DPR King Candidates 2.0

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Shouldn't the Battlemind Kings be updated to the new errata? (or thrown into the nerfed bin until their owners update?)


I hadn't removed Murderous Mind's 16th level version because it didn't include the spark slippers in it's inventory, but now I see it's used in the DPR calculation.  Removing now.

The other battlemind still works though.  Check it.  It's crazy. 
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?
123.2625

On a blade singer.

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.

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.

257.581875

On a radiant twinstrike avenger.

No good just telling us numbers like that... What level are you doing this at, what's the build, even if it's a link...
That's all I need.  I'm swamped with work.  I'll get to this on this weekend.  The lorekeeper trick, as far as I can recall, only works at level 30, thus is quite unusable outside of a level 30 build. You get so much DPR from radiant vulnerability and can't get it outside of that.  Perhaps if you got your added radiant damage through a lightning whetstone and the crown of the brilliant sun for the conversion, if it works.
I would however request that you post what cheese elements you use so I can put it down.  Most builds don't use too many cheesy elements, but you are pulling out all the stops (bouncing around 0 for an extra MBA is going to result in a fair number of bumps from the DM's book), but it's legal, so I allow it here.  Just please go over the list and put down what you use.
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?
Yea, alot of the damage kicks in at lvl 30, though it's still playable as a high damage striker before then, if not really a DPR king.

Anyways...

1 Lasting frost + frost weapon
2 Typed damage confers keyword to power (shocking flame adds lightning keyword to melee attacks)
6 Twin strike / Throw and Stab
9 Radiant Mafia: MorningLord or Radiant One or Pelor's boon
+ Versatile master
@ Dragon material in general

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.

To prove that Scouts are not garbage in damage terms - Second place at level 12
(Only questionable area is Items - I can edit it and bring dpr down)

EDIT: Battle Fury Stance does not stack with Scout Aspects. I will update soon - if I could get a gold limit that would be helpful.

Human Scout/Fighter/Kensei
Total DPR = 84.02
(Blatantly copying a lot of Arrow's tricks)

[sblock Dmg]
MBA = 40.275DPR + 11.35 From Charging = 51.625DPR
+23 vs Ref
    +6 Level
    +6 Dex
    +3 Prof
    +3 Enhance 
    +2 Expertise
    +2 CA
    +1 Charge

+41.5 Damage
    +4.5 Rapier
    +3 Enhance
    +6 Dex
    +3 Silvery Glow
    +5 Lasting Frost
    +2 Iron Armbands of Power
    +3 Syberys Shard
    +2 Gloves of Ice
    +2 Whetstone
    +4 Battle Fury Stance
    +2 Light Blade Expertise
    +3 Lurking Spider
    +1 TWF
    +1 Subtle Weapon
    +1d6 Horned Helm
    +1d6 Surprising Charge
    +1d8 Vanguard Weapon (offhand property)

90% Chance to hit
5% Chance to crit = +3d8
5% Chance to miss

Dual Weapon Attack = 34.1DPR
+23 vs AC
    +6 Level
    +6 Dex
    +3 Prof
    +2 Enhance 
    +2 Expertise
    +2 CA
    +1 Kensei

+38.5 Damage
    +3.5 Short Blade
    +3 Enhance
    +6 Dex
    +3 Silvery Glow
    +5 Lasting Frost
    +2 Iron Armbands of Power
    +2 Gloves of Ice
    +2 Whetstone
    +4 Battle Fury Stance
    +2 Light Blade Expertise
    +3 Lurking Spider
    +1 TWF
    +2 Imp Dual Weapon Attack

85% Chance to hit
5% Chance to crit = +2d6
10% Chance to miss
[/sblock]

Feats:
1 Light Blade Expertise
1 Weapon Focus Light Blade
2 Cyclone Warrior
4 Two-Weapon-Fighting
6 Surprising Charge
8 Acolytle Power (Battle Fury Stance)
10 Wintertouched
11 Deft Blade
12 Lasting Frost

Items:
(I'm sure this area breaks all the rules)
Subtle Rapier +3
Vanguard Short Sword +2
Iron Armbands of Power
Horned Helm
Gloves of Ice
Siberys Shard of Merciless Cold (paragon)
Frozen Whetstone X alot.
Boots of Adept Charging


1 Lasting frost + frost weapon
& Rare/Uncommon item usage
Charge - although it is repeatable with Boots of Adept Charging.

Ioun's Revenge


King of Lvl 16, 130.2 DPR

Submission: King of Lvl 16
Revision: 1.2
Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder
Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11
Powers: Twin Strike, Overwhelming Strike
Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical
Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5)
Setup: Have enough Frozen Whetstones.
Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges
Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!)
Based on: -

Revisions

1.0 First try
1.1 Forgot Devastating Critical
1.2 Added Power Attack, Calculations corrected

Math

Twin Strike (first attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 7 (Painful Oath) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.75 (The Raven Queen's Shroud, reroll 1d6<4) + 0 + 59.5 (Two-Weapon Opening, Overwhelming Strike) = 32.25 crit 148.75 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(32.25) + (.278)(148.75 + 66.64) = 76.6

Twin Strike (second attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 1.421 (Painful Oath, first attack missed) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.152 (The Raven Queen's Shroud, reroll 1d6<4, first attack missed) = 24.07 crit 81.07 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(24.07) + (.278)(81.07 + 66.64) = 53.6

Overwhelming Strike Math

Overwhelming Strike (on critical hit):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 60% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 7 (Wisdom) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) = 31.5 crit 88.5 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(31.5) + (.278)(88.5 + 66.64) = 59.5

Iteration:
(.52)(31.5) + (.278)(88.5) = 40.98

40.98 + Σ(.278^1)(40.98) + ... + (.278^i)(40.98) = 56.76
40.98 + Σ(.278^1)(56.76) + ... + (.278^i)(56.76) = 62.84
...
40.98 + Σ(.278^1)(66.64) + ... + (.278^i)(66.64) = 66.64





I'd like to submit this build to the nova section please? I believe it is third, with its nova damage coming in at around 2570 damage. I'd just call it something like the Epic Crit-Fisher
My Works
My House Rules Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter. Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura. Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage. the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova. Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR. Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad. Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion
One does not
111819409 wrote:
99856009 wrote:
by RAW, you can't horse into the forge of the dawn titan.




...Couldn't resist.


To prove that Scouts are not garbage in damage terms - Second place at level 12
(Only questionable area is Items - I can edit it and bring dpr down)

EDIT: Battle Fury Stance does not stack with Scout Aspects. I will update soon - if I could get a gold limit that would be helpful.

Human Scout/Fighter/Kensei
Total DPR = 84.02
(Blatantly copying a lot of Arrow's tricks)
...


I think the subtle weapon doesn't work.  This works with implement attacks because the rules only specify that properties of off-hand weapons don't apply to weapon attacks made with the main hand weapon.  Please dig into this and make sure you aren't breaking any rules.  If there is something I haven't accounted for in the cheesy key section please ask and we'll hum an haw at 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?
Updated for your enjoyment.
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?

I think the subtle weapon doesn't work.  This works with implement attacks because the rules only specify that properties of off-hand weapons don't apply to weapon attacks made with the main hand weapon.  Please dig into this and make sure you aren't breaking any rules.  If there is something I haven't accounted for in the cheesy key section please ask and we'll hum an haw at it.



The subtle weapon also doesn't work because it's now an item bonus, so it won't stack with Iron Armbands.

(And thanks for reminding me about the difference with off-hand weapon and item properties - I was wondering why people weren't stacking up Vanguard's and Thundergod's weapons.)

I think the subtle weapon doesn't work.  This works with implement attacks because the rules only specify that properties of off-hand weapons don't apply to weapon attacks made with the main hand weapon.  Please dig into this and make sure you aren't breaking any rules.  If there is something I haven't accounted for in the cheesy key section please ask and we'll hum an haw at it.



It doesn't matter whether you can use it as an implement; properties of weapons won't apply to attacks that you don't make with that weapon.  It will still be a weapon (and thus subject to that rule) if you can use it as an implement.
Subtle only added 1 dmg over IAoP anyways - I'll just scrap it and look for another item. I need to revise it as the default scout stuff are stances - I didn't realize. I would expect the revision to come in around 77.

