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Switch to Forum Live View DPR King Candidates 2.0
2 years ago  ::  Apr 12, 2011 - 12:54PM #1271
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260
and here's Dark Star @ 231.33
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2 years ago  ::  Apr 13, 2011 - 11:51AM #1272
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

Apr 12, 2011 -- 12:35PM, mellored wrote:

Here's my "class-less" striker @ 105.5



Updated.  274.11225  Without a class.

Edit: it's at 303 now, but i still need to figure out how much a ring of radiant storm adds.

guides Show
my builds Show

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 Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
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.
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
Unnamed Avenger|Runepriest/Hammer 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, only 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.
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2 years ago  ::  Apr 14, 2011 - 8:57AM #1273
dragon4e
Date Joined: Aug 18, 2007
Posts: 202
172.84 DPR Stormfury(30th) by dragon4e with slides, subzero and CAI've noticed the wizard build that's all the rage. I noticed though it's one target and worse staggering only apply to weapon attacks.  I've been thinking about how I could do burst slides and then I said centered breath and mark of storm. Spark slippers wasnt exactly viable for monks if I wanted to use rushing cleats. I needed a damaging zone then I found Lightning Fury pp. Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Stormfury, level 30
Revenant, Monk|Sorcerer, Lightning Fury, Destined Scion
Monastic Tradition (Hybrid): Centered Breath (Hybrid)
Hybrid Monk: Hybrid Monk Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Crossbow)
Hybrid Talent: Soul of the Sorcerer
Soul of the Sorcerer: Storm Soul
Epic Heroism: Epic Heroism (Charisma)
Epic Heroism: Epic Heroism (Dexterity)
Choose your Race in Life: Deva
Quickened Spellcasting: Ensorcelled Blade
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 14, Con 14, Dex 28, Int 12, Wis 10, Cha 28.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 16, Int 10, Wis 8, Cha 16.


AC: 44 Fort: 43 Reflex: 46 Will: 48
HP: 185 Surges: 15 Surge Value: 46

TRAINED SKILLS
Stealth +29, Perception +26, Athletics +22

UNTRAINED SKILLS
Acrobatics +24, Arcana +16, Bluff +24, Diplomacy +24, Dungeoneering +15, Endurance +19, Heal +15, History +16, Insight +15, Intimidate +26, Nature +15, Religion +16, Streetwise +24, Thievery +24

FEATS
Level 1: Potent Rebirth
Level 2: Mark of Storm
Level 4: Stormhawk's Vengeance
Level 6: Versatile Expertise
Level 8: Deadly Draw
Level 10: Hybrid Talent
Level 11: Implement Focus (Hand Crossbow)
Level 12: Restless Dead
Level 14: Improved Defenses
Level 16: Superior Will
Level 18: Unarmored Agility
Level 20: Repel Charge
Level 21: Ghostly Vitality
Level 22: Epic Fortitude
Level 24: Quickened Spellcasting
Level 26: Centered Master
Level 28: Starblade Flurry
Level 30: Defensive Advantage

POWERS
Hybrid at-will 1: Ensorcelled Blade
Hybrid at-will 1: Five Storms
Hybrid daily 1: Harmonious Thunder
Hybrid encounter 7: Arc of the Flashing Storm
Hybrid utility 10: Spider Technique

ITEMS
Eberron Shard of Lightning (epic tier), Ring of Free Time (epic tier), Belt of Sonnlinor Righteousness (epic tier), Shadow Band (epic tier), Crown of the Brilliant Sun (paragon tier), Ring of the Radiant Storm (paragon tier), Tattoo of Vengeance (epic tier), Bracers of Archery (epic tier), Rhythm Blade Dagger +6, Rain of Hammers Ki Focus +6, Robe of Eyes Mindpatterned Armor +6, Many-Fingered Gloves (paragon tier), Ring of Circling Fangs (paragon tier), Mummified Hand (epic tier), Timeless Locket +6, Endless Quiver - Kamestiri Uniform (heroic tier), Foe Stone (paragon tier), Stone of Earth (paragon tier), Stone of Flame (paragon tier), Stone of Light (paragon tier), Stone of Storms (paragon tier), Stone of Wind (paragon tier), Solitaire (Violet) (epic tier), Charm of Abundant Action (epic tier), Rushing Cleats (heroic tier), Lightning Hand Crossbow +6, Ring of Tenacious Will (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Assuming monster defenses of AC 44 and nads of 42
Five Storms to hit +34 to hit and 2d8 + 31
Add Deadly Draw  +36 to hit and 2d8 + 31

