DPR King Candidates 3.0

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I actually have a tiny complaint to lodge against my level 12 Revenant's Monk's classification. His kills per round are based solely on his single target damage, which is only about a third of the build's total damage. The build deals 56.85 damage to one target each turn, then 30.51 damage to three other targets, for a total of 148.38 DPR or 6.1825 KPR. With only three targets, that goes down to 4.91125 KPR; with two, 3.6775 KPR; and with only one, 2.36875 KPR.

Relevant Cheese tags: Revenant, Half-Elf, Twin Strike, Flurry of Blows, Fey Beast Tamer, Mount.
All of the info on the google docs was pulled from borg's last official update, so anything we have added/noted needed corrected wasn't included. But, being a public doc, anyone who sees an error can fix it. Maybe just post a reply stating what you have changed and why. But yes, there are a number of things that need fixed.

Il: use borg's aoe/multi-target formulae on the last page to update your kprn to account for the widespread pain the monk hands out.
How about this for AoE and Monks:  If you hit multiple targets you can take fractional KPR for your primary target, but all secondary targets you can only count them if you've killed them, all excess damage to secondary targets go to the next set of secondary targets

If you were using encounter powers you are already doing a round by round breakdown
If you are doing simple at-will calculations you have to seperate it into primary KPR (fractional) and secondary KPNR = n attacks * floor(KPNR)


I can't say that I entirely approve of that idea, but I understand why it's necessary. It's unfortunate that, at this point, one of the best things I could do for KPR over five rounds is actually lower DPR (by lowering Flurry damage) and increase the single target DPR. As it is, I'm wasting almost an entire KP5R in Flurry overflow.
And without further ado, the build! Also, I totally forgot that this build is no longer a Revenant. That makes 50% of its title obsolete... How about "Flurry of Cheese"?
Build
====== Created Using Wizards of the Coast D&D Character Builder ======
level 12
Half-Elf, Monk, Unseen Hand
Monastic Tradition Option: Stone Fist
Half-Elf Power Selection Option: Dilettante
Associate: Trained Young Owlbear
Theme: Fey Beast Tamer
 
FINAL ABILITY SCORES
STR 18, CON 16, DEX 11, INT 11, WIS 22, CHA 9
 
STARTING ABILITY SCORES
STR 15, CON 13, DEX 10, INT 10, WIS 17, CHA 8
 
 
AC: 18 Fort: 21 Ref: 17 Will: 25
HP: 83 Surges: 10 Surge Value: 20
 
TRAINED SKILLS
Heal +17, Insight +19, Perception +17, Stealth +11
 
UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Athletics +10, Bluff +5, Diplomacy +7, Dungeoneering +12, Endurance +9, History +6, Intimidate +5, Nature +12, Religion +6, Streetwise +5, Thievery +6
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Monk Feature: Stone Fist Flurry of Blows
Ranger Attack 1: Twin Strike
Unseen Hand Attack 11: Unseen Hunter's Pounce
Unseen Hand Utility 12: Unseen Scrutiny
 
FEATS
Level 1: Ki Focus Expertise
Level 2: Disciple of Destruction (Retrained to Lasting Frost at 11)
Level 4: Implement Focus (Ki Focus)
Level 6: Light Blade Expertise
Level 8: Adept Dilettante
Level 10: Nimble Blade
Level 11: Versatile Master
Level 12: Starblade Flurry
 
ITEMS
Monk unarmed strike
Blurred Strike Ki Focus +3 x1
Ki Dagger +1 x1
Ki Hand crossbow +1 x1
Hand Crossbow x3
Battle Harness Cloth Armor (Basic Clothing) +2 x1
Jade Sea Snake x1
Lancing Gloves x1
Iron Armbands x1
Siberys Shard of Merciless Cold (level 12) x1 (attached to Ki Dagger)
====== End ======


The Schtick
Twin Strike:
+23 to hit
  +6 Level
  +6 Wis (Adept Dilettante)
  +3 Proficiency (Dagger)
  +3 Enhancement (Ki Focus)
  +2 Expertise
  +2 CA (Owlbear)
  +1 (Nimble Blade)

+25.5 damage
  +2.5 (Dagger)
  +3 (Enhancement)
  +2 (Focus)
  +5 (Lasting Frost)
  +2 (Lancing Gloves)
  +2 (Light Blade Expertise)
  +2 (Owlbear)
  +2 (Bracers)
  +3 (Dragonshard)
  +2 (Whetstone)

+64 Damage (First Flurry)
 
+13 on target of attack
    +7 (Base Flurry)
    +2 (Ki Dagger)
    +2 (Ki Hand Crossbow)
    +2 (Lancing Gloves)
  +17 on adjacent enemy
    +7 (Base Flurry)
    +2 (Ki Dagger)
    +2 (Ki Hand Crossbow)

    +2 (Lancing Gloves)
    +4 (Not targeted by triggering attack)
  +17 on enemy within 5 (Starblade Flurry)
  +17 on enemy within 10 (Unseen Hand)

+48 Damage (Second Flurry)

+13.5 damage (Jade Sea Snake: Free action attack)
 
+13 to hit
    +11.5 (Bite)
    +2 (Owlbear)

First attack DPR: .9(25.5) = 22.95
Second attack DPR: .9(23.5) = 22.95
First Flurry: (1-(.1*.1))*64 = 63.36
Second Flurry: (1-(.1+.1))*48 = 38.4
Crit DPR: (15*.05)*2 = 1.5
Sea Snake: (13.5*.45 + 4.5*.05) = 6.3

Total DPR: 165.06

Damage per Target:
  First target: 73.77
  (45.9+12.87+7.2+1.5+6.3)
  Second, Third, and Fourth Targets: 30.43
  (16.83+13.6)


Total KP5R: 6.0738

KP5R per Target:

  First Target: 3.0738
   ((73.77*5)/120)
  Second, Third, and Fourth Targets: 1.2679
   ((30.43*5)/120)

I've been updating the L1 section tagging all the builds with proper cheese.  
Wow we have quite a few that assume CA or Ch.

