Poor Level 24 Nova, lacking a King. I think I found one, however.
641.02 DPR Encounter DPR Mul Second Winder(24th), by Eustacio(18@&) 938.84 DPR Encounter DPR Mul Second Winder(30th), by Eustacio(18@&)
I decided to see what would happen if I took my Second Wind character and tricked them out for Encounter DPR. This build assumes there are off-turns to burn second wind (since it is DPR and not DPT) as a Free Action to attack.
If you assume Combat Advantage (or ditch Inexhaustible Resources for Wintertouched and don’t care about losing Healing Surges), DPR goes up to 664.77.
Core Items: Carnage Greatclub Stalkerhide Armor of Enduring Health (+1 Second Wind) Frozen Whetstones
Character Builder Dump: Second Wind Spamming Mul Avenger|Warden MC Ranger/Son of Mercy/Destined ScionShow
====== Created Using Wizards of the Coast D&D Character Builder ======
DPR Nova 24 - Copy, level 24 Mul, Avenger/Warden, Son of Mercy, Destined Scion Hybrid Avenger Option: Hybrid Avenger Will Hybrid Warden Option: Hybrid Warden Fortitude Hybrid Talent Option: Warden's Armored Might Guardian Might Option: Earthstrength Epic Heroism Option: Constitution Epic Heroism Option: Wisdom Born of Two Races Option: Dwarf Occupation - Foe Killer (Learn Supernal)
FINAL ABILITY SCORES STR 12, CON 24, DEX 14, INT 12, WIS 29, CHA 10
STARTING ABILITY SCORES STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8
Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Mul Racial Power: Incredible Toughness Avenger Feature: Oath of Enmity Warden Feature: Warden's Fury Warden Feature: Warden's Grasp Son of Mercy Feature: Lawbreaker's Doom Hunter's Quarry Power: Hunter's Quarry Avenger Attack 1: Overwhelming Strike Warden Attack 1: Thorn Strike Avenger Utility 2: Holy Blessing Avenger Attack 3: Fury's Advance Warden Utility 6: Treacherous Ice Avenger Attack 9: Blade of Repulsion Avenger Utility 10: Wings of Vengeance Son of Mercy Attack 11: Dispensed Justice Son of Mercy Utility 12: Red Death Warden Attack 13: Stormhowler's Strike Warden Attack 15: Form of the Crushing Mountain Avenger Utility 16: Temple of Seclusion Avenger Attack 17: Soulforge Hammering Avenger Attack 19: Leprous Wound Son of Mercy Attack 20: Blood Oath Fulfilled Avenger Utility 22: Seeker's Step
FEATS
Level 1: Power of Skill Level 2: Master at Arms Level 4: Hybrid Talent Level 10: Crushing Earthstrength Level 11: Painful Oath Level 12: Lasting Frost Level 14: Crippling Crush Level 16: Weapon Focus (Mace) Level 20: Avenging Resolution Level 21: Epic Recovery Level 21: Earthstrength Might Level 22: Stoneheart Warrior Level 23: Inexhaustible Resources Level 24: Hand of Divine Guidance Level 24: Warrior of the Wild
ITEMS
Stalkerhide Armor of Enduring Health +5 x1 Iron Armbands of Power (paragon tier) x1 Pierced Heart Tattoo (paragon tier) x1 War Ring (paragon tier) x1 Ring of Giants (paragon tier) x1 Amulet of Life +5 x1 Siberys Shard of Merciless Cold (paragon tier) Gloves of Ice (epic tier) x1 Boots of the Fencing Master (heroic tier) x1 Carnage Greatclub +5 x1 Baldric of Tactical Positioning (heroic tier) x1 Insight of the Vault (heroic tier) Frozen Whetstone (paragon tier) ====== End ======
Carnage Weapon Bonus: 2d4 weapon means the chance of a 4 coming up is (1-(0.75*0.75*0.75*0.75)), which works out to 68.36 percent. Multiplied by the 10 damage the Carnage weapon grants as a bonus, this works out to 6.836 damage.
On a crit, we have the same calculation to make with 6d12 instead of 2d4, which works out to a 40.67% chance to roll a 12 on one or more die.
Pierced Heart Tattoo: Grants +4 damage on the first attack after using Second Wind. Only added in to Second Wind granted attacks.
