What hasn't been optimized?

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We've done...

Movement (teleport per turn / teleporting allies / movement per turn / movement per day)
damage (per round/ one attack/ per encounter or day/ ongoing/ AOE / vulnerability / when you get hit),
accuracy (at-will / total)
survivability (defenses, HP, sub-0, THP, Surges, saves, resists)
team survivablitiy (sub-0, healing, granting saves)
status effects (dominate, saves penalties, at-will slide+prone+daze)
inititive (team, solo)
defender punishment,
Aid Another,
all the damage types (except desise),
forced movement (pushes, slides, pull?),
attack distance,
actions,
skills (some speicific, general)
destroying walls (Str / Dex/ int)
number of bears,
mounts on mounts on mounts,
number of dice needed,
Remove from play.
size.
and even running away..
(others?)

What trick, ability, or such has yet to be optimized?  (and don't say bladesinger/vampire ).

Stuff yet to be done...
Skills (some specific).
Difficult Terrain / max movement penalty.

zone coverage?
Action denial?
Maximium MBA's?

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.

We have also done initiative and save granting and bonuses.

There might be some more skills that could be maximized.
Ok... i've run out of ideas...  

We've done teleport distance, running distance, DPR, nova, defenses, HP, sub-0, THP, attack distance, granting attacks, survivability, all the damage types (except desise), pushes, slides, dominate, at-will slide+prone+daze, preventing people from getting close, number of bears....

What trick, ability, or such has yet to be optimized?  (and don't say bladesinger/vampire ).

Seeing how everyone is having such a hard time with it on the Bladesinger thread, I'd say some new Controller metrics are in order:

Max Push/Pull/Slide: Done (Mage enchanters w/ orbs?)
Sustained Dominate: Done
At-Will Slide+Prone+Daze: Done

1) Maximize Area of Effect/Zone size?
2) Maximize Zone Damage?
3) Maximize Save-Ends Effects and Saving Throw Penalties?
4) Maximize targets per round subject to effects?
5) Since D&D combat is based on economy of actions, what about an entirely new metric, "Action Denial" which measures every opponent action negated or controlled by the character?   Instead of DPR you could have Action Denial per Round, which sounds like #4 above.  Prone/immobilized UENT = 1 lost move action, Slow UENT = 1/2 move action, Dazed UENT = 1 move, 1 minor, and 1 free attack action. Dominate would equal 2 standard actions (because the player gains the enemy's action while the enemy loses it), plus 1 move and 1 minor for "dazed+dominated" effects.  "Save Ends" effects would get a 2X multiplier.

I have controllers that make DMs cry, and as DM I've been subjected to Wizard hybrids that have completely ruined combat encounters, all while "completely sucking" from the viewpoint of most CharOp metrics.
-Alveric "And the sword that had visited Earth from so far away smote like the falling of thunderbolts; and green sparks rose from the armour, and crimson as sword met sword; and thick elvish blood moved slowly, from wide slits, down the cuirass; and Lirazel gazed in awe and wonder and love; and the combatants edged away fighting into the forest; and branches fell on them hacked off by their fight; and the runes in Alveric's far-travelled sword exulted, and roared at the elf-knight; until in the dark of the wood, amongst branches severed from disenchanted trees, with a blow like that of a thunderbolt riving an oak tree, Alveric slew him."
Another Bladesinger-related one:
Maximum number of MBAs per round
Maximum number of MBAs per nova

...unless these are too closely related to regular DPR and Nova...
-Alveric "And the sword that had visited Earth from so far away smote like the falling of thunderbolts; and green sparks rose from the armour, and crimson as sword met sword; and thick elvish blood moved slowly, from wide slits, down the cuirass; and Lirazel gazed in awe and wonder and love; and the combatants edged away fighting into the forest; and branches fell on them hacked off by their fight; and the runes in Alveric's far-travelled sword exulted, and roared at the elf-knight; until in the dark of the wood, amongst branches severed from disenchanted trees, with a blow like that of a thunderbolt riving an oak tree, Alveric slew him."
While single target DPR has been optimized to death, I am not convinced multi-target DPR has been optimized as vigilantly.
I attempted to make a "control metric" before, but failed to get anything even remotely close.  
Twice.