I'm surprised we don't have any avengers there.  Could someone post a generic optimized avenger.  
Could someone take the One Stroke to Kill them All and calculate the DPR for L1.  He'll have to go with the same assumptions for trying to charge his Oath every round.

I'm working on L6 and wouldn't mind a little help. 
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?
For all Pack Outcast candidates, I'm tagging you with "assumes CA". You can edit your build and redo it with a fey beast tamer and have even more DPR, but then your "CA" tag should be changed to "Fey".   But hey, you get more DPR.
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?
Hooray for archiving
web.archive.org/web/20100317040936/http:...


0 Magic enhancement/feat/feature meant for weapon but used on implement (jagged dagger for sorcerer, cunning glaive, disruptive net, sorcerer daggermaster, wizard + polearm momentum)
1 Lasting frost + frost weapon
2 Typed damage confers keyword to power (shocking flame adds lightning keyword to melee attacks)
3 (free)
4 (free)
5 off-hand weapon properties w/o off-hand non-weapon attack(subtle...)(weapon attacks are illegal)
6 Twin strike / Throw and Stab
7 (free)
8 Hybrid class
9 Radiant Mafia: MorningLord or Radiant One or Pelor's boon
~ Non-RPGA legal material (dragonmarks(mark of Storm...))
+ Versatile master
% Bloodiron
= (free)
? (free)
@ Dragon material in general
^ (free)
& Rare/Uncommon item usage
* (free)
- (free)
# (free) 

Another thing I"m going to note is that I will dissalow an Avenger or Ranger wanting to assume He'll charge into Combat Advantage and stil gain the benefit of Oath of Emnity or Prime Shot.
That is a pure abuse of the system.  No candidates are like that, probably because it was a completely absurd thought.   
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 much prefer the new methodology, although I'm not sure that I've got it straight. If I do, I have a new 2.67KP5R L16 build:

Basic Build and Concept
Level 16 Genasi Fighter/Assassin/Pit Fighter
Str 22, Con 12, Dex 15, Int 11, Wis 19, Cha 11
One-Handed Weapon Talent
Templar Theme

Quite simply, we're going to take arcane attack powers from the Dark Sun theme, then use Mage's Weapons to swap them out for more Rain of Blows. We'll couple that with a thunder ki focus and Promise of Storm for more nova burst.


Feats
1: Shadow Initiate
2: Ki Focus Expertise
4: Nimble Blade
6: Weapon Focus (Light Blades)
11: Wintertouched
11: Lasting Frost
12: Shocking Flame
12: Marked Scourge
14: Superior Reflexes
16: Echoes of Thunder

Gear
144,360/160,000gp
17: Badge of the Berserker +4 65000
16: Dragonrider Armor +4 45,000
14: Thunderfist Ki Focus +3 14 21,000
11: Gloves of Ice 9000
7: Frozen Whetstones (10) 1,000
6: Iron Armbands of Power 1,800
2: Mage's Rapier +1 2 520
2: Mage's Spiked Shield +1 2 520
2: Eberron Shard of Lightning +1 2 520

Attack Stats
+24 vs AC. (+8lvl+6Str+3prof+3enh+1OHWT+3CA)
     +3 after Shield Feint

1d8+35. (+6Str+3enh+4BFS+2GoI+2FW+2itm+1shrd+2feat+2SF+4PP+2ET+5LF)
     +2 if target bloodied
     +4 Marked Scourge 1/round
     +2d8 Promise of Storm
     -2 till first hit, Echoes of Thunder
     -5 if no Lasting Frost
     -6 if Rain of Blows


Encounter Attack Sequence
Turn 1
Minor: Battle Fury Stance
Minor: Apply Frozen Whetstone
Standard: All Bets Are Off

Turn 2 
Free: Apply Assassin's Shroud
Minor: Promise of Storm
Standard: Rain of Blows


Turn 3
Free: Apply Assassin's Shroud
Minor: Exchange Fettering Glare for Rain of Blows via Mage's Spiked Shield
Standard: Rain of Blows


Turn 4
Standard: Shield Feint


Turn 5
Minor: Exchange L13 Fearsome Command for Rain of Blows via Mage's Rapier
Standard: Rain of Blows



Encounter Nova: 405 Hits, 2.67KP5R

























































































































































































































































































































TURN 1
0.73728.625All Bets Are Off 1 2W
0.0554.5     No EoT or LF
0.838.533.375All Bets Are Off 2 +2 but 1d6
0.0551.5
0.962543.85Marked Scourge
65.8565.85
TURN 2
0.744.534.425RoB plus PoS
0.0565.5     Add Bloodied
0.744.534.425RoB plus PoS
0.0565.5      Add Bloodied 
0.737.529.175RoB plus PoS
0.0558.5     No Bloodied or LF
0.98437543.9375Marked Scourge
0.9843756.56.398438Assassin's Shroud
108.3609108.3609
TURN 3
0.742.532.925RoB plus PoS
0.0563.5
0.744.534.425RoB plus PoS
0.0565.5     Add Bloodied
0.744.534.425RoB plus PoS
0.0565.5     Add Bloodied
0.98437543.9375Marked Scourge
0.9843756.56.398438Assassin's Shroud
  112.1109 112.1109
TURN 4
0.734.526.575Shield Feint
0.0548.5     No Bloodied or LF
3Marked Scourge
29.57529.575
TURN 5
0.8533.530.85RoB
0.0547.5    +3 to hit via SF
0.735.527.325RoB
0.0549.5     Add Bloodied
0.735.527.325RoB
0.0549.5     Add Bloodied
0.9937543.975Marked Scourge
  89.475 89.475
405.3719
2.66692




Cheese: Dark Sun theme used to power swap.
Frozen whetstones used to add Cold keyword.
CA isn't cheese; it's a multiattacking Permafrost build with Wintertouched.
No charging or mount involved.     


