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Switch to Forum Live View DPR King Candidates 2.0
10 months ago  ::  Aug 24, 2012 - 10:43PM #1751
chocbywdr
Date Joined: Sep 26, 2010
Posts: 10

Sep 15, 2010 -- 2:57PM, RtrnofdMax wrote:


Frostbow of Sehanine


Continuing my need to make wonky builds, I created a fully functional Striker/Leader using the normal Twin Strike and Frost-Tech, but with Artificer and Cleric buffs built in. Through Hybridization, you get your two leader heals, some party supporting utilities and all the Twin Strike uber damage your DM can take.

(Disclaimer: This is a paragon build. This also requires a minor amount of setup.)

(Disclaimer 2: This build also assumes the new Half-Elf will be +2 Cha, and +2 to Wis or Con. The point buy will be messed up given that the Character builder does not yet have this data. If HElves end up being +2 Con and +2 to Wis or Cha, this build gets a small boost.)

Build Show

====== Created Using Wizards of the Coast D&D Character Builder ======
level 12
Half-Elf, Cleric|Artificer, Half-Elf Polymath
Hybrid Artificer: Hybrid Artificer Fortitude
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Holy Symbol)

FINAL ABILITY SCORES
Str 10, Con 17, Dex 11, Int 16, Wis 21, Cha 13.

STARTING ABILITY SCORES
Str 9, Con 13, Dex 10, Int 14, Wis 18, Cha 10.


AC: 23 Fort: 22 Reflex: 21 Will: 24
HP: 84 Surges: 9 Surge Value: 21

TRAINED SKILLS
Arcana +14, Religion +14, Perception +16, Insight +18, Dungeoneering +16

UNTRAINED SKILLS
Acrobatics +6, Bluff +7, Diplomacy +9, Endurance +9, Heal +11, History +9, Intimidate +7, Nature +11, Stealth +6, Streetwise +7, Thievery +6, Athletics +6

FEATS
Level 1: Moonbow Dedicate
Level 2: Adept Dilettante
Level 4: Silvery Glow
Level 6: Versatile Expertise
Level 8: Impending Victory
Level 10: Wintertouched
Level 11: Versatile Master
Level 12: Lasting Frost

POWERS
Dilettante: Twin Strike
Hybrid at-will 1: Sacred Flame
Hybrid at-will 1: Magic Weapon
Hybrid encounter 1: Exacting Utterance
Hybrid daily 1: Icebound Sigil
Hybrid utility 2: Bless
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Weapon of the Gods
Hybrid utility 6: Energy Conversion
Hybrid encounter 7: Price of Violence
Hybrid daily 9: Radiant Sigil
Hybrid utility 10: Sigil of Luck

ITEMS
Gloves of Ice (paragon tier), Frost Shortbow +3, Siberys Shard of Merciless Cold (paragon tier), Bracers of Archery (heroic tier), Magic Leather Armor +2, Amulet of Protection +2, Frozen Whetstone (heroic tier) (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



The fun and unique part of this build comes from the three separate Daily weapon augments that add 3+ damage and some amount to hit. These calcs also assume you are using a Frozen Whetstone to add some more damage. You can drop these if you have other item dailies since you still get the frost keyword from your weapon. Standard setup is minor for a weapon augment and move->minor for the Frozen Whetstone. If you want to go nova, it will take two rounds for all three weapon augments and a whetstone.

Assumptions:
1) CA from Wintertouched is active.
2) At least one weapon augment and whetstone have been applied (see breakdown below).