Standard 1W Attack: 2d4, 1’s and 2’s count as 3’s. (3+3+3+4)/4*2 = 6.5
Standard 2W Attack: 6.5 * 2 = 13
Critical Damage Bonus: War Ring = +1d12. Ring of Giants = +10. Insight of the Vault = +9. Carnage Bonus is 40.67% * 10. Crit Dice average to 6.75 (1’s and 2’s count as 3’s due to Avenging Resolution). Total is (6.75*6) + 10 + 9 + (0.4067*10) = 63.57 Average Bonus
Ring of Giants (paragon tier) x1 Insight of the Vault (heroic tier) Frozen Whetstone (paragon tier) Carnage Falchion +6 x1 Siberys Shard of Merciless Cold (epic tier) Iron Armbands of Power (epic tier) x1 Gauntlets of Brutality (paragon tier) x1 Pierced Heart Tattoo (epic tier) x1 Voidhide of Enduring Health +6 x1 Ring of Free Time (epic tier) Periapt of Cascading Health +5 x1 ====== End ======
First Attack/Turn: +10 (Painful Oath) Prone Target: +5 (Gauntlets of Brutaility), +5 (Headsman's Chop) Pierced Heart Tattoo: Grants +6 damage on the first attack after using Second Wind. Only added in to Second Wind granted attacks.
Basic Weapon Math:
Avenging Resolution means all our 1's and 2's on weapon damage rolls are 3's. This means the Falchion has the following 1W value: (3+3+3+4)/4*2 = 6.5 per W. Maximum Damage for 1W is 8. Maximum Damage for 2W is 16.
Carnage Weapon Math:
Carnage Weapon Bonus for 1W Attacks: A 2d4 weapon attack means the chance of a 4 coming up is (1-(0.75*0.75)), which works out to 43.75 percent. Multiplied by the 12 damage the Carnage weapon grants as a bonus, this works out to 5.25 damage.
Carnage Weapon Bonus for 2W Attacks: A 4d4 weapon attack means the chance of a 4 coming up is (1-(0.75*0.75*0.75*0.75)), which works out to 68.36 percent. Multiplied by the 12 damage the Carnage weapon grants as a bonus, this works out to 8.203 damage.
On a crit, we have the same calculation to make with 6d12 OR 6d4 (3W High Crit), which works out to a 89.44% chance to roll a 12 on one or more d12 or a 4 on one or more d4. This figures into the critical damage math.
Critical Damage Math:
The Carnage Falchion has a critical bonus of 6d12 with a 3W High Crit, making the base 6d12 + 6d4. The Carnage Weapon's Property means we have the aboe 89.44% multiplied by the damage bonus (12) for a total of 10.73 damage bonus. The Ring of Giants grants an extra 12 static damage on a critical. The Insight of the Vault grants an extra 10 static damage on a critical. Due to Avenging Resolution, the 1's and 2's on the d12s are 3's. This lets us figure out the average damage of the bonus dice as: (3+3+3+4+5+6+7+8+9+10+11+12)/12 = 6.75/die. Multiplied by 6, this gives an average damage of 40.5. The Avenging Resolution value of 2d4 is 6.5 (as figured out above), meaning 6d4 (a 3W High Crit on 2d4 Weapon) is 19.5
The Average Critical Damage Bonus, as a result, is: 19.5+40.5+10+12+10.73=92.73 Critical Bonus Damage.
Attack Bonuses: 10 Wisdom 15 Half Level 3 Proficiency Bonus 6 Enhancement Bonus 3 Feat Bonus (Master at Arms) 1 Untyped Bonus (Epic Combatant) 2 Combat Advantage (Prone, assumed CA for first hit)
Total: 40 to Hit Enemy AC: Level (30) =14 = 44 AC Hits on a 4.
Avenger Attacks (all attacks for this Nova) are rolled twice due to attacking Oath of Enmity Target. Hand of Divine Guidance gives us a crit range of 19-20.
Standard to-hit Math:
Standard Hit: 1-(3/20)^2 = 97.75% to hit. Critical Chance: 1-(1-.1)^2 = 19% to Crit.
Martial Supremacy gives our basic attacks (Overwhelming Strike) a second reroll, which means you now have 4 rolls, if you so choose. This allows for crit-fishing (and to-hit fishing, if your dice rolling is terrible).