Updated L6 with tags.  A few builds ended up in the "Incorrect" sheet either because they were still using an off-hand vanguard weapon with a weapon attack, or because the link got broken somehow. Sorry.

Perhaps tonight I'll take the last chunk of submissions to the DPR 2.0 thread and add them in. 
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?
All of my Pack Outcast builds swapped it out and traded feats for Cunning Stalker. So they still self-generate CA with the prime-shot style assumption. Perhaps that should be a cheese key? Target alone/isolated?

I also apologize for not updating anything myself. Having some internet annoyances, and I refuse to try and fiddle with typing that all up on a mobile :s
All of my Pack Outcast builds swapped it out and traded feats for Cunning Stalker. So they still self-generate CA with the prime-shot style assumption. Perhaps that should be a cheese key? Target alone/isolated? I also apologize for not updating anything myself. Having some internet annoyances, and I refuse to try and fiddle with typing that all up on a mobile :s


There is a tag for needing an isolated target: Solo
I will add that tag on your builds and remove the CA tag. 
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?
L1 - 24 candidates have been tagged.  Being sick has it's benefits, but I"m too tired to tackle L30 right now.  
I'm going to update my posts 2-4 with the new tagged builds.

I'm suprised that Charging remained as powerful as it did even into epic.  Warlock are best as either melee abusers of ELdritch Strike, or ranged abusing Hellish Rebuke.
 
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?
The Value I picked to show the candidates for the day was Mean KPR.  It helps when I think of it as a percentage.  
a .5 KPR might not seem like much, but when you say it like "I bloody a standard every round" that says so much more.  Many of these builds have a Mean KPR of .6 and .7.  THAT'S 70% of a monster's HP in 1 ROUND!!??!?!?!eleven. 
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?
Added glossary(see post #5).  Please comment on tags I've outlined.
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 dare someone to make a Revenant version of this build.  Spamming Hellish rebuke without the fear of dying and having that many minor actions withwhich to hurt oneself seems too tasty to pass up.
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 dare someone to make a Revenant version of this build.  Spamming Hellish rebuke without the fear of dying and having that many minor actions withwhich to hurt oneself seems too tasty to pass up.

HR was errata'd to only trigger once.
New DPR lvl 1 Candidate :

Spike, Lvl 1 Human Rogue|Warlock

Class Feature : Sorcerer-King Pact

Background : Gritty Sergeant (Rapier Proficiency, +1 Init)

Theme : Unseelie Agent (Rapier)

Feats : Mindbite Scorn, Surprising Charge

18 (+4) STR, 17 (+3) DEX

Attack bonus (Assuming CH, CA) = +11
Show
+4 STR, +1 enhancement, +3 proficiency,  +1 Charge, +2 CA


Damage = 28, crit= 48.5
Show
(2*(1+8)/2)+(2*(1+6)/2)+(2*(1+6)/2)+4 STR +1 enhancement


DPR (Assuming CH, CA) = 24.825
Show
.8(28)+.05(48.5)


And assuming I'm doing the KPR math correctly, it winds up as #1 for lvl 1 with .775 KPR mean


Yes, it relies almost entirely on Ch and Ca cheese to get this high, but I figured that was what this was all about assuming frost cheese and all of the whetstones at higher level is acceptable, hoped this is too.  :D

That build, while legal, is borderline abusive.  But then again, has that stopped me.

I'm done updating the L30 builds with tags.  

You'll want to take a peek at the incorrect and Nerfed bin to see if you have any builds there.

Next on my plate: Update the spreadsheet with all the builds I missed.

With 4e coming to a close I don't think they'll come out with too many more erratas, meaning the amount of cheese we have now is probably going to stay.

If I were to request erratas it would include: Revenants, Versatile Master replace with something that makes 1/2 elves more 1/2 elf instead of poachers, Dire boars toned down greatly, Fey beast tamer gone, Called shot done away and a warlock feat to encourage ranged warlocks to replace it, Brutal barrage gone or replace with 2 attacks, Distant Vengance fixed, Kulkor to specify what weapons it works with and what class it works with, and {Thief, Slayer, Scout} to get fewer static benefits and more encounter powers.
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?
New DPR lvl 1 Candidate :

Spike, Lvl 1 Human Rogue|Warlock

Class Feature : Sorcerer-King Pact

Background : Gritty Sergeant (Rapier Proficiency, +1 Init)

Theme : Unseelie Agent (Rapier)

Feats : Mindbite Scorn, Surprising Charge

18 (+4) STR, 17 (+3) DEX

Attack bonus (Assuming CH, CA) = +11
Show
+4 STR, +1 enhancement, +3 proficiency,  +1 Charge, +2 CA


Damage = 28, crit= 48.5
Show
(2*(1+8)/2)+(2*(1+6)/2)+(2*(1+6)/2)+4 STR +1 enhancement


DPR (Assuming CH, CA) = 24.825
Show
.8(28)+.05(48.5)


And assuming I'm doing the KPR math correctly, it winds up as #1 for lvl 1 with .775 KPR mean


Yes, it relies almost entirely on Ch and Ca cheese to get this high, but I figured that was what this was all about assuming frost cheese and all of the whetstones at higher level is acceptable, hoped this is too.  :D



How are you applying both Curse damage and Sneak Attack on a basic attack? Each of those only works for their respective class's powers.
It is neither typed specifically as a rogue or warlock power, and seeing as both classes have such- it would work RAW.  It is absolutely abusive, though.
It is neither typed specifically as a rogue or warlock power, and seeing as both classes have such- it would work RAW.  It is absolutely abusive, though.


Hybrid striker features don't work like their parent classes'. Hybrid Rogues' Sneak Attack only works on Rogue powers, and Hybrid Warlocks' Curse damage only works on Warlock powers. A melee basic attack is neither Rogue nor Warlock and certainly not both.
As compaired to an executioner/warlock..  who uses eldrich strike.