DPR Calcs Show

Attack Bonus Damage
Weapon 3 Weapon 4.5
Level 6 Enh 3
Stat 5 Bracers 2
Expertise 1 Lasting Frost 5
Prof 2 Shard 3
CA 2 Gloves 2
Moonbow 3
Whetstone 2
19 24.5


Base DPR 2*0.75*24.5+2*0.05*(28+10.5) = 40.6
vs. Bloodied 2*0.8*24.5+2*0.05*(28+10.5) = 42.85


Sigil of Luck gives +1 to hit and +3 Con damage:

w/ Sigil of Luck 2*0.8*(24.5+3)+2*0.05*(31+10.5) = 48.15
vs. Bloodied 2*0.85*(24.5+3)+2*0.05*(31+10.5) = 50.9


Weapon of the Gods gives 1d6 damage and imposes a -2 AC penalty. This effective +2 to hit is factored in:

w/ WotG 2*0.85*28+2*0.05*(34+10.5) = 52.05
vs. Bloodied 2*0.9*28+2*0.05*(34+10.5) = 54.85


Frostbound Sigil gives +3 damage:

w/ Icebound Sigil 2*0.75*(24.5+3)+2*0.05*(31+10.5) = 45.4
vs. Bloodied 2*0.8*(24.5+3)+2*0.05*(31+10.5) = 48.15


If you use all three weapon augments, you pull close to the lead for one encounter a day:

Fully Buffed 2*0.9*(24.5+3+3.5+3)+2*0.05*(40+10.5) = 66.25
vs. Bloodied 2*0.9*(24.5+3+3.5+3)+2*0.05*(40+10.5) = 66.25




Hope you like the build and feel free to offer suggestions on how to go even higher. I could probably get a +4 on Con based buffs if I give up on ever hitting with an Artificer power.







Have you pushed this build into EPIC yet?  I may use this build in a high level campaign a buddy of mine is starting.

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10 months ago  ::  Aug 25, 2012 - 9:24AM #1752
RtrnofdMax
Date Joined: Jul 24, 2007
Posts: 387
It's funny because I only just started getting into DnD again and this is one of the last builds I posted before my hiatus. Memories.

Anyways, no I didn't ever get into epic, but I am sure with all of the new tomfoolery, the build can only improve from the version I posted. Perhaps someone who knows all of the possible current options could help update it.

Edit: Update below
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10 months ago  ::  Aug 26, 2012 - 3:13PM #1753
RtrnofdMax
Date Joined: Jul 24, 2007
Posts: 387

Frostbow of Sehanine (lvl 24)



Continuing my need to make wonky builds, I created a fully functional Striker/Leader using the normal Twin Strike and Frost-Tech, but with Artificer and Cleric buffs built in. Through Hybridization, you get your two leader heals, some party supporting utilities and all the Twin Strike uber damage your DM can take.

(Disclaimer: This is a paragon build. This also requires a minor amount of setup.)

Build Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Frostbow of Sehanine, level 24
Half-Elf, Artificer/Cleric, Dusk Oracle, Destined Scion
Hybrid Artificer Option: Hybrid Artificer Fortitude
Hybrid Cleric Option: Battle Cleric's Lore
Versatile Expertise Option: Versatile Expertise (Bow)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Epic Heroism Option: Wisdom
Epic Heroism Option: Intelligence
Half-Elf Power Selection Option: Dilettante
Magic Scholar (Magic Scholar Benefit)
Theme: Ordained Priest
 
FINAL ABILITY SCORES
STR 10, CON 16, DEX 12, INT 22, WIS 29, CHA 12
 
STARTING ABILITY SCORES
STR 8, CON 11, DEX 10, INT 14, WIS 18, CHA 10
 
 
AC: 40 Fort: 35 Ref: 36 Will: 40
HP: 143 Surges: 9 Surge Value: 35
 
TRAINED SKILLS
Arcana +24, Insight +30, Religion +25
 
UNTRAINED SKILLS
Acrobatics +13, Athletics +12, Bluff +13, Diplomacy +15, Dungeoneering +21, Endurance +15, Heal +21, History +19, Intimidate +13, Nature +21, Perception +21, Stealth +13, Streetwise +13, Thievery +13
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Shining Symbol
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Cleric Utility: Healing Word
Ranger Attack 1: Twin Strike
Artificer Attack 1: Magic Weapon
Cleric Attack 1: Sacred Flame
Artificer Attack 1: Icebound Sigil
Cleric Utility 2: Bless
Cleric Attack 5: Weapon of the Gods
Artificer Utility 6: Energy Conversion
Artificer Utility 10: Sigil of Luck
Dusk Oracle Attack 11: Foreseen Hit
Dusk Oracle Utility 12: Predicted Outcome
Cleric Attack 13: Ominous Portent
Artificer Attack 15: Lightning Sigil
Artificer Utility 16: Vorpal Edge
Artificer Attack 17: Arsenal Transference
Dusk Oracle Attack 20: Foreseen Battle
Cleric Utility 22: Prophetic Fervor
Cleric Attack 23: Word of Deterrence
 
