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6 years ago  ::  Jun 08, 2007 - 4:28PM #321
dougemes
Date Joined: Feb 27, 2006
Posts: 39
Max Turnage Show

skydragonknight wrote:

Max Turnage
Position: Cohort

Human Male Cleric 13/ Hierophant 1/Cleric+3

Feats:
H Extra Turning
1 Extra Turning
Undeath Extra Turning
Planning Extend Spell(Metamagic Feat Requirement for Hierophant)
3 Extra Turning
6 Extra Turning
9 Extra Turning
12 Extra Turning
15 Extra Turning

Charisma
18(base) +4(levels) +6(item) = 28 (+9 modifier)

Turn Undead Attempts:

3+9(Cha)+1(Reliquary Holy Symbol)+32(Extra Turningx8)=45 Turn Undead attempts!

Hierophant Special Ability: Gift of the Divine

Notable abilities: Every morning he wakes up and transfers 45 uses of his Turn Undead attempts to Chuck for 24 hours.
He occasionally buffs Chuck, but usually freeloads around.


Chuck Show

skydragonknight wrote:

Here's about where we are. Since custom items(even slotless versions of normal items) are taboo around here, I'll stick to what we've got.

Class Levels

Chuck is a Cleric 2/Crusader 1/Swordsage 4/Ruby Knight Vindicator 10/Contemplative 3, though not necesarily in that order.
1st level is Cleric, 20th level is Swordsage and Crusader before Ruby Knight.

A Few Good items:

A Belt of Battle(MIC 73)--12,000 gold. This allows Chuck to take a full-round action by activating the belt as a swift action.

Reliquary Holy Symbol(MIC 120)--1,000 gold. 2 more turn undead attempts for the bargain basement price of 1,000 gold.

Dorjes of Hustle x2(50 charges each)-12,000 gold. With ranks in Use Psionic Device(cross-classed) and a high Charisma, activation is guaranteed. Thanks to the Sage's ruling, activating of a spell-trigger item is the same action type as casting the spell. In this case, a swift action.

Circlet of Rapid Casting(MIC 86). 15,000 gold. 3 charges per day. Expend 2 charges to cast a spell of up to 3rd level as part of the same swift action required to activate the item, so long as the spell isn't longer than 1 standard action. Footsteps of the divine is a 3rd-level spell and a standard action.

Lesser Metamagic Rod of Extend--3,000 gold. Can apply Extend Spell after Persistent Spell to Footsteps of the Divine.

Gloves of Storing(two gloves). 20,000 gold. Allow Chuck to use two Dorjes and not interfere with his ability to Tornado Throw or cast spells. Can draw them or store them as a free action(one per glove)

Sword of Crypts (Arms and Equipment Guide)--42,315gp
+2 Holy Longsword that gives 1 extra turn attempt each day, and adds +2 to turning damage
Very interesting. Since Chuck is a good-aligned Crusader, there's nothing wrong with him having a holy sword. And the Turn Undead use is nice. He can draw it as part of a move action and drop it as a free action if he must.

Scroll of Greater Visage of the Deity--3,825
+4 Cha = 2 extra turn attempts. Fly speed of double "normal" speed.

Cloak of Charisma+6--36,000 Gold. +6 Enhancement bonus to Charisma.

Tome of Leadership and Influence--137,500. +5 inherint bonus to Charisma.

Total spent: 282,640 gold
Remaining: 447,360 gold

Calculation of Swift Actions

DMM: Persistent Spell is 7 turn undead attempts and Divine Impetus is 1/additional swift action.

3+Cha+2(holy symbol)+1(Sword)+4X(Extra Turning feats)= number of turn undead attempts.

Max Charisma is 34 at level 20. 18 base+5 levels+5 tome+6 enhancement item. So that's +12 Charisma bonus.
After Greater Visage of the Deity, Charisma is 38, for a +14 Charisma bonus.

So 20+4X-7(persist)= number of extra swift actions.
This simplifies to 13+4X, where X is the number of Extra Turning feats.

Now to figure out the number of potential Extra Turning feats.

Feats
Human Persistent Spell
Planning Extend Spell
Undeath Extra Turning
1 DMM: Persist
3 Extra Turning
6 Leadership
9 Extra Turning
12 Extra Turning
15 Extra Turning
18 Extra Turning

So 6 Extra Turnings

24+13=37 extra swift actions.

Our cohort Max Turnage transfers his 45 turn attempts to us.

So 37+45=82 extra swift actions.

Using Our Extra Actions

Our free swift action will be to activate Circlet of Rapid Casting to cast Footsteps of the Divine as a swift action and then apply Persistent Spell via Divine Metamagic and finally Extend Spell via the Metamagic Rod of Extend.
Then we forego the remaining duration to increase our base speed to 288,080 ft for the rest of the round.