Executioners add bonuses to MBA's, and eldrich strike is a warlock power, so they stack. 

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.

GDRiddler: the thing to remember isn't who has access to a power that makes it belong to that class. Any class can take a theme power, that doesn't make it a power of any of those classes. In short, what makes a power belong to class x is in the power card itself. Up in the top right corner of a power it will say rogue attack 1, or warlock attack 7, or whatever. If it doesn't have that class tag, it doesn't count. That is the RAW.

added
0.93 Mean KPR Half-Elf Avenger Morninglord , onecrazymojo (1/2Elf,Frst,Typed,Solo,RM)

This candidate is incorrect due to using a pre-errata symbol of divine light.  ThatWasTotallyNinja please recalculate and I'll move you from incorrect to L30
4.07 Mean KPR Dancing Powerful Revenant (Half-Elf) Avenger , ThatWasTotallyNinja (RM,Rev.,1/2Elf,Twin)

Also please recalculate the non-uber cheese variant and I'll add that as another candidate.  It would help the build survive an errata.

As per ThatWasTotallyNinja's Mul build Please use a sheet like my borg sheet.  Also make sure you're not using daily powers(other than item powers that you plan on spamming).  If you're calculating a daily nova then that's fine.  Once you're done with your calculations please add whatever candidates you wish.  I could see 4 candidates based on your variations, but you can add rows for however many you feel you would like to submit for viewing.

I will continue to support the daily nova builds, and grant them an AP and 1 prep round.  Melee candidates will need to find a way of becoming adjacent to their target. 

Added the L24 and L30 versions of The Chiller.
4.22 Mean KPR The Chiller , JohnnyBlaise (Rev.,Frst)

Added
0.86 Mean KPR Unseelie Thief , onecrazymojo ()
0.64 Mean KPR Bugbear Riposte Rogue , onecrazymojo (CA,Solo)
0.68 Mean KPR The Owlbugbear , onecrazymojo (Fey)
0.86 Mean KPR Human Thief Daggermaster , onecrazymojo (Solo,Frst,Typed)

Updated Arrow to 130 DPR (.86 KPR!!!!!) and the author's name too.

Check out the new kings.  Try to spot any errors.
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?
Just wanted to point out something I found funny.  According to my coloring scheme
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

0-.2
.2-.4
.4-.6   (---stormwarden is here
.6-.8

.8-1  (---where everybody, outside of us, thinks stormwarden is at
1+
 
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 like the color code and meme reference.

I also had an interesting thought, although I don't know how much it really matters (especially when looking at kpr10). A lot of the top shelf-builds, with their expected kill rate of .7-.8 a round are actually doing better than that, in a way. In many cases their hit rate is very close to .8, meaning when they do hit, it is a dead standard. Of course, taking an average expected number of kills will get the same result in the end. I jst find it interesting that many of the builds are essentially binary (I hit=dead bad, I miss=no damage).
I like the color code and meme reference. I also had an interesting thought, although I don't know how much it really matters (especially when looking at kpr10). A lot of the top shelf-builds, with their expected kill rate of .7-.8 a round are actually doing better than that, in a way. In many cases their hit rate is very close to .8, meaning when they do hit, it is a dead standard. Of course, taking an average expected number of kills will get the same result in the end. I jst find it interesting that many of the builds are essentially binary (I hit=dead bad, I miss=no damage).


I will not get into binary distribution for calculating the probability that a build kills M monsters in N rounds, although it is more accurate than "expected number of dead monsters in M rounds."  I know how to do it with a simple makes 1 BA / round.  But many of these are 2+ attacks with needed move actions inbetween.  Yuck I say.
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?

This candidate is incorrect due to using a pre-errata symbol of divine light.  ThatWasTotallyNinja please recalculate and I'll move you from incorrect to L30
4.07 Mean KPR Dancing Powerful Revenant (Half-Elf) Avenger , ThatWasTotallyNinja (RM,Rev.,1/2Elf,Twin)

Also please recalculate the non-uber cheese variant and I'll add that as another candidate.  It would help the build survive an errata.

As per ThatWasTotallyNinja's Mul build Please use a sheet like my borg sheet.  Also make sure you're not using daily powers(other than item powers that you plan on spamming).  If you're calculating a daily nova then that's fine.  Once you're done with your calculations please add whatever candidates you wish.  I could see 4 candidates based on your variations, but you can add rows for however many you feel you would like to submit for viewing.


I'm not sure what you mean about the SoDL? It's the only item bonus I had, I wasn't stacking it with anything.

I don't care too much to recalculate the Mul build for now (just because the first 4 rounds will all have to be calculated specially, and DPR will take a bit of a hit)...I'll probably get around to it some other time.

But I'm curious, are we outright banning the use of daily powers? Or are we banning the use of "powers you can't use every encounter"? Because if you look at it, I explained how I use Ancient Forebears' Rage 5 encounters/day (and it'd be pretty easy to do 7 instead with another RotRS, if that's what you wanted).

This candidate is incorrect due to using a pre-errata symbol of divine light.  ThatWasTotallyNinja please recalculate and I'll move you from incorrect to L30
4.07 Mean KPR Dancing Powerful Revenant (Half-Elf) Avenger , ThatWasTotallyNinja (RM,Rev.,1/2Elf,Twin)

Also please recalculate the non-uber cheese variant and I'll add that as another candidate.  It would help the build survive an errata.

As per ThatWasTotallyNinja's Mul build Please use a sheet like my borg sheet.  Also make sure you're not using daily powers(other than item powers that you plan on spamming).  If you're calculating a daily nova then that's fine.  Once you're done with your calculations please add whatever candidates you wish.  I could see 4 candidates based on your variations, but you can add rows for however many you feel you would like to submit for viewing.


I'm not sure what you mean about the SoDL? It's the only item bonus I had, I wasn't stacking it with anything.