Ioun's Revenge


King of Lvl 16, 130.2 DPR

Submission: King of Lvl 16
Revision: 1.2
Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder
Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11
Powers: Twin Strike, Overwhelming Strike
Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical
Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5)
Setup: Have enough Frozen Whetstones.
Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges
Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!)
Based on: -

Revisions

1.0 First try
1.1 Forgot Devastating Critical
1.2 Added Power Attack, Calculations corrected

Math

Twin Strike (first attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 7 (Painful Oath) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.75 (The Raven Queen's Shroud, reroll 1d6<4) + 0 + 59.5 (Two-Weapon Opening, Overwhelming Strike) = 32.25 crit 148.75 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(32.25) + (.278)(148.75 + 66.64) = 76.6

Twin Strike (second attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 1.421 (Painful Oath, first attack missed) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.152 (The Raven Queen's Shroud, reroll 1d6<4, first attack missed) = 24.07 crit 81.07 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(24.07) + (.278)(81.07 + 66.64) = 53.6

Overwhelming Strike Math

Overwhelming Strike (on critical hit):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 60% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 7 (Wisdom) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) = 31.5 crit 88.5 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(31.5) + (.278)(88.5 + 66.64) = 59.5

Iteration:
(.52)(31.5) + (.278)(88.5) = 40.98

40.98 + Σ(.278^1)(40.98) + ... + (.278^i)(40.98) = 56.76
40.98 + Σ(.278^1)(56.76) + ... + (.278^i)(56.76) = 62.84
...
40.98 + Σ(.278^1)(66.64) + ... + (.278^i)(66.64) = 66.64







I have a question about it: How do you add the psionic tag in all your  at-will attacks?
Hi ! Here's a new level 16 character. The only purpose of this build is to show you a DPR with three digits (102,5875 if the opponent attacks you, 115,8875 if it doesn't).
If you really wanna play it, i advise you to swap some agressive feats with more defensive ones. Take a look at the end for more explanations.

(By the way, sorry in advance for my bad english ; if you notice any mistake, please tell me)

The build
====== Created Using Wizards of the Coast D&D Character Builder ======
King of Level 16, level 16
Half-Elf, Fighter (Knight), Kulkor Arms Master
Knight Option: Shield Finesse
Eldritch Strike Option: Eldritch Strike Charisma
Half-Elf Power Selection Option: Dilettante
 
FINAL ABILITY SCORES
STR 11, CON 20, DEX 12, INT 9, WIS 11, CHA 24
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 8, WIS 10, CHA 18
 
 
AC: 35 Fort: 29 Ref: 25 Will: 29
HP: 125 Surges: 14 Surge Value: 31
 
TRAINED SKILLS
Diplomacy +22, Endurance +16, Intimidate +20
 
UNTRAINED SKILLS
Acrobatics +7, Arcana +7, Athletics +8, Bluff +15, Dungeoneering +8, Heal +8, History +7, Insight +10, Nature +8, Perception +8, Religion +7, Stealth +7, Streetwise +15, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Defend the Line
Multiple Class Attack: Power Strike
Warlock's Curse  Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Fighter Utility 8: Shield Block
Kulkor Arms Master Attack 11: Arms Master Challenge
Kulkor Arms Master Utility 12: Tempered in Blood
Fighter Utility 16: Bolstering Stride
 
FEATS
Shield Finesse
Level 1: Student of Malediction
Level 2: Vicious Advantage
Level 4: Kulkor Battlearm Student
Level 6: Light Blade Expertise
Level 8: World Serpent's Grasp
Level 10: White Lotus Riposte
Level 11: Versatile Master
Level 12: White Lotus Master Riposte
Level 14: Lasting Frost
Level 16: Deft Blade
 
ITEMS
Feyslaughter Rapier +3 x1
Magic Plate Armor +4 x1
Amulet of Protection +4 x1
Heavy Shield x1
Frozen Whetstone (paragon tier)
Gloves of Ice (paragon tier) x1
Bracers of Mighty Striking (paragon tier) x1
Siberys Shard of Merciless Cold (paragon tier)
====== End ======


The mechanic is simple :
- Eldritch Strike on your turn to slow the target with Defend the Line, and knock it prone with World Serpent's Grasp if already slowed
- Assuming you just knocked the enemy prone, make another Eldricht Strike thanks to the level 16 PP feature
- During the ennemy's turn, you'll get a third attack because of three things :
* White Lotus Master Riposte if it attacks you ; since Defender Aura doesn't mark, it is completely legal
* Trigger the Knight's feature "Battle Guardian" if it attacks an ally or shift (or a regular opportunity attack if it moves)
* If it has any way to teleport away from you, the Feyslaughter Weapon solves the problem

In our DPR calculations, you'll assume that the ennemy was already slowed and that you don't have any annoying condition on you. If the ennemy wasn't slowed, you don't have CA and you'll have to use the PP feature during the ennemy's turn.
The rest of it is just a classic collection of static modifiers, extra damage and cold vulnerability.
We use a Rapier for accuracy and bit of damage thanks to Light Blade Expertise.

DPR Calculations
To-hit with every Eldricht Strike :
8 half-level
7 charisma
3 proficiency
3 enhancement
2 expertise
1 Weapon Talent
2 CA
= 26 vs. Ref (28)
Crit 5% // Normal Hit 90% // Miss 5%

Damage with every Eldricht Strike :
1d8 Feyslaughter Rapier
7 charisma
3 enhancement
2 expertise
2 Weapon Mastery
2 Gloves of Ice
4 Bracers of Mighty Striking
5 Lasting Frost
3 Siberys Shard of Merciless Cold
4 Whetstone
= 1d8 + 32 [+ 3d6]
Crit 50,5 // Normal Hit 36,5 // Miss 0

The second and third attacks will occur only of you hit with the first one, so you multiply these values by 0,95.

DPR for the first attack : 33,375
DPR for the second and third attacks : 33,60625
DPR for three attacks : 102,5875

On top of it, you add the damages dealt by White Lotus Riposte if the target attacks you during its turn (which is likely to happen given) :
7 charisma + 5 lasting frost = 14
14*0,95 = 13,3

Final DPR (if the opponent attacks you / if it doesn't) : 102,5875 / 115,8875


Pros and Cons
The pros of the build :
- Is it necessary to mention that is has an awesome DPR ? And it only gets better with the level (when you can grab White Lotus Enervation, Silvery Glow, Arcane Reserves...)
- You have some way to control the ennemy with slowing, sliding and knocking prone
- Sometimes you can "interrupt" a melee attack against an ally with Battle Guardian and Eldritch Strike's sliding, because the ennemy will be out of reach before the resolution of the attack.
- You have the choice of the primary ability score : Charisma, Constitution or Wisdom (i took Charisma because i like being the party face :D)
- You have the choice of the second ability score. Mix it with a third to have normalized NAD.
- You're a striker and you wear a plate and a heavy shield. You'll love it.

The cons of the build :
- You're a defender and you have the worst NAD ever. You'll hate it.
- Zero mobility.
- It's completely unplayable in heroic.
- It's still unplayable in paragonic because the character is supposed to be a defender. You have defender features but you don't have the defenses to handle it. Ennemies will eat you. The worst thing about it is that your aura doesn't affect marked ennemies : if a true defender does his job, you won't be that efficient anymore. Yet, with some modifications, you can become a very solid offtank (but you must divide the DPR by 2).
- The only "striker" features you have are Weapon Talent (+1 to attack rolls) and Weapon Mastery (+2 to damage rolls). That means you'll need a lot of items to improve your DPR.
- The build is already item dependent anyway. If you don't get a Feyslaughter weapon, you'll still be able to do your job in most of the encounters, but you really need a Frost weapon or some Frozen Whetstones to deal decent damages. And you definitely don't have a room for Arcane Admixture.
- It's not flexible at all. You rely on your at-will and you don't have nice encounter or daily powers to use as a minor action like a Ranger.
- It might be boring to play, unless there is some synergy in your team with the whole "slowing and knocking prone" thing.


I'm really waiting for the Hybrid Knight. If WotC doesn't screw it up, this build might become one of the best offtank, as you get Warlock's Curse, Eldricht Strike at level 1, some place for more feats (get rid of Warlock multiclassing and Versatile Master), and proper encounter and daily powers.

(Thanks to mellored for giving me the idea with his Super Knight build and the guys form CharOp Irc for their advices)
Genasi Battlemind|Sorcerer/Lightning Fury/Invincible mind is off...  

Mainly, i don't think you can spend 2 PP on beguiling torment.  It say's "you can spend 1 to slide 1".