Our Standard action is using the Scroll of Greater Visage of the Deity, which gives +4 Charisma and a fly speed of double our "normal" speed. I'm using base speed as my working definition of normal speed and Chuck's base speed is 288,080 ft, since Footsteps of the divine actually increases base speed instead of applying a bonus.
Chuck's new fly speed is 576,160 ft.

Our move action will be to move 576,160 ft.

We have 82 free swift actions for Chuck to use, thanks to a high number of Turn Undead attempts and Ruby Knight Vindicator's Divine Impetus ability.
Chuck's first 81 will be used to activate the Dorjes of Hustle to move 81 x 576,160 ft.

Our last additional swift action will be using the Belt of Battle using all three charges to generate an extra full-round action to initiate Tornado Throw.

82 Chuck increments before the throw and 84 after.

How Far, How Hard

A "Chuck Increment" is about 576,160 feet for a human, or 109.53 miles. This is how far Chuck can move in a single move action. He moves twice this distance when initiating Tornado Throw.

Starting
576160*82=47,245,120 ft(8981.96 miles)
47,245,120 ft * +2/5 ft = +18,898,048 to 1st trip check
18,898,045 ft thrown(3592.78 miles)
3,779,611 d6
13,228,638 avg. damage
15,874,366 with Aura of Chaos

Ending
576160*84=48,397,440 ft(9201.03 miles)
48,397,440 ft * +2/5 ft = +19,358,976 to last trip check
19,358,975 ft thrown(3680.41 miles)
3,871,797 d6
13,551,289 avg. damage
16,261,547 with Aura of Chaos

(15,874,366 + 16,261,547) / 2 = 16,067,956 is about the average damage of a throw.

16,067,956 * 115,232 throws is 1,851,542,786,000 average damage.

I believe this might beat the Hurler. 1.85 Trillion.

Edit: Yes it does. Double-H's average damage is 1.10 Trillion and max damage is 3.88 Trillion.
Our max damage is only 3.17 Trillion, since we can't crit.

Still, highest melee average damage in a single round is Chuck's.


Average Dmg 1.85 trillian give or take 65 billion Show

Saragon42 wrote:

Heh. Can't call it an annoyance; in fact, I hadn't even thought of trying to calculate the standard deviation for Chuck's damage yet `til you reminded me of it. I'll work on that (using SDK's numbers) when I get off work, if someone doesn't beat me to it.

EDIT: Or I could check Wikipedia in a spare moment and be reminded that on a normal curve, a standard deviation is roughly +/- 34.1% (i.e. +/- 1 standard deviation on the normal curve contains 68.268% of our expected values.) So average damage * 0.341 = 631,376,090,026. That's a rough estimate of the real value of the standard deviation.

I kinda like being able to say "That's one point eight five trillion damage, plus or minus about six-fifty billion." Rolls off the tongue.



Nice!
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6 years ago  ::  Jun 08, 2007 - 7:26PM #322
skydragonknight
Date Joined: Apr 29, 2006
Posts: 536
Warning: Applied Statistics.
Open only if you fear no numbers.
Spoiler: Show

(Pre Aura of Chaos)

X= sum from 1 to 44083920000 of a random number from the set {1,2,3,4,5,6}
Translation: The damage you get from rolling a six-sided die over 440 billion times is our variable X.

E(X)=1,542,293,720,000
Translation: This is our "expected value" or our mean.

Standard Deviation for a normal curve is the square root(E(X^2)-(E(X))^2)
Translation: The expected value of the squared-variable and the expected value of the variable, squared, are the key numbers here. By complex mathematics this equivalent to taking the sum of the differences between outcome and mean 6^44083920000 times and computing normally.

(E(X))^2 is simply 2.380655203 x10^22

X^2 is harder to define. The sum from 1 to 44083920000^2 of a random number from the set {1,4,9,16,25,36}.
The damage you get for rolling a 6-sided die with square numbers over 440 billion squared times. Yes. It hurt my head too the first time.
Translation: We have a very unusual variable, so our squared unusual variable has it's unusualness squared as well.

E(X^2) is 2.947477871 x10^22.
The expected value for a squared number die is 15.166. Multiplied by over 440 billion squared gives us this value.
Translation: Just like 3.5 is the average of a d6, 15.166 is the average of a squared d6. Multiply by the squared number of times we roll that squared d6.

Putting these values into our formula, we get 75,287,626,000 as our standard deviation.

Since Aura of Chaos scales all d6 damage by 1.2(as demonstrated earlier in the thread), we should probably scale standard deviation by 1.2 to as well.
This gives us:

A standard deviation of about 90,345,151,000. So the standard deviation is a little less than 5%.
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6 years ago  ::  Jun 08, 2007 - 8:21PM #323
AlterFrom
Date Joined: Apr 5, 2007
Posts: 583
Congratulations, if I read it correctly, Chuck's speed is now...