Subzero               +38 to hit and 2d8 + 33 from potent rebirth and restless dead
Add Deadly Draw  +40 to hit and 2d8 + 33
Notice that Unstoppable Lightning does apply to Five Storms so yeah I don't worry about lightning resistance.
Flurry is bad at 2 damage but I need the slides.

The big damage Lightning Field. After you hit with a lightning power, under the end of your next turn each enemy that move into a square adjacent to you or makes a melee attack against you take 2d6 + 9 lightning damage.
I hit once with Five Storms and I got Mark of Storm and rushing cleats.
I slide them around 2 times then flurry.
I have Centered Master combined with rushing cleats that gives me 3 slides.
Total slides is now 5.

1 - .05(Defense - (to hit) - 1)

1-.05(42 - 34 - 1) = 0.65        Five Storms
1-.05(42 - 36 - 1) = 0.75        Five Storms with CA
1-.05(42 - 38 - 1) = 0.85        Subzero Five Storms
1-.05(42 - 40 - 1) = 0.95        Subzero with CA

(chance to hit - chance to crit) *(damage on a hit) + (chance to crit)*(damage on a crit) = DPR

(0.65 - 0.05)*(2d8 + 31) + 0.05*(16 + 31 + 6d6) = 24 + 3.4 = 27.4    Five Storms
(0.75 - 0.05)* 40            + 3.4                            = 28 + 3.4 = 31.4    Five Storms with CA
(0.85 - 0.05)*(2d8 + 33) + 0.05*(16 + 33 + 6d6) = 33.6 + 3.5 = 37.1 Subzero Five Storms
(0.95 - 0.05)*42             + 3.5                            = 37.8 + 3.5 = 41.3 Subzero Five Storms with CA
I know I have rerolls from Ring of the Radiant Storm but how do I calculate that?

Flurry of Blows add 2. It depends on the hit of the powers
0.65 * 2 = 1.3     Five Storms
0.75 * 2 = 1.5     Five Storms with CA
0.85 * 2 = 1.7     Subzero Five Storms
0.95 * 2 = 1.9     Subzero Five Storms with CA

Lightning Field is automatic damage but it depend on a power that hit so I'll use the hit table I have.
0.65 * (2d6 + 9) = 10.4 * 5 slides = 52               Five Storms
0.75 * 16           = 12 * 5             = 60               Five Storms with CA
0.85 * 16           = 13.6 * 5          = 68               Subzero
0.95 * 16           = 15.2 * 5          = 76               Subzero with Ca

Every one of these is a close burst one with a aoe multipler of 1.45
(27.4 + 1.3 + 52)*1.45 = 117.015       Five Storms
(31.4 + 1.5 + 60)*1.45 = 135.705       Five Storms with CA
(37.1 + 1.7 + 68)*1.45 = 154.86         Subzero Five Storms
(41.3 + 1.9 + 76)*1.45 = 172.84         Subzero Five Storms with CA

Well there you have it, it beat the first wizard build of 100 dpr but not the 303 latest one.
I did not calculate dpr for getting hit. I have stormhawk for 40 dpr below 0 hp, lightning field for 2d6+9 when hit and ring of circling fang for 10 when bloodied. I have effective dr of 35 and insubstantial when below 0 hp. Changed Radiant Recovery to Superior Will. Between the charm and solitaire, if I crit I can get a AP and spend it that encounter.
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2 years ago  ::  Apr 14, 2011 - 10:00AM #1274
furious_kender
Date Joined: Oct 25, 2007
Posts: 2,129

Apr 14, 2011 -- 8:57AM, dragon4e wrote:

172.84 DPR Stormfury(30th) by dragon4e with slides, subzero and CA
I've noticed the wizard build that's all the rage. I noticed though it's one target and worse staggering only apply to weapon attacks.  I've been thinking about how I could do burst slides and then I said centered breath and mark of storm. Spark slippers wasnt exactly viable for monks if I wanted to use rushing cleats. I needed a damaging zone then I found Lightning Fury pp.




