You list by how many of each type of monster you can kill by round 5, and specifically include the fact that they are different targets so overkill has to be accounted for.
I will vote against the 2 round nova including prep round. I've always though that wasn't really feasible; it's much more useful to see what you can nova without any preperation round.
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.
Seems good to me...One issue. Blender's (and i'm sure others) KP2R, KP5R, and KP10R isn't a linear. His KPR actually get's better for longer battles.Like if i'm going for 2 rounds, i'd use 2 PP for brutal barrage and 12 on brillant recovery.If i'm going 5 rounds, it's 6 for BB, and 6 for BR.If i'm going 10 rounds, 10 for BB, and 2 for BR.A few other examples of KPR being round dependant would be...Other PP builds, with lower augments getting better returns.Ongoing damage, spacing them out helps.sage of ages reroll, will be more helpful if you don't dump all your attacks at once.
Seems good to me...One issue. Blender's (and i'm sure others) KP2R, KP5R, and KP10R isn't a linear. His KPR actually get's better for longer battles.Like if i'm going for 2 rounds, i'd use 2 PP for brutal barrage and 12 on brillant recovery.If i'm going 5 rounds, it's 6 for BB, and 6 for BR.If i'm going 10 rounds, 10 for BB, and 2 for BR.A few other examples of KPR being round dependant would be...Other PP builds, with lower augments getting better returns.Ongoing damage, spacing them out helps.sage of ages reroll, will be more helpful if you don't dump all your attacks at once.Here's the wonderful thing about this Public spreadsheet, You don't need my permission to change it. I just wanted to use your candidate as an example. Feel free to simply adjust the numbers manually, or create a sub-sheet like I have my 'Borg' sheet and outline your KPR breakdown there and dynamically point to those numbers.
Oh, one more key to add.noD = inadiquite defenses (i.e. a half-elf avenger twin-striker + hurricane of blades wtih no dex or chainmail).
Regarding a literal killcount/overkill: we already use assumed/normalized defenses for our calculations. What is different with using the same to calculate the normalized hp for an at level bad? If we aren't using a bellcurve for the defenses, it seems odd to claim we would have to do that for hp.
What about fractional KPNR. If I can deal 50% of a monster's HP in 2 rounds I'got a .5 KP2R. We need to allow for sub-optimal strikers to have fractional KPNR so we can easily rank them. I know that a monster with 1 HP is just as deadly as a monster with full HP, but so much will get washed away with variances in monster level, allies doing area attacks, allies doing meager damage to our target, us being weakened...I vote for having fractional KPNR and simply allowing overkill (I deal twice (8*level+24) in 1 round) equate to me having 2 KPR. It makes calculations much simpler.
Hopefully tonight I'll be able to copy over 1 section (Level 12 should be easy). I'll also spend some time on what I'll with my 5 posts. I'm thinkingLink to spreadsheet, Link to how to calculate DPR -> KPR, rules for candidates, other links you guys use frequently
Hopefully tonight I'll be able to copy over 1 section (Level 12 should be easy). I'll also spend some time on what I'll with my 5 posts. I'm thinkingLink to spreadsheet, Link to how to calculate DPR -> KPR, rules for candidates, other links you guys use frequentlyI think the spreadsheet idea is brilliant. I almost suggested it, but kept my mouth shut as it didn't go over well when suggested as a platform for power ratings/descriptions for character build guides.You could even potentially have the thread display a read-only view of the spreadsheet that updates as folks modify it, so that you wouldn't even have to copy and paste as much. It looks like there's an option to have it republish as changes are made, so you wouldn't have to manually update the view (unless you wanted to do so to maintain some sort of editorial control... but it sounds like you're shooting for low-maintenance, which is how I like to roll).Let me know if you want a hand setting up those views. I'm not an expert at Google docs but I bet I could figure it out.
Slick! I didn't even think about the board code. What I had in mind was more using the "publish" function to embed a view of the spreadsheet. No copy and pasting would have been needed at all. However, the format is way different than what the board code version would look like.  Doh! It can't decide whether or not to let the iframe through....docs.google.com/spreadsheet/pub?hl=en_US...iFrame Removed
You have to personally copy a build's data into the list (and also manually add people's sheets when they first want to set one up)...but that's probably good, because I think it's better that new builds need a couple days of community review before being "officially" added.
There's of course the obvious issue that someone could deliberately vandalize it...but let's just assume that everyone will always behave correctly (even though this is editable without even the accountability of knowing who edited).
Mm. What if we allowed .5 fractions for secondary targets? Personally, I liked the first idea specifically because it did have aggregated bursts. That might be because in my experience our groups tend to focus fire, so save for the one guy doing AOE, they won't take any damage unless the primary target is dead. I suppose in less organized groups, focus fire might not exist....but I kind of assumed along with our optimal strikers and optimal monster decisions that they would also have an optimal party making optimal choices.