Thus slides 16 per hit instead of 24.  So..

BB: 3*((.6)*(7+4 SF+(16)*16)+.05*(14))+
BR: 2*(1-.6^(3))*(.6*(4.5+7 Con+4 SF+5 (shard)+(16*16)+.05*(17.5))=864.0768 DPR .

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.

24.5 DPR Warlock|Executioner (1st), by Mog0025 (8,@,CA,Ch)


Race: Human


Class: Warlock (Sorcerer-King pact)|Executioner


Feats: Mindbite Scorn, Killing Curse


[sblock Math]


Power Used: Eldritch Strike (Counts as a melee basic attack)


To hit: (+5 Constitution, +3 Longsword Proficiency) vs. AC 15


Chance to hit: 1- 0.05(15-8-1) = 0.7


Damage: 1d8 Longsword, 1d8 Warlock's Curse, 1d8 (Psychic) Mindbite Scorn, 1d8 Attack Finesse, 5 Constitution, 1 Versatile weapon 2H, 4 (Poison) Carrion Cralwer Brain Juice


Average Damage: (4.5 + 4.5 + 4.5 + 4.5 + 5 + 1 + 4) = 28 (Including 4 poison and 4.5 psychic)


Crit Damage: (8 + 8 + 8 + 8 + 5 + 1 + 4) = 42 (Including 4 poison and 8 psychic)[/sblock]


DPR: 0.65(28) + 0.05(42) = 18.2 + 2.1 = 20.3


DPR (with CA): 0.75(28) + 0.05(42) = 21 + 2.1 = 23.1


DPR (with CA and charge): 0.8(28) + 0.05(42) = 24.5


[sblock Comments]


I like this build because it is still a top contender even without the inconsistet factors of CA and charging. If you see any errors let me know and I'll correct them.


Note: This build uses material published in Dragon 400 that is not in the Character Builder as of this post.


[/sblock]

Edit: Since both CA and charging are often assumed in these builds I've included those DPR numbers in the main block.
Did an update on the Genasi Battlemind|Sorcerer/Lightning Fury/Invincible Mind.

Blender mk2.

= 2132.025 DPR
2427.525 after a milestone.

Basicly adding revenant cheese (might need it's own symbol).  And shocking flame (2). 

Edit: Forgot to add shocking flame damage...
= 2142.14 DPR

2439.34 after a milestone. 

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.

Here is an updated version of Arrow (current level 12 DPR King). Please remember that the DPR and Nova are on a ranged character!  It's very rare to see any ranged classes come close to their higher power melee cousins so I am proud that at this level it's possible to compete in the elite DPR ranks as an archer. =)

Big Props to LDB as his builds always inspire me and I just look for minor improvements to make on top.

84.0 DPR - Arrow (level 12) - [1, 6, 8]
Attack and Damage Math
Show

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

Twin Strike = (+24 to hit, 1d12+39.5 damage) x2
Total DPR = 84.0675

Arrow level 12 DPR Build:
Show


====== Created Using Wizards of the Coast D&D Character Builder ======


Arrow (DPR), level 12


Human, Fighter/Ranger, Huntmaster


Hybrid Ranger Option: Hybrid Ranger Fortitude


Hybrid Talent Option: Ranger Combat Talent


Ranger Combat Talent Option: Prime Shot (Hybrid)


Human Power Selection Option: Heroic Effort


Auspicious Birth (Auspicious Birth Benefit)


 


FINAL ABILITY SCORES


STR 11, CON 11, DEX 23, INT 11, WIS 17, CHA 10


 


STARTING ABILITY SCORES


STR 10, CON 10, DEX 18, INT 10, WIS 14, CHA 9


 


 


AC: 22 Fort: 19 Ref: 23 Will: 20


HP: 91 Surges: 7 Surge Value: 22


 


TRAINED SKILLS


Acrobatics +17, Athletics +13, Dungeoneering +14, Perception +14, Stealth +17


 


UNTRAINED SKILLS


Arcana +6, Bluff +6, Diplomacy +6, Endurance +6, Heal +9, History +6, Insight +9, Intimidate +6, Nature +9, Religion +6, Streetwise +6, Thievery +12


 


POWERS


Basic Attack: Melee Basic Attack


Basic Attack: Ranged Basic Attack


Human Racial Power: Heroic Effort


Fighter Attack: Combat Challenge


Hunter's Quarry  Power: Hunter's Quarry


Fighter Attack 1: Weapon Master's Strike


Ranger Attack 1: Twin Strike


Ranger Attack 1: Two-Fanged Strike


Ranger Attack 1: Skirmishing Stance


Fighter Utility 2: Battle Fury Stance


Ranger Utility 2: Begin the Hunt


Fighter Attack 3: Rain of Blows


Ranger Attack 3: Disruptive Strike


Fighter Attack 5: Nimble Bladestorm


Ranger Attack 9: Attacks on the Run


Fighter Utility 10: Fighter's Grit


Huntmaster Attack 11: Crimson Spear Strike


Huntmaster Utility 12: Brace for the Charge


 


FEATS


Level 1: Weapon Proficiency (Greatbow)


Level 1: Hunting Spear Student


Level 4: Hybrid Talent


Level 6: Bow Expertise


Level 10: Wintertouched


Level 11: Called Shot


Level 11: Sly Hunter


Level 12: Lasting Frost


Level 12: Silvery Glow


 


ITEMS


Prime Shot Greatbow +3 x1


Bracers of Archery (heroic tier) x1


Siberys Shard of Merciless Cold (paragon tier)


Gloves of Ice (paragon tier) x1


Frozen Whetstone (heroic tier) x 32


====== End ======



 


Also I made a level 12 Nova variation of Arrow for those that were curious if the build had nova potential


[Nova 458 average damage] Arrow (nova), level 12, [1,6,8]


Attack and Damage Math

Show

+24 to hit 
    +6 Level
    +6 Dex
    +2 Prof
    +3 Enhance
    +2 Expertise
    +1 Prime Shot
    +2 CA
    +2 Power Bonus from Begin the Hunt

+62 Damage 
    +5.5 Long Bow
    +3 Enhance
    +3 Silvery Glow
    +5 Lasting Frost
    +2 Bracers
    +3 Syberys Shard
    +2 Gloves
    +2 Whetstone
    +10.5 Lightning Arrows
    +4 Battle Fury Stance
    +5 Called Shot
    +2 Bow Expertise


    +9 Promise of Storm

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



Attacks and Damage per attack
Show

Attack Sequence:
Setup Round:
Minor: Apply Whetstone
Minor: Enter Battle fury stance
Minor: Activate Promise of Storm

Attack Round:
Minor: Sudden Bolt (54.5 Avg, apply lasting frost and grant CA)
Minor: Snap Shot (60 Avg)
Free: Flaming crossbow daily power (1d6+5)
Free: Drop crossbow
Free: Equip Quick Longbow (free action due to Fast Hands utility power)
Standard: Attacks on the Run (140 Avg)
Action Point: Two-Fanged Strike (120 Avg)
Free Action: Ranged Basic Attack (60 Avg, from quick weapon daily power)
Quarry + Sneak Attack+Flaming weapon: (24 Avg)

Total Nova Average Damage: 458 Average Damage Nova


And here is the Nova build:
Show


====== Created Using Wizards of the Coast D&D Character Builder ======


Arrow (Nova), level 12


Revenant, Ranger/Fighter, Cloaked Sniper


Hybrid Talent Option: Ranger Combat Talent


Ranger Combat Talent Option: Prime Shot (Hybrid)


Hybrid Ranger Option: Hybrid Ranger Fortitude


Choose your Race in Life: Genasi


 


FINAL ABILITY SCORES


STR 11, CON 16, 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: 21 Ref: 22 Will: 20


HP: 84 Surges: 10 Surge Value: 21


 


TRAINED SKILLS


Acrobatics +17, Dungeoneering +15, Perception +15, Stealth +17, Thievery +17


 


UNTRAINED SKILLS


Arcana +6, Athletics +6, Bluff +5, Diplomacy +5, Endurance +11, Heal +10, History +6, Insight +10, Intimidate +7, Nature +10, Religion +6, Streetwise +5


 