This build probably would be ranked pretty high on the paragon list, as I don't think it has many epic damage boosters.

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2 years ago  ::  Apr 14, 2011 - 10:24AM #1275
dragon4e
Date Joined: Aug 18, 2007
Posts: 202
I whipped it up quickly. If I toss in a daily like cloak of winter storms, that'll pile up the damage considering it's now a slide two so slide some enemies closer so you can lay down some Five Storms and flurry Lightning Field.
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2 years ago  ::  Apr 14, 2011 - 11:10AM #1276
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

Apr 13, 2011 -- 11:51AM, mellored wrote:

Apr 12, 2011 -- 12:35PM, mellored wrote:

Here's my "class-less" striker @ 105.5



Updated.  274.11225  Without a class.

Edit: it's at 303 now, but i still need to figure out how much a ring of radiant storm adds.


Updated again, now with heavy dancing weapon abuse.

Septblade (well, 6 blades and a gouge, and 8 actual attacks), now achives 523.57 DPR.

And he still doesn't have a base class 

guides Show
my builds Show

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 Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
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.
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
Unnamed Avenger|Runepriest/Hammer 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, only 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.
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2 years ago  ::  Apr 14, 2011 - 1:12PM #1277
dragon4e
Date Joined: Aug 18, 2007
Posts: 202

236.1375 DPR Dragonfury 2.0 new and improved by dragon4e , slides, subzero and CA Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Dragonfury, level 30
Revenant, Monk|Sorcerer, Lightning Fury, Destined Scion
Monastic Tradition (Hybrid): Centered Breath (Hybrid)
Hybrid Monk: Hybrid Monk Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Hybrid Talent: Soul of the Sorcerer
Soul of the Sorcerer: Storm Soul
Epic Heroism: Epic Heroism (Charisma)
Epic Heroism: Epic Heroism (Dexterity)
Pact Initiate: Pact Initiate (star pact)
Dragon Breath Key Ability: Dragon Breath Dexterity
Dragon Breath Damage Type: Dragon Breath Lightning
Choose your Race in Life: Dragonborn
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 13, Con 15, Dex 28, Int 12, Wis 10, Cha 28.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 10, Wis 8, Cha 16.


AC: 45 Fort: 43 Reflex: 47 Will: 48
HP: 185 Surges: 15 Surge Value: 46

TRAINED SKILLS
Stealth +29, Perception +26, Athletics +21, Arcana +21

UNTRAINED SKILLS
Acrobatics +24, Bluff +24, Diplomacy +24, Dungeoneering +15, Endurance +19, Heal +15, History +16, Insight +15, Intimidate +26, Nature +15, Religion +16, Streetwise +24, Thievery +24

FEATS
Level 1: Pact Initiate
Level 2: Mark of Storm
Level 4: Dragonborn Soul
Level 6: Versatile Expertise
Level 8: Deadly Draw
Level 10: Hybrid Talent
Level 11: Implement Focus (Rod)
Level 12: Stormhawk's Vengeance
Level 14: Improved Defenses
Level 16: Thundering Breath
Level 18: Unarmored Agility
Level 20: Restless Dead
Level 21: Ghostly Vitality
Level 22: Epic Fortitude
Level 24: Superior Implement Training (Accurate rod)
Level 26: Centered Master
Level 28: Oncoming Storm
Level 30: Resounding Thunder

POWERS
Hybrid at-will 1: Ensorcelled Blade
Hybrid at-will 1: Five Storms
Hybrid daily 1: Harmonious Thunder
Hybrid encounter 7: Arc of the Flashing Storm
Hybrid utility 10: Spider Technique

