead as a contender. We'll see what revisions are revealed with whatever is coming out, but I'm not very hopeful.


Edit: as an aside, the feralspirit was heartbroken by the discussion which brought about the Hell'lock's demise...
OK, I must be missing something in my calculations.

I have a level 11 Essentials thief which has a +19 to hit.  Does the Chance to hit/Chance to crit calculation change when you get to Paragon?

When I do the calculations, I come up with a chance to hit of 4.75, which I know is not right because chance to hit should be a percentage, not a whole number, right?

His normal at-will power is Howling Strike.  As I said, he is +19 to hit with it.  His base damage (assuming CA) is 2d4 + 2d6 + 3d8 + 11.  Can someone break this down and show me how to figure out his DPR?

EDIT: I think I have figured this out.

My Calculations

This assumes CA and a Vicious Spiked Chain +3

Level 11 thief with a +3 Vicious Spiked Chain
To hit: 5(Str) + 5(Half lvl) + 3(Prof) + 3(Enh) + 1(Thief) + 2(Feat) +2(CA) = 21
Monster AC: 11 + 14 = 25 AC
Chance to hit: 1-.05*(25-21-1) = .85 (.05 chance to crit)
Damage: 2d4+2d6+3d8+5(str)+3(magic weapon)+3(Feat) = 36.5
DPR: (.85-.05)*(36.5)+.05*(55+19.5) = 32.9 DPR


Does this look right?    
I hate seing the phrase "Assume CA".  I really do think that DPR calcs should be done without assuming CA unless you can generate it yourself.  And if you can generate it, its benefits should be based on your probability of having it for the attacks in question.

The process is simple:
1) Calculate "Base DPR" without CA
2) Calculate "CA DPR" with CA
3) Calculate "extra CA DPR", which is just (CA DPR - Base DPR) ... the increase in DPR due to CA on a given attack.
4) Calculate "CA Probability" - probability of having self-generated CA on each attack (generally meaning (1 - probability of missing on all previous attacks in this round and last round))
5) Actual DPR from each attack = Base DPR + extra CA DPR(CA Probability)

Doing it this way gives you two key stats:
A) Expected DPR if you're getting help with CA (the results of Step 2)
B) Actual expected DPR if you're not getting help with CA (the results of Step 5)

For any real-world application, #2 is going to be at least as important as #1.  Right now, though, all we get for many of these builds is #1.  Remember that for most characters, you're going to have to generate CA anew with each new target unless you have outside help.  Even if you have a minor action utility granting CA, it's unlikely to be encounter-long.



I know the post I am quoting is from 8 months ago, but I am just pointing out that the Rogue encounter utility Daring Gamble can almost guarantee encounter long CA as long as the monster(s) attacked you before the start of your next turn following your using Daring Gamble.
OK, I must be missing something in my calculations.

I have a level 11 Essentials thief which has a +19 to hit.  Does the Chance to hit/Chance to crit calculation change when you get to Paragon?

Nope
When I do the calculations, I come up with a chance to hit of 4.75, which I know is not right because chance to hit should be a percentage, not a whole number, right?

Yup.
His normal at-will power is Howling Strike.  As I said, he is +19 to hit with it.  His base damage (assuming CA) is 2d4 + 2d6 + 3d8 + 11.  Can someone break this down and show me how to figure out his DPR?

EDIT: I think I have figured this out.

My Calculations

This assumes CA and a Vicious Spiked Chain +3

Level 11 thief with a +3 Vicious Spiked Chain
To hit: 5(Str) + 5(Half lvl) + 3(Prof) + 3(Enh) + 1(Thief) + 2(Feat) +2(CA) = 21
Monster AC: 11 + 14 = 25 AC
Chance to hit: 1-.05*(25-21-1) = .85 (.05 chance to crit)
Damage: 2d4+2d6+3d8+5(str)+3(magic weapon)+3(Feat) = 36.5
DPR: (.85-.05)*(36.5)+.05*(55+19.5) = 32.9 DPR
Does this look right?    

Yup, though i only looked over it quickly, and i usually put a calculation line for crit damage.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Is this the oldest running thread?  I think LDB's fighter and rogue handbooks are still live and are read more than mine.  No, the ask a simple question thread is older.  Still all things considered this is astounding.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Actually, LDB created new threads when he did some of the major updates.