POWERS


Basic Attack: Melee Basic Attack


Basic Attack: Ranged Basic Attack


Revenant Utility: Dark Reaping


Hunter's Quarry  Power: Hunter's Quarry


Fighter Attack: Combat Challenge


Genasi Racial Power: Promise of Storm


Ranger Attack 1: Twin Strike


Fighter Attack 1: Brash Strike


Ranger Attack 1: Skirmishing Stance


Fighter Attack 1: Bell Ringer


Ranger Attack 1: Two-Fanged Strike


Ranger Utility 2: Begin the Hunt


Thievery Utility 2: Fast Hands


Fighter Utility 2: Battle Fury Stance


Fighter Attack 5: Nimble Bladestorm


Rogue Attack 7: Snap Shot


Ranger Attack 9: Attacks on the Run


Cloaked Sniper Attack 11: Sudden Bolt


Cloaked Sniper Utility 12: Unseen Shot


 


FEATS


Level 1: Sneak of Shadows


Level 2: Bow Expertise


Level 4: Silvery Glow


Level 6: Hybrid Talent


Level 8: Past Soul


Level 10: Novice Power


Level 11: Called Shot


Level 12: Lasting Frost


 


ITEMS


Gloves of Ice (paragon tier) x1


Siberys Shard of Merciless Cold (paragon tier)


Flaming Crossbow +1


Quick Longbow +3 x1


Bracers of Archery (heroic tier) x1


Lightning Arrow +3


Frozen Whetstone (heroic tier)






Ok, BIG couple of questions here regarding the Arrow build:
1) Why got Huntmaster if you are using a Greatbow?   Huntmaster is all around a Great Spear
2) How are you getting Called Shot for the Level 11 added Feat and Silvery Glow, neither show up in CB for me.

Thanks!

For silvery glow you have to worship Sehanine.

EDIT 9/9: Level 30 Version Built, edited in.



Poor Level 24 Nova, lacking a King. I think I found one, however.


641.02 DPR Encounter DPR Mul Second Winder(24th), by Eustacio(18@&)
938.84 DPR Encounter DPR Mul Second Winder(30th), by Eustacio(18@&)



I decided to see what would happen if I took my Second Wind character and tricked them out for Encounter DPR. This build assumes there are off-turns to burn second wind (since it is DPR and not DPT) as a Free Action to attack.


If you assume Combat Advantage (or ditch Inexhaustible Resources for Wintertouched and don’t care about losing Healing Surges), DPR goes up to 664.77.


Core Items:
Carnage Greatclub
Stalkerhide Armor of Enduring Health (+1 Second Wind)
Frozen Whetstones


Character Builder Dump: Second Wind Spamming Mul Avenger|Warden MC Ranger/Son of Mercy/Destined Scion

====== Created Using Wizards of the Coast D&D Character Builder ======


DPR Nova 24 - Copy, level 24
Mul, Avenger/Warden, Son of Mercy, Destined Scion
Hybrid Avenger Option: Hybrid Avenger Will
Hybrid Warden Option: Hybrid Warden Fortitude
Hybrid Talent Option: Warden's Armored Might
Guardian Might Option: Earthstrength
Epic Heroism Option: Constitution
Epic Heroism Option: Wisdom
Born of Two Races Option: Dwarf
Occupation - Foe Killer (Learn Supernal)


FINAL ABILITY SCORES
STR 12, CON 24, DEX 14, INT 12, WIS 29, CHA 10


STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8


AC: 38 Fort: 36 Ref: 29 Will: 37
HP: 177 Surges: 16 Surge Value: 44


TRAINED SKILLS
Dungeoneering +27, Endurance +26, Nature +27, Perception +27


UNTRAINED SKILLS
Acrobatics +13, Arcana +13, Athletics +12, Bluff +12, Diplomacy +12, Heal +21, History +13, Insight +21, Intimidate +12, Religion +13, Stealth +13, Streetwise +14, Thievery +13


POWERS

Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mul Racial Power: Incredible Toughness
Avenger Feature: Oath of Enmity
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Son of Mercy Feature: Lawbreaker's Doom
Hunter's Quarry Power: Hunter's Quarry
Avenger Attack 1: Overwhelming Strike
Warden Attack 1: Thorn Strike
Avenger Utility 2: Holy Blessing
Avenger Attack 3: Fury's Advance
Warden Utility 6: Treacherous Ice
Avenger Attack 9: Blade of Repulsion
Avenger Utility 10: Wings of Vengeance
Son of Mercy Attack 11: Dispensed Justice
Son of Mercy Utility 12: Red Death
Warden Attack 13: Stormhowler's Strike
Warden Attack 15: Form of the Crushing Mountain
Avenger Utility 16: Temple of Seclusion
Avenger Attack 17: Soulforge Hammering
Avenger Attack 19: Leprous Wound
Son of Mercy Attack 20: Blood Oath Fulfilled
Avenger Utility 22: Seeker's Step


FEATS


Level 1: Power of Skill
Level 2: Master at Arms
Level 4: Hybrid Talent
Level 10: Crushing Earthstrength
Level 11: Painful Oath
Level 12: Lasting Frost
Level 14: Crippling Crush
Level 16: Weapon Focus (Mace)
Level 20: Avenging Resolution
Level 21: Epic Recovery
Level 21: Earthstrength Might
Level 22: Stoneheart Warrior
Level 23: Inexhaustible Resources
Level 24: Hand of Divine Guidance
Level 24: Warrior of the Wild


ITEMS


Stalkerhide Armor of Enduring Health +5 x1
Iron Armbands of Power (paragon tier) x1
Pierced Heart Tattoo (paragon tier) x1
War Ring (paragon tier) x1
Ring of Giants (paragon tier) x1
Amulet of Life +5 x1
Siberys Shard of Merciless Cold (paragon tier)
Gloves of Ice (epic tier) x1
Boots of the Fencing Master (heroic tier) x1
Carnage Greatclub +5 x1
Baldric of Tactical Positioning (heroic tier) x1
Insight of the Vault (heroic tier)
Frozen Whetstone (paragon tier)
====== End ======


Encounter 24 Nova

Preparation Round


Move (Downgrade to Minor): Oath of Enmity
Free: Mark (Warden)
Free: Lawbreaker’s Doom (Son of Mercy Paragon Path)
Minor: Frozen Whetstone (Paragon)
Standard: Soulforge Hammering (Assuming hit, applies Cold Vuln)


Attack Round


Standard Action: Overwhelming Strike: 95.41 DPR
Minor Action: Fury’s Advance: 80.59 DPR
(Move) Minor Action: Soulforge Hammering: 80.59 DPR
Action Point: Overwhelming Strike: 86.97 DPR
3 off-action Second Winds w/Overwhelming Strike as free attacks (plus tattoo bonus): 297.47 DPR


Total DPR: 641.02 DPR



Static Mod Math

NOTE: All math is done in Excel with full numbers. Numbers are rounded here for space reasons.


Standard Static Mod:


Wisdom (9) + Lawbreaker’s Doom (9) + Crippling Crush (7) + Crushing Earthstrength (7) + Weapon Focus (3) + Gloves of Ice (4) + Iron Armbands of Power (4) + Dragonshard (3) + Weapon Enhancement (5) + Frozen Whetstone (4) + Lasting Frost (5 Vuln) = 60 Static Mods


First Attack/Turn: +9 (Painful Oath)


Carnage Weapon Bonus: 2d4 weapon means the chance of a 4 coming up is (1-(0.75*0.75*0.75*0.75)), which works out to 68.36 percent. Multiplied by the 10 damage the Carnage weapon grants as a bonus, this works out to 6.836 damage.


On a crit, we have the same calculation to make with 6d12 instead of 2d4, which works out to a 40.67% chance to roll a 12 on one or more die.


Pierced Heart Tattoo: Grants +4 damage on the first attack after using Second Wind. Only added in to Second Wind granted attacks.



Weapon Damage Math

Standard 1W Attack: 2d4, 1’s and 2’s count as 3’s. (3+3+3+4)/4*2 = 6.5


Standard 2W Attack: 6.5 * 2 = 13


Critical Damage Bonus: War Ring = +1d12. Ring of Giants = +10. Insight of the Vault = +9. Carnage Bonus is 40.67% * 10. Crit Dice average to 6.75 (1’s and 2’s count as 3’s due to Avenging Resolution). Total is (6.75*6) + 10 + 9 + (0.4067*10) = 63.57 Average Bonus


To-hit Math

9 – Wisdom
12 – Half Level
2 – Prof. Bonus
5 – Enhancement Bonus
3 – Feat Bonus
1 – Epic Combatant

Total: 32
Enemy AC: 38

Hit on a 6.