Free Action: Oath of Enmity (Vengeful Declaration makes OoE a Free Action) Free Action: Mark Enemy (Warden) Free Action: Lawbreaker's Doom (Son of Mercy Paragon Path - on hit, slow enemy, add Wis to damage) Minor Action: Whetstone Move (Minor) Action: Activate Martial Supremacy (allows for rerolls on fighter attack and basic attack rolls) Standard: Soulforge Hammering (applies Cold Vuln from Lasting Frost, can repeat attack on next turn as a Minor)
Effects on Enemy from Prep: Slow, Vuln 5 Cold, Oath Target, Marked Standard: Overwhelming Strike with Free Action Takedown Strike: ((0.9995-0.3439)*(58+10+8.203+10+(6.5*2))+(0.3439*(92.73+16+10+68))= 129.25 DPR Additional Effects on Enemy: Prone (Takedown Strike) Minor: Soulforge Hammering: ((0.9775-0.19)*(68+5.25+6.5)+(0.19*(92.73+68+8))= 94.86 DPR Move (Minor): Fury's Advance: ((0.9775-0.19)*(68+5.25+6.5)+(0.19*(92.73+68+8))= 94.86 DPR Action Point: Overwhelming Strike: ((0.9995-0.3439)*(58+8.203+10+(6.5*2))+(0.3439*(92.73+16+10+58))= 119.26 DPR Feat: Divine Mastery on Action Point, Recover Fury's Advance Minor (Ring of Free Time): Fury's Advance: Fury's Advance: ((0.9775-0.19)*(68+5.25+6.5)+(0.19*(92.73+68+8))= 94.86 DPR
Second Winds Actions: Take 3 Second Winds on each of the next 3 turns. These do not expend healing surges (Inexhaustible Resources) and don't end Martial Supremacy as a result. They are Free Actions (Stoneheart Warrior) and grant a Melee Basic (Earthstrength Might) when spent. You have 3 Second Winds to spend. 1 Base, 1 from Epic Recovery, and 1 from Armor of Enduring Health. These are each free action attacks taken on other enemy/allies turns, so you gain the benefit of Painful Oath on each.
My Hurricane Ivan build can actually do nigh infinite damage by chaning ED to Legenary Sovereign. At level 30 this means that I don't have to worry about recharging hurricane of blades as it is only expended by missing with all attacks (a 1/160,000 chance not counting rerolls). This means that I start of by making 4 attacks with a crit percentage of 36%. The first crit gives me 8 more attacks (rampage) and subsequent crits gives me an additional 4 attacks.
This makes it pretty much identical to Damon_Tor's build but 4 attacks each time rather than 3. This is actually much simpler than my previous build and took a lot less effort, so I would appreciate the other build being left up there.
During the nova, each of my allies within 10 squares could make a basic attack as a free action and would gain some temps and a small boost.
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.
Submission: King of Lvl 16 Revision: 1.2 Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11 Powers: Twin Strike, Overwhelming Strike Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5) Setup: Have enough Frozen Whetstones. Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!) Based on: -
Submission: King of Lvl 16 Revision: 1.2 Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11 Powers: Twin Strike, Overwhelming Strike Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5) Setup: Have enough Frozen Whetstones. Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!) Based on: -
I have a question about it: How do you add the psionic tag in all your at-will attacks?
This is my question too. I ran every feat and item through the compendium just to double check, but I don't think this works.
The compendium incorrectly lists Ressurgent Wilder's lvl 16 feature as working with At-Will Attacks, instead of Psionic At-Will Attacks (per DSCS). So that build doesn't work. This catches many, many people.
I have a new DPR candidate for level 1;hopefully it's viable >_<
Spelldancer,Human Bladesinger CA is assumed through flanking.He is using a rapier.His feats are Suprising Charge and MC Rogue.The power he is using is an MBA coupled with Lightning Ring.The first DPR assumes the opponent moves after he is hit.The second does not.
I come back after a long hiatus; and I find that the battlemind Lightning Fury is still here, and behind that, we have a Revenant and Langeweille's thief. The mark 2 blender has some obvious things that would nerf it (a given zone/lightning field damage triggers once per turn), and Revenant's.. well.. I've never liked that particular flavour of shenanigans.
I like some of the new classes; Bladesinger and Hexblade are both very cool.
I've also decided that Langeweille's thief should probably be increased, so for the last 2 days:
I tried with a Scout/Lyrandar/Thief of Legend, and then achieved 344 DPR (no dancing or other shenanigans yet), so that didn't work
I tried with a Two Blade Ranger/Kulkor/Thief of Legend, which reached 332 DPR (similarly, no shenanigans yet), still not high enough. Also, I'm missing at least one feat with that build, so it's actually somewhat lower than that.
I tried with a Hexblade/Kulkor/Thief of Legend, which reached 317 DPR.
I mucked about with a Lightning Fury who uses a Marilith to slide the opponent into the field; this reached 576 DPR, which is better than the Thief, but really... that build should be compared against the Blender, not the Thief, and so it fails miserably.
Finally, I've gone back to my roots and found success: The Avenger.