ITEMS
Eberron Shard of Lightning (epic tier), Ring of Free Time (epic tier), Belt of Sonnlinor Righteousness (epic tier), Boots of Speed (epic tier), Shadow Band (epic tier), Iron Armbands of Power (epic tier), Tattoo of Vengeance (epic tier), Rhythm Blade Dagger +6, Rain of Hammers Ki Focus +6, Robe of Eyes Mindpatterned Armor +6, Many-Fingered Gloves (paragon tier), Ring of Circling Fangs (paragon tier), Mummified Hand (epic tier), Foe Stone (paragon tier), Stone of Earth (paragon tier), Stone of Flame (paragon tier), Stone of Light (paragon tier), Stone of Shadow (paragon tier), Stone of Spirit (paragon tier), Stone of Storms (paragon tier), Stone of Wind (paragon tier), Solitaire (Violet) (epic tier), Charm of Abundant Action (epic tier), Circlet of Arkhosia (paragon tier), Rushing Cleats (heroic tier), Ring of Tenacious Will (epic tier), Life Charm +6, Accurate rod of the Dragonborn +6, Rhythm Blade Wrist Razors +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Assuming monster defenses of AC 44 and nads of 42
Five Storms to hit +35 to hit and 2d8 + 18  burst 2
Add Deadly Draw  +37 to hit and 2d8 + 18
Oncoming Storm   +38 to hit and 2d8 + 18

Subzero               +37 to hit and 2d8 + 18 from restless dead
Add Deadly Draw  +39 to hit and 2d8 + 18
Oncoming Storm   +40 to hit and 2d8 + 18

Unstoppable Lightning does apply to Five Storms so yeah I don't worry about lightning resistance.
Flurry is bad at 2 damage but I need the slides.

The big damage Lightning Field. After you hit with a lightning power, under the end of your next turn each enemy that move into a square adjacent to you or makes a melee attack against you take 2d6 + 9 lightning damage.
I hit once with Five Storms and I got Mark of Storm and rushing cleats.
I slide them around 2 times then flurry.
I have Centered Master combined with rushing cleats that gives me 3 slides.
Total slides is now 5.

1 - .05(Defense - (to hit) - 1)

1-.05(42 - 35 - 1) = 0.70        Five Storms burst 2
1-.05(42 - 37 - 1) = 0.80        Five Storms with CA
1-.05(42 - 38  -1) = 0.85        with oncoming storm added
1-.05(42 - 37 - 1) = 0.80        Subzero Five Storms
1-.05(42 - 39 - 1) = 0.90        Subzero with CA
1-.05(42 - 40 - 1) = 0.95        with oncoming storm added

(chance to hit - chance to crit) *(damage on a hit) + (chance to crit)*(damage on a crit) = DPR

(0.70 - 0.05)*(2d8 + 18) + 0.05*(16 + 18 + 6d6) = 17.55 + 2.75 = 20.3    Five Storms
(0.75 - 0.05)* 27            + 2.75                          = 18.9 + 2.75   = 21.65  Five Storms with CA
(0.85 - 0.05)*27             + 2.75                          = 21.6 + 2.75   = 24.35  with oncoming storm
(0.80 - 0.05)*(2d8 + 18) + 0.05*(16 + 18 + 6d6) = 20.25 + 2.75 = 23    Subzero Five Storms
(0.90 - 0.05)*27             + 2.75                          = 22.95 + 2.75 = 25.7 Subzero Five Storms with CA
(0.95 - 0.05)*27             + 2.75                          = 24.3 + 2.75 = 27.05 with oncoming storm

Flurry of Blows add 2. It depends on the hit of the powers
0.70 * 2 = 1.4     Five Storms
0.80 * 2 = 1.6     Five Storms with CA
0.85 * 2 = 1.7     with oncoming storm
0.80 * 2 = 1.6     Subzero Five Storms
0.90 * 2 = 1.8     Subzero Five Storms with CA
0.95 * 2 = 1.9     with oncoming storm

Lightning Field is automatic damage but it depend on a power that hit so I'll use the hit table I have.
0.70 * (2d6 + 9) = 11.2 * 5 slides =   56             Five Storms
0.80 * 16           = 12.8 * 5          =   64             Five Storms with CA
0.85 * 16           = 13.6 * 5          =   68             with oncoming storm             
0.80 * 16           = 12.8 * 5          =   64             Subzero Five Storms
0.90 * 16           = 14.4 * 5          =   72             with CA too
0.95 * 16           = 15.2 * 5          =   76             with oncoming too