FEATS
Level 1: Moonbow Dedicate
Level 2: Adept Dilettante
Level 4: Silvery Glow
Level 6: Versatile Expertise
Level 8: Impending Victory
Level 10: Wintertouched
Level 11: Versatile Master
Level 12: Lasting Frost
Level 14: Critical Targeting
Level 16: Point-Blank Shot
Level 18: Distant Advantage
Level 20: Improved Defenses
Level 21: Bow Mastery
Level 22: Battlewise
Level 24: Superior Initiative
 
ITEMS
Gloves of Ice (epic tier) x1
Bracers of Archery (paragon tier) x1
Siberys Shard of Merciless Cold (epic tier)
Frost Shortbow +5 x1
Amulet of Protection +5 x1
Veteran's Nagascale Armor +5 x1
====== End ======


The fun and unique part of this build comes from the three separate Daily weapon augments that add 3+ damage and some amount to hit. These calcs also assume you are using a Frozen Whetstone to add some more damage. You can drop these if you have other item dailies since you still get the frost keyword from your weapon. Standard setup is minor for a weapon augment and move->minor for the Frozen Whetstone. If you want to go nova, it will take two rounds for all three weapon augments and a whetstone.

Assumptions:
1) CA from Wintertouched is active.
2) At least one weapon augment and whetstone have been applied (see breakdown below).

DPR Calcs Show


 Attack Bonus  Damage
Weapon  5 Weapon  9
Level  12 Enh  5
Stat  9 Bracers  4
Expertise  3 Lasting Frost  5
Prof  2 Shard  5
CA  2 Gloves  4
Destine Scion 1 Moonbow  4
Whetstone  4
34 40


Base DPR  2*0.8*40+2*0.05*(47+17.5) 70.45
Bloodied  2*0.85*40+2*0.05*(47+17.5) 74.45
Icebound Sigil 2*0.8*43+2*0.05*(50+17.5) 75.55
Bloodied 2*0.85*43+2*0.05*(50+17.5) 79.85
WotG 2*0.9*43.5+2*0.05*(50.5+17.5) 85.1
Bloodied 2*0.9*43.5+2*0.05*(50.5+17.5) 85.1
Lightning Sigil 2*0.8*48+2*0.05*(55+17.5) 84.05
Bloodied 2*0.85*48+2*0.05*(55+17.5) 88.85
Sigil of Luck 2*0.9*43+2*0.05*(50+17.5) 84.15
Bloodied 2*0.9*43+2*0.05*(50+17.5) 84.15
Vorpal Edge 2*0.8*40+2*0.15*(47+17.5) 83.35
Bloodied 2*0.8*40+2*0.15*(47+17.5) 83.35
All 2*0.8*57.5+2*0.15*(64.5+17.5) 116.6
Bloodied 2*0.8*57.5+2*0.15*(64.5+17.5) 116.6




So at 24, this build hits a bit of a wall. You can still pump awesome damage out for being a decent healer and buffer, but the biggest issue is the number of attacks. The DPR king builds are finding a way to make 3 or 4 attacks, where this build makes just the two. Make no mistake, this is still a lot of damage and you will miss very rarely, but I thought I would clarify why it's half the current DPR king value.

You can probably add some theoretical DPR given all of the immediate attacks, but that doesn't fit into these calculations or methodology.