I don't care too much to recalculate the Mul build for now (just because the first 4 rounds will all have to be calculated specially, and DPR will take a bit of a hit)...I'll probably get around to it some other time.

But I'm curious, are we outright banning the use of daily powers? Or are we banning the use of "powers you can't use every encounter"? Because if you look at it, I explained how I use Ancient Forebears' Rage 5 encounters/day (and it'd be pretty easy to do 7 instead with another RotRS, if that's what you wanted).


I was speeding through builds and saw the word "rage" and that was a red flag.  I'll add it.  As long as you can use it consistently that's all that matters.  Way to go on the builds.

as per SoDL, were you attacking with the symbol or with another weapon/implement.  Just making sure the build uses the most recent ruling on it.  As per the latest rules update

“The damage rolls of radiant powers you use
through this implement gain an item bonus equal to
the implement’s enhancement bonus against creatures
that have radiant vulnerability.”

As long as the build uses it in accordance with that ruling then I'm fine.  I need to re-read over your build to see if it was an implement based power.  I just saw melee weapons and thought it was a weapon power at the core.

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?
as per SoDL, were you attacking with the symbol or with another weapon/implement.  Just making sure the build uses the most recent ruling on it.


Ohh, you're right, I missed that. Okay, I'll edit in a minute.
Hi borg285,

glad to see your DPR king candidates thread is doing so well, it will be a good point to start lurking again . As you noted in your PM, i left the boards some time ago, so i cannot say much about current builds, but i like the KPT metric and the option to also include encounter powers in DPR. On with your survey:


On to the questions.
1) DPR value
1a) Do you want DPR or Normalized DPR?
1b)Do you want


  • "turns per kill"(I'm an N round striker) 4 baseline, 2 optimized, 1 broken, anything less than 1 is still broken

  • "kills per turn" (I kill N monsters each round) .25 baseline, .5 optimzed, 1+ broken




1a) DPR
1b) KPT

3) Categorization of cheese usage
3a) Should we preserve a legend?
3b) Should I use symbols(&%$@) or abberviations("Frst" for "uses frost cheese")?
3c) Should I enforce stating what cheese you use?
3d) What are some cheese elements you want?  LFR(LFR legal), Frst(Frost cheese), Rev.(Revenants), CA(requires Combat advantage), Ch(needs to charge a foe every round), RM(Radiant Mafia), IRC(Item Rarity Compliant)
3e) I'm probably going to keep the seperation of level 6 chargers vs. non-chargers.  Do you feel other seperations are necessary?


3a) yes
3b) I think abberviations with two or max. three letters would work best, i always had to used the legend with the symbols before.
3c) yes
3d) Most CA builds have ways to get CA most of the time, so unless the build has no convincing way to get CA, i wouldn't add an extra tag.
3e) I don't think the charger separation is really necessary, but another possible category might be BB+BR builds (if they still work, that is)

4) Do you still want a Nova section?  Are there special rules you want changed from the last DPR king thread (1 AP, 1 prep round, daily section and encounter section)?


YES! :D

5) Do you want a non-item specific builds section, or is the tag of IRC(Item Rarity Compliant) sufficent?
5a) Should we have


  • Builds are either IRC(Item rarity compliant) or IRS(Item rarity sucks)  OR

  • Builds can be either IRC(Item rarity compliant) or IPS(Item power spamming(Ammunition, Whetstones, Dancing weapon...)) or neither?




IRC or IRS (and i'm very much a IRS-man^^)

6) What guides/links do you want here?  Just post a link.


You wouldn't be interested to take over the Complete Collection mayhaps ? Seems it wasn't kept too much since my last edit (feb 2011). ...Just kidding, i know how much work this thread alone is.

7) What format do you want the "updates " section in?


Just 4-5 lines at the top of the page with the most current additions, buildname: KPT x, DPR y, Timestamp, (comment).

8) Daily item restrictions: Do we allow daily items, and how many encounters should a build be able to sustain it to be legal?


5 encounters, build should still work without items (DPR/KPT shouldn't drop below normal builds)

9) Type 1 or Type 2?
Type 1)


  •  Encounter + At-Will section will have only 1 number.  Encounter candidates will have N rounds to fight and we will take the average/median and rank them accordingly.  N will bias either towards nova or towards sustained damage

  • Nova section where you have 1 prep round and your nova damage is based on your total damage in round 2


Type 2)


  • Each candidate will have 2 numbers Nova(2 round average) and sustained(end of the day DPR).  the nova value will default to sustained if no nova value is provided



Type 2 imo.

Allright, i'll lurk some more, then its back to the thesis^^
Swapped the Symbol out, and used Iron Armbands for my item bonus instead (losing Executioner's Bracers). DPR didn't change much, but it's correct now.
@Borg: oh really? As someone interested in getting into a future of statistal analysis, would you be willing to pm me how to go about calculating that? If/when I can get access back that isn't my mobile, I might do that math for a bunch of builds just for the practice.
@Borg: oh really? As someone interested in getting into a future of statistal analysis, would you be willing to pm me how to go about calculating that? If/when I can get access back that isn't my mobile, I might do that math for a bunch of builds just for the practice.


Add 1 to my name and append @gmail.com to it.  Just to warn you, I'm not the best at the stastical stuff.  I love stats, don't get me wrong, and I think it should be tought instead of calc for the majority of education, but I am by no means a math king on the boards here.  I have seen some very rigorous proofs.  

The first thing to read up on is this: en.wikipedia.org/wiki/Binomial_distribut...
Having that in your toolbelt at the ready should serve you for years to come.
The way you would apply it to a DPR build would be:
p = chance of hitting and thus dealing average damage on a hit.
Then from there try to determine the chance of dealing enough hits of "average damage" to a standard foe to kill him.
Taking into account all your die, and crits would almost require the other standard way of doing stastics, simulation.
This skill I'm good at.  Your choice of excel, matlab, or java or the like will take you far.
Excel (or google docs or open office spreadsheet): is good for simple calculations, but bad for statistics as you typically want 10,000 "attacks"
Matlab is common for quick engineering but requires Matlab.  Easy for large arrays operated on in parallel.
Java is more nitty and gritty, but is widely used in other fields.