Chance to hit: 93.75% w/o CA (1-(5/20)^2)
Chance to Crit: 19% (Hand of Divine Guidance + 2 rolls to hit)


 


Character Builder Dump: Level 30 Second Wind Spamming Mul Avenger|Warden MC Fighter/Son of Mercy/Destined Scion

====== Created Using Wizards of the Coast D&D Character Builder ======


DPR Nova 30 - Copy - Copy, level 30
Mul, Avenger/Warden, Son of Mercy, Destined Scion
Hybrid Avenger Option: Hybrid Avenger Will
Hybrid Warden Option: Hybrid Warden Fortitude
Hybrid Talent Option: Warden's Armored Might
Guardian Might Option: Earthstrength
Epic Heroism Option: Constitution
Epic Heroism Option: Wisdom
Born of Two Races Option: Dwarf
Occupation - Foe Killer (Learn Supernal)
Theme: Mercenary


FINAL ABILITY SCORES
STR 12, CON 26, DEX 13, INT 12, WIS 30, CHA 10


STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8


AC: 43 Fort: 41 Ref: 31 Will: 41
HP: 215 Surges: 17 Surge Value: 53


TRAINED SKILLS
Dungeoneering +31, Endurance +30, Heal +31, Perception +31



UNTRAINED SKILLS
Acrobatics +15, Arcana +16, Athletics +15, Bluff +15, Diplomacy +15, History +16, Insight +25, Intimidate +17, Nature +25, Religion +16, Stealth +15, Streetwise +19, Thievery +15



POWERS


Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Mul Racial Power: Incredible Toughness
Avenger Feature: Oath of Enmity
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Son of Mercy Feature: Lawbreaker's Doom
Avenger Attack 1: Overwhelming Strike
Warden Attack 1: Thorn Strike
Avenger Utility 2: Holy Blessing
Avenger Attack 3: Fury's Advance
Warden Utility 6: Treacherous Ice
Avenger Attack 9: Blade of Repulsion
Avenger Utility 10: Wings of Vengeance
Son of Mercy Attack 11: Dispensed Justice
Son of Mercy Utility 12: Red Death
Avenger Utility 16: Temple of Seclusion
Avenger Attack 17: Soulforge Hammering
Son of Mercy Attack 20: Blood Oath Fulfilled
Fighter Utility 22: Martial Supremacy
Warden Attack 25: Form of the Displacer Beast
Destined Scion Utility 26: Epic Recovery
Warden Attack 27: Strengthening Gift
Avenger Attack 29: Cataclysmic Duel
Destined Scion Utility 30: Undeniable Victory


 



FEATS
Level 1: Power of Skill
Level 2: Master at Arms
Level 4: Hybrid Talent
Level 8: Wrathful Warrior
Level 10: Crushing Earthstrength
Level 11: Painful Oath
Level 12: Lasting Frost
Level 14: Headsman's Chop
Level 16: Weapon Focus (Heavy Blade)
Level 20: Avenging Resolution
Level 21: Epic Recovery
Level 21: Earthstrength Might
Level 22: Stoneheart Warrior
Level 23: Inexhaustible Resources
Level 24: Hand of Divine Guidance
Level 26: Divine Mastery
Level 28: Vengeful Declaration
Level 30: Acolyte Power



ITEMS


Ring of Giants (paragon tier) x1
Insight of the Vault (heroic tier)
Frozen Whetstone (paragon tier)
Carnage Falchion +6 x1
Siberys Shard of Merciless Cold (epic tier)
Iron Armbands of Power (epic tier) x1
Gauntlets of Brutality (paragon tier) x1
Pierced Heart Tattoo (epic tier) x1
Voidhide of Enduring Health +6 x1
Ring of Free Time (epic tier)
Periapt of Cascading Health +5 x1
====== End ======


Damage Math - L30


NOTE: All math is done in Excel with full numbers. Numbers are rounded here for space reasons.


Standard Static Modifiers:


Wisdom (10) + Lawbreaker’s Doom (10) + Crushing Earthstrength (8) + Weapon Focus (3) + Iron Armbands of Power (6) + Dragonshard (5) + Weapon Enhancement (6) + Frozen Whetstone (4) + Lasting Frost (5 Vuln) + Soulforged Bonus (1) = 58 Static Mods

First Attack/Turn: +10 (Painful Oath)
Prone Target: +5 (Gauntlets of Brutaility), +5 (Headsman's Chop)
Pierced Heart Tattoo: Grants +6 damage on the first attack after using Second Wind. Only added in to Second Wind granted attacks.



Basic Weapon Math:



Avenging Resolution means all our 1's and 2's on weapon damage rolls are 3's. This means the Falchion has the following 1W value: (3+3+3+4)/4*2 = 6.5 per W.
Maximum Damage for 1W is 8. Maximum Damage for 2W is 16.



Carnage Weapon Math:


Carnage Weapon Bonus for 1W Attacks: A 2d4 weapon attack means the chance of a 4 coming up is (1-(0.75*0.75)), which works out to 43.75 percent. Multiplied by the 12 damage the Carnage weapon grants as a bonus, this works out to 5.25 damage.


Carnage Weapon Bonus for 2W Attacks: A 4d4 weapon attack means the chance of a 4 coming up is (1-(0.75*0.75*0.75*0.75)), which works out to 68.36 percent. Multiplied by the 12 damage the Carnage weapon grants as a bonus, this works out to 8.203 damage.

On a crit, we have the same calculation to make with 6d12 OR 6d4 (3W High Crit), which works out to a 89.44% chance to roll a 12 on one or more d12 or a 4 on one or more d4. This figures into the critical damage math.



Critical Damage Math:


The Carnage Falchion has a critical bonus of 6d12 with a 3W High Crit, making the base 6d12 + 6d4.
The Carnage Weapon's Property means we have the aboe 89.44% multiplied by the damage bonus (12) for a total of 10.73 damage bonus.
The Ring of Giants grants an extra 12 static damage on a critical.
The Insight of the Vault grants an extra 10 static damage on a critical.
Due to Avenging Resolution, the 1's and 2's on the d12s are 3's. This lets us figure out the average damage of the bonus dice as: (3+3+3+4+5+6+7+8+9+10+11+12)/12 = 6.75/die. Multiplied by 6, this gives an average damage of 40.5.
The Avenging Resolution value of 2d4 is 6.5 (as figured out above), meaning 6d4 (a 3W High Crit on 2d4 Weapon) is 19.5


The Average Critical Damage Bonus, as a result, is: 19.5+40.5+10+12+10.73=92.73 Critical Bonus Damage.



To-Hit Math


Attack Bonuses:
10 Wisdom
15 Half Level
3 Proficiency Bonus
6 Enhancement Bonus
3 Feat Bonus (Master at Arms)
1 Untyped Bonus (Epic Combatant)
2 Combat Advantage (Prone, assumed CA for first hit)


Total: 40 to Hit
Enemy AC: Level (30) =14 = 44 AC
Hits on a 4.



Avenger Attacks (all attacks for this Nova) are rolled twice due to attacking Oath of Enmity Target.
Hand of Divine Guidance gives us a crit range of 19-20.



Standard to-hit Math:


Standard Hit: 1-(3/20)^2 = 97.75% to hit.
Critical Chance: 1-(1-.1)^2 = 19% to Crit.

Martial Supremacy gives our basic attacks (Overwhelming Strike) a second reroll, which means you now have 4 rolls, if you so choose. This allows for crit-fishing (and to-hit fishing, if your dice rolling is terrible).



Overwhelming Strike To-Hit: 1-(3/20)^4 = 99.95% Hit Chance
Overwhelming Strike Crit: 1-(1-.1)^4 = 34.39% Crit Chance

These numbers will let us figure out the attack round DPR.