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9 months ago  ::  Sep 18, 2012 - 9:17AM #1754
RX-75
Date Joined: Jun 10, 2010
Posts: 27
lv: 6

Race: Pixie +2 CHA +2 DEX

Class: Thief

DEX 20

Feats:
Light Blade Expertise, Surprising Charge, Backstaber, Streak of light

Items:
L3 Vanguard Rapier +1, L6 Horned Helm, L2 Bracers of Mighty Striking, L2 Badge of the Berserker, L7 Marauders armor +2


Streak of Light = CA on charg

Badge of the Berserker = no Oportunity Attack on charg

Pixie = move in enemy scuares
 
fun to play

Charge whit Combat Advantage

Attack: +17 vs AC
Hit: 5d8 + 1d6 + 11

Breakdown:
Attack: 3 (lvl) + 5 (DEX) + 1 (Ench)  + 3 (prof) + 2 (combat  advantage) + 1 (charge) +1 (Light Blade Expertise) + 1 (Thief Weapon Talent)

Damage: 1d8(Raiper) + 1d8 (Surprising Charge) + 2d8(Backstab) +  1d8 (vanguard) +  1d6 (Hornd Helmet)
+ 5 (DEX) + 2 (Weapon Finesse) +  1 (Ench) + 2 (Bracers of Mighty Striking) + 1 (Light Blade Expertise)

17/20=0,85

Charge   0,85*37   = 31,45
Crit     0,05*61,5 = 3,075

31,45+3,075 = 34,525 DPR


is this corect?
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9 months ago  ::  Sep 18, 2012 - 10:04AM #1755
RX-75
Date Joined: Jun 10, 2010
Posts: 27
do not know if it is valid maby one less d12

Hybrid Fighter/Ranger Charge maunt

lv: 6

Race: Bugbear +2 Str +2 Dex

Str  20, Dex 17, Wis 14

Feature: Hunters Quarry(Hybrid)

Feats:
Surprising  Charge, Mounted Combat,hybrid talent, Spear Expertise

Items:
Vanguard lance +1  (Book AV1), Horned Helm (Book PH1), Dire Boar  (Book AV1),
 Iron Armband of Power (Book AV1),

Charge whit   combat advantage

marauders ruch

Attack: +16 vs AC
Hit: 4d12 +  1d8 +  1d6 + 1d6 + 12     
Breakdown:
Attack: 3 (lvl) + 5   (Str) + 1  (Ench)  + 2 (prof) + 2 (combat  advantage) + 1  (charge) +1 (spear Expertise) + 1 (fighting combat talent)

Damage: 2d12  (Weapon) + 2d12 (Surprising Charge) + 1d8 (Vanguard) + 1d6 (Horned Helm) + 1d6 (Qarry) + 5 (Str) + 2 (Wis) +  1  (Ench)
+ 2 (Iron Armband of Power) + 1 (Versetile) + 1 (spear Expertise)

16/20=0,8

Charge   0,8*49,5 = 39,6
Crit on Charge 0,05*66,5 = 4,225
Boar on   charge make gore, +9 vs AC, 1d10 + 9, push 2 and  knock prone (= 8.2  DPR  (Ch)


39,6+4,225+8,2=52,025


is this corect?
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6 months ago  ::  Dec 17, 2012 - 8:36AM #1756
borg285
Date Joined: Jan 23, 2008
Posts: 2,868
I'll be pouring over the posts here during christmas break and adding them to the new DPR king candidates 3.0 thread.  It's got a slick way of allowing you to update your build w/o needing me much at all.  You'll find tons of new builds there, and a very nice way to compare builds: KPR (Kills per round).  See my sig.

Please direct future posts to the 3.0 thread. 
DPR King Candidates 3.0
How much damage should I shoot for? Show

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 Show

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?
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5 months ago  ::  Dec 25, 2012 - 2:38PM #1757
Tharc
Date Joined: Mar 29, 2012
Posts: 100

Sep 18, 2012 -- 10:04AM, RX-75 wrote:

Hybrid Fighter/Ranger Charge maunt

Damage: 2d12  (Weapon) + 2d12 (Surprising Charge) + 1d8 (Vanguard) + 1d6 (Horned Helm) + 1d6 (Qarry) + 5 (Str) + 2 (Wis) +  1  (Ench)
+ 2 (Iron Armband of Power) + 1 (Versetile) + 1 (spear Expertise)

is this corect?