One thing that I did in the past was to simulate the sage of ages floating d20.  Boy was that a pain. 
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?
KPR related 5e find
Greg: This conversation leads into the talk of balance. Is it important that classes are equally balanced? And how does that look - would that focus on damage output and number crunching?

Monte: (Joking) The assassin, the wizard, and the warlock should all just be better than everything else.

Bruce: If all classes are putting out the same damage, there's no difference. We definitely want the classes to be balanced, though having things exactly mathematically balanced isn't always the goal. Different classes or different play styles will shine at different moments, though of course we want everyone to be able to contribute in the common situations like combat. 

Greg: When you're talking about non-numerical class stuff, how do you figure out balance?

Bruce: If the fighter is 100% damage for example, then maybe this other class is 80% damage/combat and 20% exploration, or some other mix of game elements. Each class has its time in the spotlight, and not all classes are built expressly for combat.

Rob: You may look at a class and see that it's damage output isn't as high as another class, for example maybe the bard doesn't do as much as raw damage as the fighter. That other class will have other options, like charm person or something that fits into that class's niche and will give that class different options, but still equally useful in combat, exploration, or roleplaying. If the Fighter's damage is the baseline, and Bard is 70%, the Bard has extra stuff (spells, etc) to give variety. We find damage equivalence between offensive and other types of spells. Charm Person roughly 10.5 points of damage.

 

When PHB1 comes out we should therefore be able to convert the stock bard's "extra" stuff to equivilant damage and thus KPR, setting the fighter as the baseline.  We would then be able to have an index for power based on how much points you have, be it damage, control, social effectivness...

I'll then be able to host the Index King Candidates, yay. 
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?
Greg: This conversation leads into the talk of balance. Is it important that classes are equally balanced? And how does that look - would that focus on damage output and number crunching?

Monte: (Joking) The assassin, the wizard, and the warlock should all just be better than everything else.

Bruce: If all classes are putting out the same damage, there's no difference. We definitely want the classes to be balanced, though having things exactly mathematically balanced isn't always the goal. Different classes or different play styles will shine at different moments, though of course we want everyone to be able to contribute in the common situations like combat. 

Greg: When you're talking about non-numerical class stuff, how do you figure out balance?

Bruce: If the fighter is 100% damage for example, then maybe this other class is 80% damage/combat and 20% exploration, or some other mix of game elements. Each class has its time in the spotlight, and not all classes are built expressly for combat.

Rob: You may look at a class and see that it's damage output isn't as high as another class, for example maybe the bard doesn't do as much as raw damage as the fighter. That other class will have other options, like charm person or something that fits into that class's niche and will give that class different options, but still equally useful in combat, exploration, or roleplaying. If the Fighter's damage is the baseline, and Bard is 70%, the Bard has extra stuff (spells, etc) to give variety. We find damage equivalence between offensive and other types of spells. Charm Person roughly 10.5 points of damage.

The idea is sound...

But i havn't seen much reason to trust their math...  Hopefully the playtest will help put real balance into things.

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.

EDIT: Updated after errata to only use 3 rare items. Minor corrections to calculations. Switched some things around to remove noLFR tag, while also increasing KPR.

I'm gonna hold off a couple days before "officially" putting this on the list, but here's a new build (with a trick I haven't seen used before).
Level 30 Build
A Thousand Cuts
Revenant (Mul), Fighter|Ranger, Mul Battle Slave, Legendary Sovereign
Hybrid Talent: Arena Training (in place of Fighter Weapon Talent - DCSC 86)
Arena Training: Arena Weapon (Rapier)
Arena Training: Arena Weapon (Zulaat)
Theme: Samurai
Sword of Kings: Twofold Flinch

FINAL ABILITY SCORES
Str 26, Con 12, Dex 24, Int 10, Wis 13, Cha 16.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 14, Int 8, Wis 11, Cha 10.

AC: 47 Fort: 39 Reflex: 38 Will: 33

FEATS
Level 1: Hybrid Talent
Level 2: Death's Quickening
Level 4: Past Soul
Level 6: Light Blade Expertise
Level 8: Cunning Sneak
Level 11: Arena Battle Rhythm
Level 12: Lasting Frost
Level 14: Two-Weapon Fighting
Level 16: Two-Weapon Opening
Level 18: Reserve Maneuver
Level 21: Triumphant Attack
Level 21: Rending Tempest
Level 22: Vengeful Declaration
Level 22: Ghostly Vitality
Level 24: Disciple of Divine Wrath
Level 26: Prime Hunter
Level 28: Heavy Blade Mastery
Level 30: Mobile Warrior

POWERS
At-will: Twin Strike
Reserve Maneuver: Twofold Flinch (replaces Challenge of Blades from PP)
Encounter: Untamed Outburst, Nonchalant Collapse, Weaponmaster's Lure
Utility: Battle Fury Stance, Incredible Toughness (via Past Soul)

ITEMS
Belt of Sonnlinor Righteousness (epic tier), Sandals of Avandra, Symbol of Victory +2, Life Charm +5, Gauntlets of Destruction, Frozen Whetstone (paragon tier) (35), Siberys Shard of Merciless Cold (epic tier), Vorpal Zulaat +6, Ring of Free Time, Quickhit Braces (epic tier), Ioun Stone of Might, Eager Hero's Tattoo (paragon tier), Veteran's Elderhide Armor +6, The Fading One - Lighter than Wind (heroic tier), Ring of Giants, Solitaire (Violet)

The Trick

Twofold Flinch is an awesome power. It makes 2 attack rolls, and does so as a minor (!) action. Sadly, it does not deal any damage, which really limits the abusability of this otherwise-great thing.