Goal here is to pull all enemies close by sliding the burst 2 five storms into a burst one area so my multipler is 2.25.
(20.3   + 1.4 + 56)*2.25 = 174.825       Five Storms
(21.65 + 1.6 + 64)*2.25 = 196.3125     Five Storms with CA
(24.35 + 1.7 + 68)*2.25 = 211.6125     Five Storms with CA and oncoming storm
(23     + 1.6 + 64)*2.25 = 199.35         Subzero Five Storms
(25.7  + 1.8 + 72)*2.25 = 223.875        Subzero Five Storms with CA

(27.05 + 1.9 + 76)*2.25 = 236.1375       Five Storms with CA and oncoming storm


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2 years ago  ::  Apr 14, 2011 - 8:47PM #1278
Taikishi
Date Joined: Jan 22, 2011
Posts: 213
level 30
Bugbear, Avenger, Kulkor Arms Master, Destined Scion
Spoiler: Show

Gritty Sergeant Benefit: Weapon Proficiency (Mace)
Background: Gritty Sergeant (Gritty Sergeant Benefit)

FINAL ABILITY SCORES
Str 17, Con 13, Dex 16, Int 10, Wis 28, Cha 20.

STARTING ABILITY SCORES
Str 13, Con 10, Dex 11, Int 8, Wis 18, Cha 12.


FEATS
Level 1: Superior Will
Level 2: Weapon Proficiency (Gouge)
Level 4: Power of Skill
Level 6: Spear Expertise
Level 8: Powerful Charge
Level 10: Battle Awareness
Level 11: Kulkor Battlearm Student
Level 12: Impaling Spear
Level 14: Lasting Frost
Level 16: Wintertouched
Level 18: Headsman's Chop
Level 20: Spear Push
Level 21: Polearm Momentum
Level 22: Long Step
Level 24: Enmity Shared
Level 26: Deadly Axe
Level 28: Hand of Divine Guidance
Level 30: Punishing Axe

POWERS
Overwhelming Strike

ITEMS
Frozen Whetstone (heroic tier), Bloodthread Cloth Armor (Basic Clothing) +6, Belt of Sonnlinor Righteousness (epic tier), Horned Helm (epic tier), Life Charm +5, Gloves of Ice (epic tier), Bracers of Mighty Striking (epic tier), Siberys Shard of Merciless Cold (paragon tier), Spark Slippers (paragon tier), Ring of Giants (paragon tier), Staggering Gouge +6 (large)


Set up round - apply whetstone

Minor - Oath target (gain CA through Enmity Shared). Charge

To Hit vs Reflexes: 38, 4+ (39 when charging, 3+). Crit on 19-20 (Hand of Divine Guidance)
Spoiler: Show

Bonuses
+15 level
+9 wisdom
+2 proficiency
+6 enhancement
+3 Spear Expertise
+1 Epic Combatant
+2 combat advantage
*+1 charge


Math for rolling two dice, pick higher result
Chance to hit = 1-chance to miss

Charging
=1-.1*.1
=1-.01
=.99

Not charging
=1-.15*.15
=1-.225
=.975

Chance to crit rolling two dice, taking better result
Chance to crit = 1-chance to not crit
=1-.9*.9
=1-.81
=.19



Overwhelming Strike when charging = 135.225 DPR
Spoiler: Show

Average damage
4d8 brutal 1 = 20
3d6 Horned Helm = 10.5
+3 Spear Expertise
+9 Wisdom
+6 enhancement
+6 Bracers of Mighty Striking
+4 Gloves of Ice
+3 Shard
+5 vuln
+2 Whetstone
+2 Powerful Charge
=4d8b1+3d6+40
=70.5 damage

Average Crit
32 weapon
18 helm
+6d6 brutal 2 enhancement crit = 27 - Punishing Axe
+6d8 brutal 2 high crit = 33 - Deadly Axe and Punishing Axe
+3 spear expertise
+9 wis
+6 enhance
+6 bracers
+4 gloves
+3 chard
+5 vuln
+2 whetstone
+2 powerful charge
+12 ring
=6d6b2+6d8b2+52+18+32
=162