Preparation Round


Free Action: Oath of Enmity (Vengeful Declaration makes OoE a Free Action)
Free Action: Mark Enemy (Warden)
Free Action: Lawbreaker's Doom (Son of Mercy Paragon Path - on hit, slow enemy, add Wis to damage)
Minor Action: Whetstone
Move (Minor) Action: Activate Martial Supremacy (allows for rerolls on fighter attack and basic attack rolls)
Standard: Soulforge Hammering (applies Cold Vuln from Lasting Frost, can repeat attack on next turn as a Minor)




Attack Round


Effects on Enemy from Prep: Slow, Vuln 5 Cold, Oath Target, Marked
Standard: Overwhelming Strike with Free Action Takedown Strike: ((0.9995-0.3439)*(58+10+8.203+10+(6.5*2))+(0.3439*(92.73+16+10+68))= 129.25 DPR
Additional Effects on Enemy: Prone (Takedown Strike)
Minor: Soulforge Hammering: ((0.9775-0.19)*(68+5.25+6.5)+(0.19*(92.73+68+8))= 94.86 DPR
Move (Minor): Fury's Advance: ((0.9775-0.19)*(68+5.25+6.5)+(0.19*(92.73+68+8))= 94.86 DPR
Action Point: Overwhelming Strike: ((0.9995-0.3439)*(58+8.203+10+(6.5*2))+(0.3439*(92.73+16+10+58))= 119.26 DPR
Feat: Divine Mastery on Action Point, Recover Fury's Advance
Minor (Ring of Free Time): Fury's Advance: Fury's Advance: ((0.9775-0.19)*(68+5.25+6.5)+(0.19*(92.73+68+8))= 94.86 DPR


Second Winds Actions:
Take 3 Second Winds on each of the next 3 turns. These do not expend healing surges (Inexhaustible Resources) and don't end Martial Supremacy as a result. They are Free Actions (Stoneheart Warrior) and grant a Melee Basic (Earthstrength Might) when spent. You have 3 Second Winds to spend. 1 Base, 1 from Epic Recovery, and 1 from Armor of Enduring Health. These are each free action attacks taken on other enemy/allies turns, so you gain the benefit of Painful Oath on each.


1st Second Wind: Overwhelming Strike (with Pierced Heart Tattoo): ((0.9995-0.3439)*(6+58+10+8.203+10+(6.5*2))+(0.3439*(92.73+16+10+58+10+6))= 135.25 DPR
2nd Second Wind (Epic Recovery):
Overwhelming Strike (with Pierced Heart Tattoo): ((0.9995-0.3439)*(6+58+10+8.203+10+(6.5*2))+(0.3439*(92.73+16+10+58+10+6))= 135.25 DPR
3rd Second Wind (Armor of Enduring Health): Overwhelming Strike (with Pierced Heart Tattoo): ((0.9995-0.3439)*(6+58+10+8.203+10+(6.5*2))+(0.3439*(92.73+16+10+58+10+6))= 135.25 DPR


Total DPR: 129.25+(94.86*3)+119.26+(135.25*3)= 938.84 Encounter Nova DPR


My Hurricane Ivan build can actually do nigh infinite damage by chaning ED to Legenary Sovereign. At level 30 this means that I don't have to worry about recharging hurricane of blades as it is only expended by missing with all attacks (a 1/160,000 chance not counting rerolls). This means that I start of by making 4 attacks with a crit percentage of 36%. The first crit gives me 8 more attacks (rampage) and subsequent crits gives me an additional 4 attacks.

This makes it pretty much identical to Damon_Tor's build but 4 attacks each time rather than 3. This is actually much simpler than my previous build and took a lot less effort, so I would appreciate the other build being left up there.

During the nova, each of my allies within 10 squares could make a basic attack as a free action and would gain some temps and a small boost.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
I assume we arn't counting loops.

Otherwise, i've got an infinite action loop, as well as a infinite damage loop.

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.

That's fine - 5000 damage is normally enough Tongue out.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein

Ioun's Revenge


King of Lvl 16, 130.2 DPR

Submission: King of Lvl 16
Revision: 1.2
Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder
Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11
Powers: Twin Strike, Overwhelming Strike
Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical
Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5)
Setup: Have enough Frozen Whetstones.
Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges
Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!)
Based on: -

Revisions

1.0 First try
1.1 Forgot Devastating Critical
1.2 Added Power Attack, Calculations corrected

Math

Twin Strike (first attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 7 (Painful Oath) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.75 (The Raven Queen's Shroud, reroll 1d6<4) + 0 + 59.5 (Two-Weapon Opening, Overwhelming Strike) = 32.25 crit 148.75 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(32.25) + (.278)(148.75 + 66.64) = 76.6

Twin Strike (second attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 1.421 (Painful Oath, first attack missed) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.152 (The Raven Queen's Shroud, reroll 1d6<4, first attack missed) = 24.07 crit 81.07 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(24.07) + (.278)(81.07 + 66.64) = 53.6

Overwhelming Strike Math

Overwhelming Strike (on critical hit):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 60% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 7 (Wisdom) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) = 31.5 crit 88.5 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(31.5) + (.278)(88.5 + 66.64) = 59.5

Iteration:
(.52)(31.5) + (.278)(88.5) = 40.98

40.98 + Σ(.278^1)(40.98) + ... + (.278^i)(40.98) = 56.76
40.98 + Σ(.278^1)(56.76) + ... + (.278^i)(56.76) = 62.84
...
40.98 + Σ(.278^1)(66.64) + ... + (.278^i)(66.64) = 66.64







I have a question about it: How do you add the psionic tag in all your  at-will attacks?



This is my question too. I ran every feat and item through the compendium just to double check, but I don't think this works.


Ioun's Revenge


King of Lvl 16, 130.2 DPR

Submission: King of Lvl 16
Revision: 1.2
Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder
Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11
Powers: Twin Strike, Overwhelming Strike
Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical
Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5)
Setup: Have enough Frozen Whetstones.
Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges
Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!)
Based on: -

Revisions

1.0 First try
1.1 Forgot Devastating Critical
1.2 Added Power Attack, Calculations corrected

Math

Twin Strike (first attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 7 (Painful Oath) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.75 (The Raven Queen's Shroud, reroll 1d6<4) + 0 + 59.5 (Two-Weapon Opening, Overwhelming Strike) = 32.25 crit 148.75 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(32.25) + (.278)(148.75 + 66.64) = 76.6

Twin Strike (second attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 1.421 (Painful Oath, first attack missed) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.152 (The Raven Queen's Shroud, reroll 1d6<4, first attack missed) = 24.07 crit 81.07 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(24.07) + (.278)(81.07 + 66.64) = 53.6

Overwhelming Strike Math

Overwhelming Strike (on critical hit):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 60% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 7 (Wisdom) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) = 31.5 crit 88.5 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(31.5) + (.278)(88.5 + 66.64) = 59.5

Iteration:
(.52)(31.5) + (.278)(88.5) = 40.98

40.98 + Σ(.278^1)(40.98) + ... + (.278^i)(40.98) = 56.76
40.98 + Σ(.278^1)(56.76) + ... + (.278^i)(56.76) = 62.84
...
40.98 + Σ(.278^1)(66.64) + ... + (.278^i)(66.64) = 66.64







I have a question about it: How do you add the psionic tag in all your  at-will attacks?



This is my question too. I ran every feat and item through the compendium just to double check, but I don't think this works.




The compendium incorrectly lists Ressurgent Wilder's lvl 16 feature as working with At-Will Attacks, instead of Psionic At-Will Attacks (per DSCS).  So that build doesn't work.  This catches many, many people.
The compendium says "at-will psionic attack powers" same as the book
I have a new DPR candidate for level 1;hopefully it's viable >_<

Spelldancer,Human Bladesinger
CA is assumed through flanking.He is using a rapier.His feats are Suprising Charge and MC Rogue.The power he is using is an MBA coupled with Lightning Ring.The first DPR assumes the opponent moves after he is hit.The second does not.

To-Hit:5(Dex)+3(Wpn Proficiency)+2(CA)=+10
Monster AC:15
Chance-to-Hit:1-.05(15-10-1)=.80
Damage:1d8(Rapier)+1d8(Suprising charge)+5(Dex)+5 (Lightning Ring)+5(Lightning ring secondary effect)=24
DPR: .80(24)+.05(31)=20.75

To-Hit:+8
Chance-to-Hit: .70
Damage:19
DPR: .70(19)+.05(26)=14.6
I come back after a long hiatus; and I find that the battlemind Lightning Fury is still here, and behind that, we have a Revenant and Langeweille's thief.  The mark 2 blender has some obvious things that would nerf it (a given zone/lightning field damage triggers once per turn), and Revenant's.. well.. I've never liked that particular flavour of shenanigans.

I like some of the new classes; Bladesinger and Hexblade are both very cool.