Another Bladesinger-related one:
Maximum number of MBAs per round
Maximum number of MBAs per nova

...unless these are too closely related to regular DPR and Nova...

Mabey...
Also, infinite actions have already been done, so infinite MBA's.  But that's lazy.

While single target DPR has been optimized to death, I am not convinced multi-target DPR has been optimized as vigilantly.

Not as much, but there's a few on the DPR list.

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.

While single target DPR has been optimized to death, I am not convinced multi-target DPR has been optimized as vigilantly.

Not as much, but there's a few on the DPR list.

Half of them are me (which doesn't really count Tongue out), and the remaining few are level 30.

How about Theme optimization, getting the most mileage out of each Theme?  I've been working with Pack Outcast, because it's really flavorful, but the issue I'm having is that to get the maximum mileage out of the Theme, the following must be true:

1) you don't have default access to a one-handed or two-handed weapon that is better than your bite attack (this includes getting bonuses for using weapons that are technically worse, like Sentinel Druids).

2) you don't use shields.

3) you actually have melee powers, and have some business being in melee.

To my surprise, the only good contenders have been Cleric-Templar (but definitely not battle clerics), melee Artificers, and possibly melee Warlocks.  Monks aren't hindered in any way by turning into a wolf, but the only real benefit they get is +1 speed (with the possible exception of a Hybrid Monk using the bite to make up for the fact they lose Unarmed Strike, something I'm going to work on later).

Also, since the bite attack gets bonuses from a carried weapon, if you're an implement using class, you'll end up wanting a weapliment of some kind...or perhaps a ki focus.  

The first free points really end up trashing a lot of cool ideas (like Arena Fighter abuse) as well.  The fact that the bite lacks a weapon type is a real pain in the rear as well.

  

                 

"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
+1 vote for trying to figure out a useful "Action Denial" Metric that isn't "Rounds to drop a standard tofu".

 Though as soon as they print the PoleHammer, that one's probably done too.

Small creatures? 

the only good contenders have been Cleric-Templar (but definitely not battle clerics), melee Artificers, and possibly melee Warlocks.  Monks aren't hindered in any way by turning into a wolf, but the only real benefit they get is +1 speed (with the possible exception of a Hybrid Monk using the bite to make up for the fact they lose Unarmed Strike, something I'm going to work on later)...



How would "Brawler O-Fighter" fair?
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Things that could still be optimized (usefulness varies):
- number of surges/day
- highest amount healed/day/encounter/surge
- number of rounds a char can stay above 0 hp against an equal level monster without running away or damaging it
- number of races that the char has race specific feats for (while remaining playable)
- as above but classes
- as above but combined total of classes and races
- number of creatures denied action with a single at will/encounter/daily

could also search for the most overpowered spell, weapon or other item that would seem ok/weak to a non-optimiser e.g. a superior weapon that is +2/1d6 polearm/hammer or a spell that has force/psychic/radiant/cold keywords all at the same time.
Things that could still be optimized (usefulness varies):
- number of surges/day  Pretty sure that one was done...
- highest amount healed/day/encounter/surge  Healing has been optimized, though probably not in total
- number of rounds a char can stay above 0 hp against an equal level monster without running away or damaging it  just standing there? there's been some work on this
- number of races that the char has race specific feats for (while remaining playable) 4, revenant, with the multi-race ed.
- as above but classes 4, hybrid with traveler's PP
- as above but combined total of classes and races 4+4=8
- number of creatures denied action with a single at will/encounter/daily

could also search for the most overpowered spell, weapon or other item that would seem ok/weak to a non-optimiser e.g. a superior weapon that is +2/1d6 polearm/hammer or a spell that has force/psychic/radiant/cold keywords all at the same time.


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.

How about Stances?  
Skill Challenges ... as in how soon can you Win all of them.


Out-of-combat + Not a Skill Challenge = what else can this game do ??


"Officially" beat Demogorgon ; a CO DM running Demo with lots of rituals (like he oughta).


Beat a level 35 monster with that can't lose to ~20th level party clause.
Say a level 21 party takes it on.
Could even include trying to really kill it, instead of just sending it away for a while.



MMA / Boxing ring combat coliseum type thingy.
Should be do able with boons.