Spark Slippers
7 squares, 5 damage/square

Charge attack DPR = .99*noncrit + .19*crit + .99*slippers
=70.5*.99+162*.19+34.65
=69.795+30.78+34.65
=135.225


Overwhelming Strike on prone target (such as Kulkor feature) = 132.306 DPR
Spoiler: Show

Average damage and average crit as above. Replace Spear Expertise and Powerful Charge with the bonus damage from Headsman's Chop

Kulkor feature = chance to prone * (.975*noncrit+.19*crit+.975*slippers)
.99*(.975*70.5+.19*162+.975*35)
.99*(68.7375+30.78+34.125)
.99*(133.6425)

132.3060755


132.306+135.225=267.53 DPR
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2 years ago  ::  Apr 16, 2011 - 10:50AM #1279
dragon4e
Date Joined: Aug 18, 2007
Posts: 202
244 DPR Twinthunder by dragon4e slides,subzero and ca. An attempt to expand Dragonfury beyond dragonborn. Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Twinthunder, level 30
Revenant, Monk|Sorcerer, Lightning Fury, Avatar of Storm
Monastic Tradition (Hybrid): Centered Breath (Hybrid)
Hybrid Monk: Hybrid Monk Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Hybrid Talent: Soul of the Sorcerer
Soul of the Sorcerer: Storm Soul
Choose your Race in Life: Deva
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 14, Con 14, Dex 26, Int 12, Wis 14, Cha 26.

STARTING ABILITY SCORES
Str 10, Con 10, Dex 16, Int 10, Wis 12, Cha 16.


AC: 44 Fort: 41 Reflex: 44 Will: 45
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
Stealth +28, Perception +28, Athletics +22, Religion +21

UNTRAINED SKILLS
Acrobatics +23, Arcana +16, Bluff +23, Diplomacy +23, Dungeoneering +17, Endurance +19, Heal +17, History +16, Insight +17, Intimidate +25, Nature +17, Streetwise +23, Thievery +23

FEATS
Level 1: Implement Focus (Dagger)
Level 2: Mark of Storm
Level 4: Stormhawk's Vengeance
Level 6: Versatile Expertise
Level 8: Deadly Draw
Level 10: Hybrid Talent
Level 11: Initiate of the Faith
Level 12: Divine Channeler (Cleric)
Level 14: Improved Defenses
Level 16: Storm Sacrifice
Level 18: Unarmored Agility
Level 20: Nimble Blade
Level 21: Ghostly Vitality
Level 22: Epic Fortitude
Level 24: Superior Implement Training (Resonating dagger)
Level 26: Centered Master
Level 28: Oncoming Storm
Level 30: Potent Rebirth

POWERS
Divine Channeler (Cleric): Divine Fortune
Hybrid at-will 1: Five Storms
Hybrid at-will 1: Ensorcelled Blade
Hybrid daily 1: Harmonious Thunder
Hybrid encounter 7: Arc of the Flashing Storm
Hybrid utility 10: Spider Technique

ITEMS
Siberys Shard of the Mage (epic tier), Eberron Shard of Lightning (epic tier), Ring of Free Time (epic tier), Belt of Sonnlinor Righteousness (epic tier), Boots of Speed (epic tier), Breakchain Tattoo (epic tier), Shadow Band (epic tier), Tattoo of Vengeance (epic tier), Rhythm Blade Dagger +6, Rain of Hammers Ki Focus +6, Robe of Eyes Mindpatterned Armor +6, Many-Fingered Gloves (paragon tier), Ring of Circling Fangs (paragon tier), Mummified Hand (epic tier), Foe Stone (paragon tier), Stone of Earth (paragon tier), Stone of Flame (paragon tier), Stone of Light (paragon tier), Stone of Shadow (paragon tier), Stone of Spirit (paragon tier), Stone of Storms (paragon tier), Stone of Wind (paragon tier), Solitaire (Violet) (epic tier), Charm of Abundant Action (epic tier), Circlet of Arkhosia (paragon tier), Rushing Cleats (heroic tier), Ring of Tenacious Will (epic tier), Life Charm +6, Lightning Resonating dagger +6, Rhythm Blade Wrist Razors +1, Fist of Kord +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Assuming monster defenses of AC 44 and nads of 42
Five Storms to hit  +32 to hit and 2d8 + 17 +4 resonating dagger burst 2
Add Deadly Draw   +35 to hit and 2d8 + 21 with nimble blade
Oncoming Storm   +36 to hit and 2d8 + 21