OVER NINE THOUSAAAAANDD!
:D
To edit your signature, click the red "Preferences" link in the top-right corner of the white space for the forums. It is directly to the left of the search bar and directly above the location bar.
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6 years ago  ::  Jun 08, 2007 - 8:38PM #324
ChristopherGroves
Date Joined: Mar 10, 2004
Posts: 1,847
Ok what about a fly speed and/or a Improved Speed feet from Dracononimcon? The DFA one has a speed of double your land speed I think and improved speed adds to your flight speed and your land speed, effecitviely double-boosting each.

I guess footsteps requires ground based movement.

Something to ignore difficult terrain wouldn't be bad.
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6 years ago  ::  Jun 08, 2007 - 8:53PM #325
R.213
Date Joined: Aug 14, 2004
Posts: 257

ChristopherGroves wrote:

Something to ignore difficult terrain wouldn't be bad.


Step of the Wind (Setting Sun 1 Stance) ignores difficult terrain movement penalties.

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6 years ago  ::  Jun 08, 2007 - 8:56PM #326
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906

ChristopherGroves wrote:

Ok what about a fly speed and/or a Improved Speed feet from Dracononimcon? The DFA one has a speed of double your land speed I think and improved speed adds to your flight speed and your land speed, effecitviely double-boosting each.

I guess footsteps requires ground based movement.

Something to ignore difficult terrain wouldn't be bad.


Greater visage of the deity gives off a flying speed wequal to double the normal land speed

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6 years ago  ::  Jun 08, 2007 - 10:13PM #327
Rhonin_the_Big
Date Joined: Feb 24, 2005
Posts: 256
I think I have a build that gets the right spells AND tornado throw:

cleric/swordsage8/master of nine5. Feats: Improved trip, combat reflexes, extend spell, persistent spell, divine metamagic (persistent spell).

Buy a psychoactive skin of the proteus and metamorph into a cheetah, dual stance wolf pack tactics and thicket of blades. Manifest that footsteps spell (debatably persistifiable) and strike with tornado throw. Every successful trip will send the enemy flying back provoking AoO, when you hit make a DC40 tumble check to tumble 10ft as a 5ft step and do it again (upto a maximum value = the amount of AoO's you can make, so maxed out dex is a must.) If Wolf Pack Tactics can activate on touch attacks to make trips than you can move upto triple your speed with this. With your insanely-high speed you can chuck an NPC clear into the next plane and back again, can somebody please calculate damage with this?
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6 years ago  ::  Jun 09, 2007 - 1:44AM #328
bomaz
Date Joined: Jun 19, 2004
Posts: 218
Is it possible to activate a scroll of greater celerity and make another tornado throw?
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6 years ago  ::  Jun 09, 2007 - 5:06AM #329
skydragonknight
Date Joined: Apr 29, 2006
Posts: 536

bomaz wrote:

Is it possible to activate a scroll of greater celerity and make another tornado throw?


In theory, absolutely. In practice...let's find out.

As Mad Linguist pointed out:

Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the kind of magic item or its activation method, unless the item description specifically states otherwise.

The scroll works fine then, except for the requirements of Use Magic Device and Arcane Spell Failure.
Chuck doesn't have armor yet, and light armor is already common sense for this build, so a +5 Twilight Mithril Chain Shirt should fit the bill(9 AC, No ACP, No ASF). So Arcane Spell Failure is taken care of.

Now as far as UMD, Chuck will have a +14 modifier from Charisma alone, after Greater Visage, and the check is DC 33 for the caster level 13. I'll choose a Sorceror scroll, since we know Chuck has enough Charisma to activate that.

Max Cross-class skill ranks is 11, and a synergy bonus from 5 ranks in Spellcraft gives another +2 for a total of a +27 modifier.

I'm sensing a +5 competence bonus item right now. I think I remember seeing one, but I'll settle for a Circlet of Persuasion if I'm wrong.

Found it. Spellsight Spectacles(MIC 138)-2500 gold. +5 bonus on Spellcraft to decipher scrolls and Use Magic Device checks to use scrolls.

So 14(Cha)+11(ranks)+2(synergy)+5(competence)=+32 UMD to use scrolls. Roll a 1 and exactly hit the activation DC.
Looks like it works. Thanks bomaz, you've made the list of contributors. Whoever keeps track of that, add him to the list.

Scroll of Greater Celerity, 3000 gold.

Spellsight Spectacles, 2500 gold.

Dealing over 3 Trillion damage in a round...priceless.

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6 years ago  ::  Jun 09, 2007 - 8:31AM #330
bomaz
Date Joined: Jun 19, 2004
Posts: 218
Would someone who has been more active than me in this thread get the honor of posting a link to this thread in here. This is so that Chuck can get official recognition

:bounce:
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