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

Also been done: Busting down walls with your brain and/or nimbleness

"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

Also been done: Busting down walls with your brain and/or nimbleness

added

How about Stances?

What about them?  The number you can have?

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.

My Mom hasn't been optimized. And damn, does she need it!
Agree on AOE and control in general (if we can agree on what to measure.) 

Also, is there anything like aura damage that can be optimized?  Basically, "stand next to me" damage.  My guess is that there isn't enough to work with, but it could be useful for defenders or "unkillable" builds.  I seem to recall a recent revenant build that had this as a mechanic, but don't recall the specifics.
i've done Second Wind (earthstrength warden heals 202, @30, as a free action with +~16 to all defenses and a free MBA)

edit: 3x an encounter
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.


Largest Possible Burst (was done).
Most damage in a single attack (One Shot, One Kill thread).
Number of Surges day was done and is theoretically infinite anyway (Straight Cha Paladin with 20 starting Cha, Ring of Tenacious Will, 1d4 surges after every milestone, take all the items that add a surge).
Base speed (was done).
Most squares moved in a single turn, no outside assistance, with setup turns (was done... broke Mach 1).

Can't think of anything else offhand.
How about, most severe/most effective mark/defender aura debuff and punishment? To be considered: damage done, damage averted, status conditions imposed, size of attack debuff, forced movement, duration of effects.
Been done, all of the above.
We also optimized the distance of a single move action once an encounter (allowing free action supplemental actions) back in this thread. Zathris got it up to 103.

Have we optimized regeneration yet?
Yes. Has ongoing damage been mentioned? Because we did that.
Hmmm what about a power point optimization build or is there one already?
I didn't see accuracy listed. off the top of my head I see +44 to hit melee with +46 on a charge but I am sure I am missing something.
Skill Challenges ... as in how soon can you Win all of them.


Wild Sorcerer feat Coincidental Success with an ally that has the Seer Theme gives an automatic success per challenge
Holy Speech gives +1 Success per challenge that involves Bluff Diplomacy or Intimidate.  Make it a Goliath so you only fail Intimidate if you failed by 5 or more (and you get a +3 feat bonus)

But really, are Skill Challenges even a Challenge?  Ever since they added "Minor Action at Hard DC" as an option to Mid-Combat challenges in LFR, even those have been trivial unless your party just flat out lacks.  Easy DC is Level/2+8 (+9 in Epic) so at the very worst (it's your dump stat) you still succeed on a 9.  Moderate ranges from +4 in heroic to +8 in epic higher than that ... You're really only going to run into problems if you have no one trained in a social skill and no one has Cha primary (or Int) and no one has a Skill Swap power.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Optimize critting.  Not expanding your crit range, but see how much stuff (feats, items, extra damage, class features etc.) can go off when you get a crit.

Optimize critting.  Not expanding your crit range, but see how much stuff (feats, items, extra damage, class features etc.) can go off when you get a crit.


Been done in the One Shot, One Kill thread.
Optimize Saving Throw penalties, not in the Orbizard "I penalize your Saving Throw rolls" way, but in the "Feel free to make that Saving Throw--doing so will inflict [damage/status effect]" way (e.g. Disciple of the World Serpent's lvl 11 feature).

Then, optimize inflicting as many (save ends) effects as possible, with as many Aftereffect: (save ends) effects as possible. What those save ends effects are is irrelevant (hi there "deafened (save ends)), since you want them to save from it since that's where the real punishment is.
Alcestis would you mind giving a link for the one shot, one kill thread? I can't seem to find it with the forum search tools.
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
Largest amount of difficult terrain generated, and most penalties added to trying to traverse it?

Think Wall of Fire, only covering the entire map, costing 6 squares of movement per square and killing any standard monster that moves more then square into it.
Epic Dungeon Master

Want to give your players a kingdom of their own? I made a 4e rule system to make it happen!