I've also decided that Langeweille's thief should probably be increased, so for the last 2 days:

I tried with a Scout/Lyrandar/Thief of Legend, and then achieved 344 DPR (no dancing or other shenanigans yet), so that didn't work

I tried with a Two Blade Ranger/Kulkor/Thief of Legend, which reached 332 DPR (similarly, no shenanigans yet), still not high enough.  Also, I'm missing at least one feat with that build, so it's actually somewhat lower than that.

I tried with a Hexblade/Kulkor/Thief of Legend, which reached 317 DPR.

I mucked about with a Lightning Fury who uses a Marilith to slide the opponent into the field; this reached 576 DPR, which is better than the Thief, but really... that build should be compared against the Blender, not the Thief, and so it fails miserably. 

Finally, I've gone back to my roots and found success:  The Avenger.

Human Avenger|Fighter/Kulkor Arms Master/Thief of Legend
DPR: 476.59

Without the OA attacks (which is the only thing besides +2 wis that Thief of Legend adds), the DPR is still 238.74, which you could then increase with a different ED for a viable variation on the build.  Hybrid fighter is only there to avoid wasting a feat slot on multiclassing, so you still have your multiclass free for other variations, or you could go pure Avenger MC Fighter to avoid having wasted Str powers at lower levels (you could also grab Pursuing Censure, which could arguably work very well with the fact that the monster is probably going to move away from you since it can't find you).  

Also of note: Obviously most of the credit here needs to go to Langeweille for the original idea.  My only real contribution is showing that the Thief is not actually the master in epic using this trick (although, since a massive amount of the DPR is from Punishing Radiance + Martial Supremacy + Oath of Enmity + upwards of 5 attacks per round, allowing Punishing Radiance to potentially add as much as 90 damage every time it procs, this build almost certainly wouldn't match the thief in paragon or heroic, although it would still be a totally run of the mill charger avenger, which is always good.)

Final note:  I've been gone a LONG time.  Little things probably have changed.  I was known for making silly glaring mistakes back then; I can't imagine I've avoided it now; the final numbers are quite likely to need to be tweaked.  Punishing Radiance has purposefully been rounded down for simplicity, possibly by as much as 5 DPR each time it procs, but I'm not really concerned.  The feats are in NO order whatsoever, and probably couldn't be picked in anything like that order anyway, but I don't use the character builder soo..

The build 
Show
 
Human Avenger|Fighter/Kulkor/Thief

Str 13-17, Con 11-13, Dex 12-20, Int x, Wis 18-30, Cha x

Background allowing Thievery to be a class skill.

Two Weapon Opening, Power of Skill (Overwhelming Strike), Gouge Proficiency, Axe Focus, Surprising Charge, Focused Superiority, Kulkor Arms Student
Impaling Spear, Deadly Axe, Power Attack, Mobile Warrior, Axe Expertise, Polearm Momentum
Hand of Divine Guidance, Two Weapon Fighting, Two Weapon Flurry, Punishing Radiance, Quick Draw, Double Axe Proficiency

+6 Radiant Gouge, +6 Radiant Double Axe, Bracers of Speed, +6 Shadowflow Armour, +6 Piwafwi, War Ring, Ring of Giants, Rushing Cleats, Horned Helm, Waistband of Grappler, 2 Siberys Shard of Radiance, Talent Shards

Assumptions: I'm hidden already.  I have Martial Supremacy activated. Since Punishing Radiance increases a vulnerability, its not actually adding to itself each time it triggers, and therefore it can stack. (This is based on a rather old argument about vulnerabilities being a loophole; I can dig it up if anyone wants, or if you can direct me to a more recent source that might decide it the other way we can do that too).  Since Punishing Radiance affects a medium sized area, even if I kill my current target, the vulnerabilities will still be on my next victim, allowing my DPR to remain consistent.  I haven't checked my actual gold piece value.  Good chance I'm too high, and I'd have to buy +5 weapons, but that would have a negligible effect on my DPR (It would drop by less than 7 DPR, since my hit rate is nigh automatic due to (kind of) rolling 4 times. Actually, I haven't taken into account the fact that I am required to take the second roll, and that will probably drop my flurry DPR by about 15, although it wouldn't change the other attacks significantly.)

Minor: Oath new target.
Move: Stow double axe.
Standard: Charge with Overwhelming Strike via Power of Skill + draw gouge with quick draw,
 knockdown with polearm momentum via Overwhelming Strike + Rushing Cleats, trigger Kulkor Overwhelming Strike,
 shift 2 via Overwhelming Strike and Mobile Warrior,
 hide (passive stealth = 52, can do it in plain sight via level 30 ED feature),
 stow gouge via Bracers of Speed.
Opportunity (monster stands and either makes range attack or moves toward ally, triggering opportunity attack; if he attacks me, he can't find me and has to guess probably resulting in an auto miss; or he can do nothing.  As per Langeweille's arguments, these are the only options often enough that we can assume we get an Opportunity Attack for purposes of this thread): Attack + draw double axe via quick draw,
 If hit trigger Two Weapon Flurry,
 If crit trigger Two Weapon Opening (?)
After each attack shift and hide as per the charge, thereby ensuring CA.

Attack Bonus: 
+15 lvl +10 wis +6 enh +2 prof +3 feat +2 CA (from being hidden) -2 waist -2 power attack = +34 vs Ref 42 roll 4 times (martial supremacy/oath of enmity) (+35 on charge, +29 on flurry), crit 19-20 (Hand of Divine Guidance)
34.39% crit, 64.11% hit (64.8% hit on charge, 52.65% hit on flurry)

Damage:
Charge: 4d5+4 gouge +10 wis +3 feat +2d5+2 surprising +9 power attack +6 enh +6 item +3d6 helm +5 waist +5 shard = 24 +44 +10.5 = 78.5
crit: 54 +44 +6d6 +1d6 +12 +6d5+6 +75 (punishing radiance rounded) = 233.5

Kulkor: 4d5+4 gouge +10 wis +3 feat +9 power attack +6 enh +6 item +5 waist +5 shard = 16 +44 = 60
crit: 24 +44 +6d6 +1d6 +12 +6d5+6 +65 = 203.5

OA: 2d9+2 double axe +10 wis +3 feat +10 focused superiority +9 power attack +6 enh +6 item +5 waist +5 shard = 11 +54 = 65
crit: 22 +54 +6d6 +1d6 +12 +3d9+3 +55 = 195.5

Flurry: 2d9+2 double axe +10 wis +3 feat +10 focused superiority +9 power attack +6 enh +6 item +5 waist +5 shard = 11 +54 = 65
crit: 22 +54 +6d6 +1d6 +12 +3d9+3 +45 = 185.5

Opening: 2d9+2 double axe +10 wis +3 feat +9 power attack +6 enh +6 item +5 waist +5 shard = 11 +44 = 55
crit: 24 +44 +6d6 +1d6 +12 +3d9+3 +41 = 171.5

DPR: 0.3439*233.5 + 0.648*78.5 + 0.9919 * (0.3439*203.5 + 0.6411*60) + 0.3439*195.5 + 0.6411*65 + 0.985 * (0.3439*185.5 + 0.5265*65) + 0.3439 * (0.3439*171.5 + 0.6411*55)
= 476.598431 


As an added bonus, Punishing Radiance is extremely party friendly. (Especially in the amounts this particular build would hand it out.  Your controller would probably be 2 shotting lurkers after only a round or two of this guy beating on a solo.)
There are a few math errors in the current level 1 king of dpr (unless I'm misunderstanding the calculation formula) ; editted to correct bad base damage...

Human Scout, Light Blade Expertise, Spiked Chain Training

1: dpr for 2d4 is 5, not 4.5
2: target AC at 1st level is 15, not 14

Accounting for this creates the following results
CA,CH (+13/+12 vs ac 15 for 2d4 + 8)
Main Hand: .85*13 + .05*16 = 11.85
Off Hand .9*(.80*13 + .05*16) = 10.80

DPR with CA,CH = 22.65

Without CA,CH (+10/+10 vs ac 15 for 2d4 +5)
Main hand = 0.7*10+0.05*13 = 7.65
Off hand = 0.75*(0.7*10+0.05*13) = 5.74

DPR without CA,CH = 13.39

still solid and a good idea...