Subzero               +34 to hit and 2d8 + 23 from potent rebirth
Add Deadly Draw  +37 to hit and 2d8 + 23
Oncoming Storm  +38 to hit and 2d8 + 23

Unstoppable Lightning does apply to Five Storms so yeah I don't worry about lightning resistance.
Flurry is bad at 4 damage but I need the slides.

The big damage Lightning Field. After you hit with a lightning power, under the end of your next turn each enemy that move into a square adjacent to you or makes a melee attack against you take 2d6 + 8 lightning damage.
I hit once with Five Storms and I got Mark of Storm, resonating dagger and rushing cleats.
I slide them around 3 times then flurry.
I have Centered Master combined with rushing cleats that gives me 3 slides.
Total slides is now 6.

1 - .05(Defense - (to hit) - 1)

1-.05(42 - 32 - 1) = 0.55        Five Storms burst 2
1-.05(42 - 35 - 1) = 0.70        Five Storms with CA
1-.05(42 - 36  -1) = 0.75        with oncoming storm added
1-.05(42 - 34 - 1) = 0.65        Subzero Five Storms
1-.05(42 - 37 - 1) = 0.80        Subzero with CA
1-.05(42 - 38 - 1) = 0.85        with oncoming storm added

(chance to hit - chance to crit) *(damage on a hit) + (chance to crit)*(damage on a crit) = DPR

(0.55 - 0.05)*(2d8 + 21) + 0.05*(16 + 21 + 6d6) = 15 + 2.9      = 17.9    Five Storms
(0.70 - 0.05)*30             + 2.9                            = 19.5 + 2.9   = 22.4    Five Storms with CA
(0.75 - 0.05)*30             + 2.9                           = 21 + 2.9       = 23.9    with oncoming storm
(0.65 - 0.05)*(2d8 + 23) + 0.05*(16 + 23 + 6d6) = 19.2 + 3      = 22.2    Subzero Five Storms
(0.80 - 0.05)*32             + 3                               = 24 + 3         = 27      Subzero Five Storms with CA
(0.85 - 0.05)*32             + 3                              = 25.6   + 3     = 28.6    with oncoming storm

Flurry of Blows add 4. It depends on the hit of the powers
0.55 * 4 = 2.2     Five Storms
0.70 * 4 = 2.8     Five Storms with CA
0.75 * 4 = 3.0     with oncoming storm
0.65 * 4 = 2.6     Subzero Five Storms
0.80 * 4 = 3.2     Subzero Five Storms with CA
0.85 * 4 = 3.4     with oncoming storm

Lightning Field is automatic damage but it depend on a power that hit so I'll use the hit table I have.
0.55 * (2d6 + 8) = 8.25 * 6 slides =   49.5          Five Storms
0.70 * 15           = 10.5 * 6          =   63             Five Storms with CA
0.75 * 15           = 11.25 * 6        =   67.5          with oncoming storm             
0.65 * 15           = 9.75 * 6          =   58.5          Subzero Five Storms
0.80 * 15           = 12 * 6             =   72             with CA too
0.85 * 15           = 12.75 * 6        =   76.5           with oncoming too

Goal here is to pull all enemies close by sliding the burst 2 five storms into a burst one area so my multipler is 2.25.
(17.9 + 2.2 + 49.5)*2.25 = 156.6          Five Storms
(22.4 + 2.8 + 63)  *2.25  = 198.45        Five Storms with CA
(23.9 + 3.0 + 67.5)*2.25 = 212.4          Five Storms with CA and oncoming storm
(22.2 + 2.6 + 58.5)*2.25 = 187.425      Subzero Five Storms
(27    + 3.2 + 72)*2.25    = 229.95       Subzero Five Storms with CA

(28.6 + 3.4 + 76.5)*2.25 = 244.125      Five Storms with CA and oncoming storm



It's not better than dragonfury but getting accuracy is hard considering the stat boost lost for avatar of storm. All thing considered it's better to have +9 boost than +8.
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2 years ago  ::  Apr 21, 2011 - 6:39AM #1280
KungFuJoe
Date Joined: Jul 16, 2010
Posts: 82

I've got a new candidate for the Level 1 list.