Your Kingdom awaits!
Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
For skill optimization, I play a Rogue in LFR and here is what I came up with:

====== Created Using Wizards of the Coast D&D Character Builder ======Gafgarion, level 19Human, Rogue (Scoundrel),
Jack-of-All-Trades
Build: Aerialist Rogue
Rogue Tactics Option: Artful Dodger
Rogue Option: Rogue Weapon Talen
tHuman Power Selection Option: Heroic Effort
Auspicious Birth (Auspicious Birth Benefit)
Theme: Oghma's Faithful 
FINAL ABILITY SCORES       STR 11, CON 12, DEX 25, INT 11, WIS 9, CHA 19 
STARTING ABILITY SCORES STR 10, CON 11, DEX 18, INT 10, WIS 8, CHA 14  
AC: 34 Fort: 27 Ref: 36 Will: 30
HP: 127 Surges: 7 Surge Value: 31 
TRAINED SKILLSAcrobatics +25, Arcana +18, Athletics +16, Bluff +24, Heal +15, Insight +15, Nature +17, Perception +15, Religion +18, Stealth +27, Thievery +23 
UNTRAINED SKILLSDiplomacy +22, Dungeoneering +13, Endurance +15, History +14, Intimidate +22, Streetwise +18 
POWERSBasic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Oghma's Faithful Utility: Understand Language
Oghma's Faithful Utility: Sudden Insight
Human Racial Power: Heroic Effort
Bard Feature: Majestic Word
Rogue Attack 1: Sly Flourish
Rogue Attack 1: Acrobatic Strike
Rogue Utility 2: Sneak in the Attack
Rogue Attack 3: Low Slash
Rogue Utility 6: Swift Parry
Rogue Attack 9: Knockout
Rogue Attack 9: Rogue's Recovery
Rogue Utility 10: Acrobat's Escape
Jack-of-All-Trades Attack 11: Scoundrel's Philosophy
Jack-of-All-Trades Utility 12: Always a Natural
Rogue Attack 13: Stunning Strike
Rogue Utility 16: Trap Master
Rogue Attack 17: Tumbling Strike
Rogue Attack 19: Feinting Flurry 
FEATS
Level 1: Backstabber
Level 1: Light Blade Expertise
Level 2: Wintertouched
Level 4: Improved Defenses
Level 6: Bardic Dilettante
Level 8: Bard of All Trades
Level 10: Bardic Knowledge
Level 11: Lasting Frost
Level 12: Nimble Blade
Level 14: Slaying Action
Level 16: Ritual Caster
Level 18: Defensive Advantage 
ITEMS
Rhythm Blade Parrying dagger +1 x1Frost Dagger +2Frost Dagger +3Footpad's Friend Dagger +2Cincture of Vivacity (paragon tier) x1Periapt of Cascading Health +3Gloves of Ice (paragon tier) x1Acrobat Boots (heroic tier) x1Iron Armbands of Power (paragon tier) x1Siberys Shard of Merciless Cold (paragon tier)Ring of Freedom of Movement (paragon tier) x1Dice of Auspicious Fortune (paragon tier)Bag of Holding (heroic tier)War Ring (paragon tier) x1Crown of Command (paragon tier)x1Enchant Magic ItemTransfer EnchantmentCure DiseaseChameleon's CloakPasswallWaterbornComrades' SuccorEndure ElementsTravelers' FeastFrost Dagger +4 x1Stornont's Deep-Pocket Cloak +4 x1Tattoo of Vengeance (paragon tier) x1Feytouched Feyleather Armor +4 x1====== End ====== 
Rituals?
Enchant Magic Item, Transfer Enchantment, Chameleon's Cloak, Passwall, Comrade's Succor, Endure Elements as of now, I'll probably look through some later to add. If you have any suggestions I would like to hear them.
Most dazes/stuns encounter?
Best to hit penalty (I think it's been done?)
My set hammers to stun build in my signature does most stuns/dominates.  It is about 7-8/encounter at level 23 depending on build choices.
Largest amount of difficult terrain generated, and most penalties added to trying to traverse it?

Think Wall of Fire, only covering the entire map, costing 6 squares of movement per square and killing any standard monster that moves more then square into it.

I don't think this one has been done yet.

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.

Alcestis would you mind giving a link for the one shot, one kill thread? I can't seem to find it with the forum search tools.

community.wizards.com/go/thread/view/758...

Though it appears I never posted my final build... mmm.
'Ta.
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
Updated and sorted the first post...

Keep the idea's comming  

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.