CA,CH (+13/+12 vs ac 15 for 2d4 + 8)
Main Hand: .85*14 + .05*16 = 12.7



You seem to have added 5 and 8 and got 14

Ioun's Revenge


King of Lvl 16, 130.2 DPR

Submission: King of Lvl 16
Revision: 1.2
Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder
Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11
Powers: Twin Strike, Overwhelming Strike
Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical
Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5)
Setup: Have enough Frozen Whetstones.
Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges
Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!)
Based on: -

Revisions

1.0 First try
1.1 Forgot Devastating Critical
1.2 Added Power Attack, Calculations corrected

Math

Twin Strike (first attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 7 (Painful Oath) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.75 (The Raven Queen's Shroud, reroll 1d6<4) + 0 + 59.5 (Two-Weapon Opening, Overwhelming Strike) = 32.25 crit 148.75 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(32.25) + (.278)(148.75 + 66.64) = 76.6

Twin Strike (second attack):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 52% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 1.421 (Painful Oath, first attack missed) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) + 0.152 (The Raven Queen's Shroud, reroll 1d6<4, first attack missed) = 24.07 crit 81.07 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(24.07) + (.278)(81.07 + 66.64) = 53.6

Overwhelming Strike Math

Overwhelming Strike (on critical hit):
Hit (+20 vs AC 30, two rolls): 7 (Wisdom) + 8 (1/2 level) + 2 (Proficiency) + 3 (Enhancement) + 2 (Master at Arms) - 2 (Power Attack) = 60% crit 27.8% miss 20,3%
DPH: 3.5 crit 6 + 10.5 + 10.5 (Harmony Blade Double Scimitar +3, High Crit) + 7 (Wisdom) + 3 (Enhancement) + 3 (Feat, Valenar Weapon Training) + 1 (Two-Weapon Fighting) + 6 (Power Attack) + 2 (Item, Iron Armbands of Power, Heroic) + 2 (Gauntlets of Blood, Paragon) + 4 (Frozen Whetstone, Paragon) + 0 crit 7 (Insight of the Vault) + 0 crit 5.5 (Devastating Critical) + 0 crit 10.5 (War Ring) + 0 crit 10.5 (War Ring) = 31.5 crit 88.5 + 66.64 (Harmony Blade Double Scimitar, Overwhelming Strike, iterationed crit)
DPR: (.52)(31.5) + (.278)(88.5 + 66.64) = 59.5

Iteration:
(.52)(31.5) + (.278)(88.5) = 40.98

40.98 + Σ(.278^1)(40.98) + ... + (.278^i)(40.98) = 56.76
40.98 + Σ(.278^1)(56.76) + ... + (.278^i)(56.76) = 62.84
...
40.98 + Σ(.278^1)(66.64) + ... + (.278^i)(66.64) = 66.64







I have a question about it: How do you add the psionic tag in all your  at-will attacks?



This is my question too. I ran every feat and item through the compendium just to double check, but I don't think this works.




The compendium incorrectly lists Ressurgent Wilder's lvl 16 feature as working with At-Will Attacks, instead of Psionic At-Will Attacks (per DSCS).  So that build doesn't work.  This catches many, many people.



My build bases on the Character Builder. The Resurgent Wilder Volatile Surges (16th level) Feature says here: "Your at-will attack powers can score a critical hit..."
I found another thread to that problem: community.wizards.com/go/thread/view/758...

My D&DI Subscription runs out, so I can't take a look into the current compendium entry. Borg285 should decide, if my build works...
Not trying to be a D about it, but there is no controversy to "decide". The Dark Sun Campaign book, the compendium, and the online CB all say "at-will psionic attack powers". The official D&D updates have not changed it, so it does not work.

I would run the numbers on Ardent Champion and see how that looks.
L6: Mul, Slayer (CA, Ch)
20 Str, 17 Dex
-- Feats: Dwarven Weapon Training, Surprising Charge, Spear Expertise, Mounted Combat
-- Items: L7 Dire Boar, L6 Horned Helmet, L5 Vanguard Gouge +1, Bracers of Mighty Striking (bought)

To-Hit: 3 lvl + 5 str + 2 prof + 1 enh + 1 exp + 1 WT + 2 CA + 1 charge = +16 vs AC 20 = 15% miss // 80% hit // 5% crit
Damage: 5 dex + 5 mighty slayer + 1 exp + 1 enh + 2 BW stance + 4d6 
gouge (brutal 1) + 1d8 vanguard + 1d6 HH + 2 item (+1d8 crit) = 40 normal // 58.5 crit

=> 0.8 * 40 + 0.05 * 58.5 + 0.8 * (0.7 * 21 + 0.05 * 29) = 47.845 DPR

However, I play with a party that includes a hunter that always knocks targets prone for us. Instead of taking mounted combat and getting a Dire boar, I have Headsman's Chop and an Obsidian Steed (level 3).

=> 0.8 * 50 + 0.05 * 68.5 = 43.42 DPR against prone targets

I personally prefer the Obsidian Steed because I hate having to deal with dead mounts. My obsidian steed dies almost every adventure I play in, but because its a wonderous item I can just conjure it again in the next adventure. In addition, I don't have to worry about where to keep it, I just conjure it when needed.

With new controllers such as the hunter and bladesinger my friends and I have found that with a little party optimization we are almost always attacking prone targets. The gouge is the only weapon that can be used for both headsman's chop and surprising charge.

I don't play this particular slayer, I actually play an eladrin slayer. The eladrin has the eladrin soldier feat, which also gives proficiency and +2 to damage with the gouge (since its a spear as well). Instead of being strength based, my slayer MC swordmage for intelligent blademaster. This effectively gives him +1 to damage because he has int and dex as off stats, lets him pick up swordmage advance for another basic attack on a move action for nova, and the extra skill is very useful for this particularly skill starved class. In our party (which is heavily PARTY optimized), that extra skill was worth it alone to fill in some gaps we had. This build also ends up winning over a rogue in our party because we have a lazy bavura warlord, which this build is much more potent for.

Also, when it comes to stances, I often use the mobile blade stance to get back into charge range. I included the other stance because I was assuming ideal conditions, since in real combat I often find my mount doesn't last very long either due to bursts, blasts, and the occassional malicious DM.
I thought I would do a write-up for the blackguard we also have in our party.

L6: Human, Blackguard (CA, Ch)

20 Cha, 17 Dex
-- Human at-will power: Virtuous Strike
-- Feats: Weapon Proficiency (Gouge), Sneak of Shadows (rogue mc), Surprising Charge, Spear Expertise, Mounted Combat
-- Items: L7 Dire Boar, L6 Horned Helmet, L5 Vanguard Gouge +1, Bracers of Mighty Striking (bought)

To-Hit: 3 lvl + 5 cha + 2 prof + 1 enh + 1 exp + 2 CA + 1 charge = +15 vs AC 20 = 20% miss // 75% hit // 5% crit
Damage: 5 cha + 5 dark menace + 1 exp + 1 enh + 2 spirit of vice (fury) + 4d6 
gouge (brutal 1) + 1d8 vanguard + 1d6 HH + 2 item (+1d8 crit) = 40 normal // 58.5 crit

=> 0.75 * 40 + 0.05 * 58.5 + 0.75 * (0.7 * 21 + 0.05 * 29) = 45.035 DPR

However, we play with a party that includes a hunter that always knocks targets prone for us. Instead of taking mounted combat and getting a Dire boar, the blackguard has Headsman's Chop and an Obsidian Steed (level 3).

=> 0.75 * 50 + 0.05 * 68.5 = 40.92 DPR against prone targets

The blackguard does a little less damage due to being a less accurate, but the lack of damage is made up for by his (slightly) more powerful encounter powers (for an essentials character at least). He also starts getting daily powers at level 5, which help a lot with nova. Also this at will damage is radiant, which has substantial potential for abuse later. 
If you want resurgent wilder on an avenger, be a half-elf and take the Ardent MBA, rekey it to WIS, and go to town.


My intention was to build a crit-fisher to make an attack roll as often as possible per round. With a crit on 18-20 the chance would be 47.8% per turn (four attack rolls with twin strike vs. oath of enmity). With the Ardent MBA the chance would be only 27.8% (only two attack rolls per turn). With a Jagged Weapon and a crit on 19-20 (with twin strike vs. oath) the chance would be only 34.4%, but would lose the crit iteration with the Harmony Blade property.
The best crit-fisher build I can think of would be an overwhelming strike-based KAM build, with martial supremacy.  4 rolls via Oath & Martial Supremacy, and then another 4 if you hit and prone the poor guy.  Incrediable feat sink, of course.

"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

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