Revenant (Dwarf) Scout
Level 1


Dex 20


Class Features:
Attack Finesse
Spinning Axe Mastery


Feat:
Dwarven Weapon Training


Powers:
Aspect of the Charging Ram
Aspect of the Dancing Serpent


Weapons;
Craghammer
Gauntlet Axe


If we can manage some tactical teamwork to allows us a Charge and Combat Advantage, every turn, we have top-tier L1 DPR.


DPR (CA, Ch) - 22.415 Show


Assumptions:
 + Aspect of the Charging Ram stance
 + Charging
 + Combat Advantage


MBA:
Attack: +10 --> +5 Dex, +2 proficiency, +2 CA, +1 Charge
Damage: 1d10(Brutal 2)+11 --> 5 Dex, +2 DWT, +2 Spinning Axe, +2 Stance
AvgDmg: 17.5 hit, 21 crit
(0.75*17.5)+(0.05*21) = 14.175


DWA:
Attack: +9 --> +5 Dex, +2 proficiency, +2 CA
Damage: 1d8+9 --> +5 Dex, +2 DWT, +2 Spinning Axe
AvgDmg: 13.5 hit, 17 crit
(0.70*13.5)+(0.05*17) = 10.3


MBA + (0.80*DWA) = 22.415


Even without CA, our damage is still huge if we keep Charging, turn after turn.


DPR (Ch) - 19.635 Show


Assumptions:
 + Aspect of the Charging Ram stance
 + Charging


MBA:
Attack: +8 --> +5 Dex, +2 proficiency, +1 Charge
Damage: 1d10(Brutal 2)+11 --> 5 Dex, +2 DWT, +2 Spinning Axe, +2 Stance
AvgDmg: 17.5 hit, 21 crit
(0.65*17.5)+(0.05*21) = 12.425


DWA:
Attack: +9 --> +5 Dex, +2 proficiency, +2 CA
Damage: 1d8+9 --> +5 Dex, +2 DWT, +2 Spinning Axe
AvgDmg: 13.5 hit, 17 crit
(0.70*13.5)+(0.05*17) = 10.3


MBA + (0.70*DWA) = 19.635


If we can't guarantee the Charge, we can always pick off lone baddies.


DPR (lone enemy) - 17.99 Show


Assumptions:
 + Aspect of the Dancing Serpent stance
 + Enemy has none of its allies adjacent


MBA:
Attack: +8 --> +5 Dex, +2 proficiency, +1 stance
Damage: 1d10(Brutal 2)+10 --> 5 Dex, +2 DWT, +2 Spinning Axe, +1 Stance
AvgDmg: 16.5 hit, 20 crit
(0.65*16.5)+(0.05*20) = 11.725


DWA:
Attack: +7 --> +5 Dex, +2 proficiency
Damage: 1d8+9 --> +5 Dex, +2 DWT, +2 Spinning Axe
AvgDmg: 13.5 hit, 17 crit
(0.60*13.5)+(0.05*17) = 8.95


MBA + (0.70*DWA) = 17.99


And if all else fails, our regular ol' DPR is still pretty rockin'.


DPR - 16.0675 Show


MBA:
Attack: +7 --> +5 Dex, +2 proficiency
Damage: 1d10(Brutal 2)+9 --> 5 Dex, +2 DWT, +2 Spinning Axe
AvgDmg: 15.5 hit, 19 crit
(0.60*15.5)+(0.05*19) = 10.25


DWA:
Attack: +7 --> +5 Dex, +2 proficiency
Damage: 1d8+9 --> +5 Dex, +2 DWT, +2 Spinning Axe
AvgDmg: 13.5 hit, 17 crit
(0.60*13.5)+(0.05*17) = 8.95


MBA + (0.65*DWA) = 16.0675


EDIT: Crap. Just realized I made an error-- DWA only comes into play if the MBA hits. Fixed my math to account for this.

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