On the other hand...Arena Battle Rhythm lets you deal damage when you make a melee attack and don't deal damage. Pretty neat, but static damage isn't really all that big a deal...

Then Rending Tempest makes it so that, if you hit, you deal extra [W]'s of damage. Now we not only are dealing damage, but there is a damage roll with it as well. Use MBS to make the power reliable, then add Sword of Kings, and now we can spam Twofold Flinch every round - with a damage roll.

There will probably be objections to this on a variety of grounds, but I will pre-empt one of them:
Objection: Arena Battle Rhythm just says the target "takes damage," not necessarily that you're dealing it as part of the hit. If you're not dealing it, then you can't add Rending Tempest.
Rebuttal: For starters, the rules generally treat "the target takes damage" due to your attack identically to "you deal damage to the target." But if you want to get more specific, just compare to the wording of Critical Hits on RC 217. It says that, on a crit, you do not deal damage as normal. "Instead, the target takes damage as if the maximum result had been rolled for damage." But then a moment later, it describes how extra damage (such as from a magic weapon's crit dice) will still add in, even though the wording is "the target takes damage." This is identical to what I'm doing with Arena Battle Rhythm + Rending Tempest.

Tactics

Start the battle at non-positive HP, holding a Frozen Whetstone

First round:
free action: Iaijutsu (shift next to isolated target, get a +2 to attack...assumes target is reachable via shift 4)
RoFT minor: use Frozen Whetstone
minor 1: activate Battle Fury Stance
free: use OoE on target
standard: Untamed Outburst
minor 2: Nonchalant Collapse
AP: Weaponmaster's Lure
minor 3: Twofold Flinch
minor 4: Twofold Flinch
minor 5: Twofold Flinch

Every subsequent round:
standard: Twin Strike
all minors: Twofold Flinch

Shift 1 from Mobile Warrior after every single attack (gives +1 to the next attack due to The Fading One - Lighter Than Wind).

Can use an AP the first 5 enc/day due to Symbol of Victory and a violet solitaire.

I assume an isolated target for Cunning Sneak and Prime Hunter (though CS could easily be switched with Wintertouched). This isn't too crazy, because on turn 1 I can activate Sudden Strength to give a push on all attacks (and thus push the opponent away from the field). This is aided by Weaponmaster's Lure, which can reposition nicely if necessary.

Survivability is better than it looks at first, because 1) in theory, there's only 1 bad guy nearby, 2) that bad guy takes a -4 to attack me due to Twofold Flinch, and 3) I'm a revenant with the survivability tricks that come with that.

Calculations

Instead of actually posting calculations, I will link to my sheet on the DPR King Candidates spreadsheet (go to View -> Hidden Sheets -> A Thousand Cuts; please re-hide afterward). I explained the tactics used above.

Simplifications used:
1) I assumed Triumphant Attack kicked in after the second attack on Weaponmaster's Lure...it's just a lot easier to actually pinpoint a time for that one, so I picked something a little pessimistic (chance of critting by that point = 65.13%).
2) I assumed that Twofold Flinch always had a damage roll from Rending Tempest (which isn't true if every attack before it missed). Very small effect on DPR.
3) I assumed that Lasting Frost is in effect forever after the first attack in the encounter.

Mean KPR: 4.866
Mean KPR post-milestone: 5.781

The "trick" part of it is the interesting aspect of the build, and I welcome any criticism about that (or any other piece of the build).

Also, since this is the first build to use the spreadsheet for damage calcs, any feedback on that is appreciated too (I don't think I'd want to put more than 1 build on a given sheet, by the way).

EDIT: Forgot to list cheese.
Rev., Frst, Twin, Typed, Solo
I'm gonna hold off a couple days before "officially" putting this on the list, but here's a new build (with a trick I haven't seen used before).
Level 30 Build
Revenant (Mul), Fighter|Ranger, Mul Battle Slave, Legendary Sovereign
Hybrid Talent: Arena Training
Arena Training (Hybrid): Arena Weapon (Rapier)
Arena Training (Hybrid): Arena Weapon (Zulaat)
Theme: Samurai
Sword of Kings: Twofold Flinch

FINAL ABILITY SCORES
Str 26, Con 12, Dex 24, Int 10, Wis 13, Cha 16.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 14, Int 8, Wis 11, Cha 10.

AC: 47 Fort: 39 Reflex: 38 Will: 33

FEATS
Level 1: Hybrid Talent
Level 2: Death's Quickening
Level 4: Past Soul
Level 6: Light Blade Expertise
Level 8: Cunning Stalker
Level 10: Two-Weapon Fighting
Level 11: Arena Battle Rhythm
Level 12: Lasting Frost
Level 14: Two-Weapon Opening
Level 16: Weapon Focus (Heavy Blade)
Level 18: Reserve Maneuver
Level 21: Triumphant Attack
Level 21: Rending Tempest
Level 22: Ghostly Vitality
Level 24: Disciple of Divine Wrath
Level 26: Prime Hunter
Level 28: Heavy Blade Mastery
Level 30: Mobile Warrior

POWERS
At-will: Twin Strike
Reserve Maneuver: Twofold Flinch (replaces Challenge of Blades from PP)
Encounter: Untamed Outburst, Nonchalant Collapse, Weaponmaster's Lure
Utility: Battle Fury Stance, Incredible Toughness (via Past Soul)

ITEMS
Belt of Sonnlinor Righteousness (epic tier), Sandals of Avandra (epic tier), Symbol of Victory +2 (2), Life Charm +5, Gauntlets of Destruction (paragon tier), Frozen Whetstone (paragon tier) (35), Siberys Shard of Merciless Cold (epic tier), Vorpal Zulaat +6, Ring of Free Time (epic tier) (2), Quickhit Braces (epic tier), Ioun Stone of Might, Eager Hero's Tattoo (paragon tier), Veteran's Elderhide Armor +6, The Fading One - Lighter than Wind (heroic tier)

The Trick

Twofold Flinch is an awesome power. It makes 2 attack rolls, and does so as a minor (!) action. Sadly, it does not deal any damage, which really limits the abusability of this otherwise-great thing.