Human Avenger|Fighter/Kulkor Arms Master/Thief of Legend DPR: 476.59
Without the OA attacks (which is the only thing besides +2 wis that Thief of Legend adds), the DPR is still 238.74, which you could then increase with a different ED for a viable variation on the build. Hybrid fighter is only there to avoid wasting a feat slot on multiclassing, so you still have your multiclass free for other variations, or you could go pure Avenger MC Fighter to avoid having wasted Str powers at lower levels (you could also grab Pursuing Censure, which could arguably work very well with the fact that the monster is probably going to move away from you since it can't find you).
Also of note: Obviously most of the credit here needs to go to Langeweille for the original idea. My only real contribution is showing that the Thief is not actually the master in epic using this trick (although, since a massive amount of the DPR is from Punishing Radiance + Martial Supremacy + Oath of Enmity + upwards of 5 attacks per round, allowing Punishing Radiance to potentially add as much as 90 damage every time it procs, this build almost certainly wouldn't match the thief in paragon or heroic, although it would still be a totally run of the mill charger avenger, which is always good.)
Final note: I've been gone a LONG time. Little things probably have changed. I was known for making silly glaring mistakes back then; I can't imagine I've avoided it now; the final numbers are quite likely to need to be tweaked. Punishing Radiance has purposefully been rounded down for simplicity, possibly by as much as 5 DPR each time it procs, but I'm not really concerned. The feats are in NO order whatsoever, and probably couldn't be picked in anything like that order anyway, but I don't use the character builder soo..
Str 13-17, Con 11-13, Dex 12-20, Int x, Wis 18-30, Cha x
Background allowing Thievery to be a class skill.
Two Weapon Opening, Power of Skill (Overwhelming Strike), Gouge Proficiency, Axe Focus, Surprising Charge, Focused Superiority, Kulkor Arms Student Impaling Spear, Deadly Axe, Power Attack, Mobile Warrior, Axe Expertise, Polearm Momentum Hand of Divine Guidance, Two Weapon Fighting, Two Weapon Flurry, Punishing Radiance, Quick Draw, Double Axe Proficiency
+6 Radiant Gouge, +6 Radiant Double Axe, Bracers of Speed, +6 Shadowflow Armour, +6 Piwafwi, War Ring, Ring of Giants, Rushing Cleats, Horned Helm, Waistband of Grappler, 2 Siberys Shard of Radiance, Talent Shards
Assumptions: I'm hidden already. I have Martial Supremacy activated. Since Punishing Radiance increases a vulnerability, its not actually adding to itself each time it triggers, and therefore it can stack. (This is based on a rather old argument about vulnerabilities being a loophole; I can dig it up if anyone wants, or if you can direct me to a more recent source that might decide it the other way we can do that too). Since Punishing Radiance affects a medium sized area, even if I kill my current target, the vulnerabilities will still be on my next victim, allowing my DPR to remain consistent. I haven't checked my actual gold piece value. Good chance I'm too high, and I'd have to buy +5 weapons, but that would have a negligible effect on my DPR (It would drop by less than 7 DPR, since my hit rate is nigh automatic due to (kind of) rolling 4 times. Actually, I haven't taken into account the fact that I am required to take the second roll, and that will probably drop my flurry DPR by about 15, although it wouldn't change the other attacks significantly.)
Minor: Oath new target. Move: Stow double axe. Standard: Charge with Overwhelming Strike via Power of Skill + draw gouge with quick draw, knockdown with polearm momentum via Overwhelming Strike + Rushing Cleats, trigger Kulkor Overwhelming Strike, shift 2 via Overwhelming Strike and Mobile Warrior, hide (passive stealth = 52, can do it in plain sight via level 30 ED feature), stow gouge via Bracers of Speed. Opportunity (monster stands and either makes range attack or moves toward ally, triggering opportunity attack; if he attacks me, he can't find me and has to guess probably resulting in an auto miss; or he can do nothing. As per Langeweille's arguments, these are the only options often enough that we can assume we get an Opportunity Attack for purposes of this thread): Attack + draw double axe via quick draw, If hit trigger Two Weapon Flurry, If crit trigger Two Weapon Opening (?) After each attack shift and hide as per the charge, thereby ensuring CA.
Attack Bonus: +15 lvl +10 wis +6 enh +2 prof +3 feat +2 CA (from being hidden) -2 waist -2 power attack = +34 vs Ref 42 roll 4 times (martial supremacy/oath of enmity) (+35 on charge, +29 on flurry), crit 19-20 (Hand of Divine Guidance) 34.39% crit, 64.11% hit (64.8% hit on charge, 52.65% hit on flurry)
As an added bonus, Punishing Radiance is extremely party friendly. (Especially in the amounts this particular build would hand it out. Your controller would probably be 2 shotting lurkers after only a round or two of this guy beating on a solo.)