My avenger handbook is older, but it's usually pretty dead.  While it's got more pages, the current rate of post collection is much smaller than this thread, and so this thread should get more posts soon.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Okay,this came out of nowhere,but how do you calculate twin strike DPR?(Because you have two attack rolls)
Can someone give me an example?  
Calculate dpr for 1 attack, then double it. If your talking about dpr with oath of enmity that's a horse of a different color
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Alright then.Another random question(sorry if this is the wrong place,I'm kinda've a noob on these forums)--How do you make those spoilers in your posts?(The blue text that says show/hide) 
Put an open bracket [ and then the word spoiler and then a close bracket ]

Then, when you are done with the text you want hidden, put a close bracket [ with a forward slash / and the word spoiler and a close bracket ]

EDIT:  Also, if you quote someone's text and they used a spoiler tag, then you can see how to do it. 
Alright then,thanks.

I'm not sure how to calculate the DPR for my 16th level halfling monk. My questions:



  • Does a close burst 1 (friendly) count as a 3x3 area even though it only affects eight squares?

  • My Flurry of Blows affects 3 targets. Do I get to multiply its damage by 3?

  • For an area power, how do I calculate the probability of hitting at least once (to see if my Flurry of Blows activates)?


If the answer to the first two questions is “Yes” and I simplify things by only letting Flurry of Blows activate on the first attack, I get 63.3 DPR. If I let it potentially activate on every attack, I get 77.1 DPR. I know the true value must lie between these, but since I don’t know how many enemies I catch in the blast, I can't calculate my DPR.

You have 2 options: calculate dpr per Target and we can handwave flurry's 3 Target limit, or you can convert to single Target dpr, as found in my first post. For flurry assume 2 targets. It's not too far from 3
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Sorry on a train and away from books but... Could some one run the numbers for me?

1st level Human assaulting swordmage|sorcerer king warlock
Con: 20

Hellish rebuke +5 vs fort? 1d6 +5 damage
Curse on my turn 1d6 + 1d6 psychic (mind scorn)

On his turn
Attack me; if he hits me again 1d6 +5 + 5 (WLR)
Or
If he attacks someone else teleport and MBA: eldritch strike.
Eldritch strike +8 vs AC 1d8 + 5
Curse on his turn 1d6 + 1d6 psychic

Feats: mindbight scorn, white lotus reposte

Equipment Longsword

Thanks...
Was it both wlr and wlmr that got errataed to not work on marked foes or was it only wlmr?
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?

Was it both wlr and wlmr that got errataed to not work on marked foes or was it only MWLR?

According to my sources it was just MWLR.."“If you hit an enemy with an arcane at-willattack power and the enemy then attacks you beforethe start of your next turn, you can use an immediatereaction to repeat the at-will attack against thatenemy alone, but only if the enemy is not marked byyou." (www.wizards.com/dnd/files/UpdateCompiled...)

Also note that the above AssultKing can use a greatsword for her weapon, changing the Eldrtich strike to a +8 1d10+5 damage

HR: +5 vs 13 fort = 60% hit, 5% crit, 35% miss
Assume curse and scorn dice are maximized on a crit.  I can read it both ways

.6*(3.5(base) + 5(con) + 3.5(curse) + 3.5(scorn)) + .05*(3*6+5) = 10.45 DPR

2 scenarios: you hit with HR(1)(65%) or you don't(2)(35%)
(1):  Monster can choose to either attack you(a) or attack someone else(b)
(1a): Your AC = 10+3(Int) + 2(leather) = 15 AC, Monster to hit(Level + 5) = +6 vs. AC => 40% miss, 60% hit(including crit)
(1a): .6*(1d6+5+5) =  8.1 DPR  <--- Smart Monster takes less damage
(1b): +8 vs 15 AC = 65% hit, 5% crit
(1b): .65*(1d10 + 5 + 2d6) + .05*(10+5+12) = 12.725 DPR
(2): Monster pelts you in the face and takes no ripostes, 0 DPR

10.45 + .65*(8.1) + .35*(0) =  15.72 dpr

If you disagree with any of my assumptions let's discuss it
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Not at sounds about right... May have to go back to my eyebight design keying off cha, and find a way to bump the accuracy,
But still keep mind bight scorn.

I was sure it would have done better now that I can do curse damage on both his and my turns...
At least with eyebight I'm invisible so the monster should target an other, triggering my assult mark

Thanks borg286
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