On the other hand...Arena Battle Rhythm lets you deal damage when you make a melee attack and don't deal damage. Pretty neat, but static damage isn't really all that big a deal...

Then Rending Tempest makes it so that, if you hit, you deal extra [W]'s of damage. Now we not only are dealing damage, but there is a damage roll with it as well. Use MBS to make the power reliable, then add Sword of Kings, and now we can spam Twofold Flinch every round - with a damage roll.

There will probably be objections to this on a variety of grounds, but I will pre-empt one of them:
Objection: Arena Battle Rhythm just says the target "takes damage," not necessarily that you're dealing it as part of the hit. If you're not dealing it, then you can't add Rending Tempest.
Rebuttal: For starters, the rules generally treat "the target takes damage" due to your attack identically to "you deal damage to the target." But if you want to get more specific, just compare to the wording of Critical Hits on RC 217. It says that, on a crit, you do not deal damage as normal. "Instead, the target takes damage as if the maximum result had been rolled for damage." But then a moment later, it describes how extra damage (such as from a magic weapon's crit dice) will still add in, even though the wording is "the target takes damage." This is identical to what I'm doing with Arena Battle Rhythm + Rending Tempest.

Just add one more thing to the list of reasons Arena Training is broken.

Tactics

Start the battle at non-positive HP, holding a Frozen Whetstone

First round:
free action: Iaijutsu (shift next to isolated target, get a +2 to attack...assumes target is reachable via shift 4)
RoFT minor: use Frozen Whetstone
RoFT minor: activate Battle Fury Stance
minor 1: use OoE on target
AP: Untamed Outburst
minor 2: Nonchalant Collapse
standard: Weaponmaster's Lure
minor 3: Twofold Flinch
minor 4: Twofold Flinch
minor 5: Twofold Flinch

Every subsequent round:
standard: Twin Strike
all minors: Twofold Flinch

Shift 1 from Mobile Warrior after every single attack (gives +1 to the next attack due to The Fading One - Lighter Than Wind).

I assume an isolated target for Cunning Sneak and Prime Hunter (though CS could easily be switched with Wintertouched). This isn't too crazy, because on turn 1 I can activate Sudden Strength to give a push on all attacks (and thus push the opponent away from the field). This is aided by Weaponmaster's Lure, which can reposition nicely if necessary.

Survivability is better than it looks at first, because 1) in theory, there's only 1 bad guy nearby, 2) that bad guy takes a -4 to attack me due to Twofold Flinch, and 3) I'm a revenant with the survivability tricks that come with that.

Calculations

Instead of actually posting calculations, I will link to my sheet on the DPR King Candidates spreadsheet. I explained the tactics used above.

Simplifications used:
1) I assumed Triumphant Attack kicked in after the second attack on Weaponmaster's Lure...it's just a lot easier to actually pinpoint a time for that one, so I picked something a little pessimistic (chance of critting by that point = 65.13%).
2) I assumed that Twofold Flinch always had a damage roll from Rending Tempest (which isn't true if every attack before it missed). Very small effect on DPR.
3) I assumed that Lasting Frost is in effect forever after the first attack in the encounter.

Mean KPR: 4.912
Mean KPR post-milestone: 6.831

The "trick" part of it is the interesting aspect of the build, and I welcome any criticism about that (or any other piece of the build).

Also, since this is the first build to use the spreadsheet for damage calcs, any feedback on that is appreciated too (I don't think I'd want to put more than 1 build on a given sheet, by the way).

EDIT: Forgot to list cheese.
Rev., Frst, noLFR, Twin, Solo, IRC, Typed

Do any of those encompass each other? IRC is what's causing noLFR for me, and Typed and Frst are pretty closely related.


Waaaait, what? Hybrid Arena Fighters are sort of not a thing that exists. Unlike with other Hybrids (like Monks), which directly grant you the ability to select a class feature, Hybrid Fighters are forced to choose their Weapon Talent from a list of semi-nerfed class features. This list has still not been updated to include Arena Fighting, so it's still not an option.

The other major deal is that you can't deal extra damage with a power that deals no damage to begin with (Rules Compendium 223). So I hate to break it to you, but you're just dealing your Dex mod twice with each of these attacks.
Rending Tempest adds to the damage done by the power. The power did no damage if Arena Rhythm activates, so you cannot add Rending Tempest. One automatically precludes the other.

By RAW you cannot take Arena Fighter as a hybrid.

You can't have two Rings of Free Time in LFR either, so that is another thing.
It's totally possible to redo it as a single class Fighter, MC Ranger...but I was under the impression that since "you can select the Arena Training class feature in place of the Fighter Weapon Talent class feature" (DSCS 86), and Hybrid Fighters can get the Fighter Weapon Talent class feature (PHB3 144 - notice that it is not a (Hybrid) version, you can actually pick the original FWT feature), then combining these two lets you get Arena Training.

This isn't meant to be an LFR build, so that part's okay (I also use 2 symbols of victory, and I don't really know the LFR rules well enough to say if I'm violating anything else...are Legendary Boons allowed there? and rare items?).

In terms of Arena Battle Rhythm + Rending Tempest... I'm not sure what the problem is? Yes, the power did no damage - until ABR kicked in, now suddenly damage was dealt. Extra damage can kick in as long as there is damage; ABR gives you damage.

EDIT: Not sure if this makes any difference to your view of it, but just to clarify: both ABR and RT apply to "attacks," not powers.
Nope. PHB3 has an explicit list of the options you can pick for hybrid Fighters that has never been updated.

The power has to deal no damage for Arena Rhythm to activate. Zero. Zip. Nada. Rending adds to the damage the power deals and is extra damage. They cannot both happen, their conditions are exclusive to each other. Either the power did damage and you get Rending, or it didn't and you get ABR. Not both.