I'm not sure this is correct...

several things...

Edit: redact this next paragraph, WOTC dictates 8,119 GP, which works...I was going off Lair assault..
first you are assuming you can have 3 level 6 items at that level. Going on Lair assault, that wont quite work...instead you should consider the items to be: vanguard spear +1 (level 3, thus purchaseable), iron armbands of power (heroic) (level 6), Dire Boar (level 7 item that is a level 6 instead), Hide armor of the charging wind +1 (level 5 item)...marauder hide armor might be better to use here.
 
Furthermore, how are you getting 4d12? The spear is 1d12, the surprising charge is 1d12...being mounted with a spear is 1d12, you have an extra d12 that isn't apparent...

As for the boar, you are charging on the boar, it isn't charging... thus the boar only does a gore attack, which is +13 (+11 base +2 combat advantage), 2d10 +4....and it doesn't knock the enemy prone.

So your damage should be 2d12 (weapon) + 1d12 (surprising charge) + 1d8 (vanguard) + 1d6 (Horned Helm, if you dont agree with item levels above) + 1d6 (quarry) + 5 (str) + 2(wis) + 1 (enchantment) + 2 (armbands) + 1 (versitile) + 1 (expertise)

However, not sure the rules about Themes, but if you took the Hordelands Nomad Theme, you'd get Mounted Combat for free...thus you could then use the free feat for something like Powerful Charge (+2 dmg)...so if you went that route, you'd be +14 to dmg...

Edit: So, based on a comment, where you can have items worht up to 8,119 GP at this level...if you do that, and use the theme, then:
you: 3d12 +1d8 +2d6 +14
boar: 2d10 +4

PC DPR: .8 * 45 = 36
PC Crit: .05 * 74.5 (70 max dmg + 4.5 (weapon crit 1d8) = 3.725
Boar: .65 * 15 = 9.75
Boar Crit: .05 * 24 = 1.2

Total DPR: 36 + 3.725 + 9.75 + 1.2 = 50.675
Total KPR: 50.675/72 = .703819

which is pretty freaking sweet...still curious about that extra d12 though...

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5 months ago  ::  Dec 25, 2012 - 2:50PM #1758
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,900
A level 6 character can easily have 3 level 6 items, assuming it was levelled and not created. DPR Kings assumes a normal wealth allotment. Not sure why you think the high level character creation rules are relevant.
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5 months ago  ::  Dec 27, 2012 - 2:12AM #1759
RX-75
Date Joined: Jun 10, 2010
Posts: 27

Dec 25, 2012 -- 2:38PM, Tharc wrote:

Sep 18, 2012 -- 10:04AM, RX-75 wrote:

Hybrid Fighter/Ranger Charge maunt

Damage: 2d12  (Weapon) + 2d12 (Surprising Charge) + 1d8 (Vanguard) + 1d6 (Horned Helm) + 1d6 (Qarry) + 5 (Str) + 2 (Wis) +  1  (Ench)
+ 2 (Iron Armband of Power) + 1 (Versetile) + 1 (spear Expertise)

is this corect?




I'm not sure this is correct...

several things...

Edit: redact this next paragraph, WOTC dictates 8,119 GP, which works...I was going off Lair assault..
first you are assuming you can have 3 level 6 items at that level. Going on Lair assault, that wont quite work...instead you should consider the items to be: vanguard spear +1 (level 3, thus purchaseable), iron armbands of power (heroic) (level 6), Dire Boar (level 7 item that is a level 6 instead), Hide armor of the charging wind +1 (level 5 item)...marauder hide armor might be better to use here.
 
Furthermore, how are you getting 4d12? The spear is 1d12, the surprising charge is 1d12...being mounted with a spear is 1d12, you have an extra d12 that isn't apparent...

As for the boar, you are charging on the boar, it isn't charging... thus the boar only does a gore attack, which is +13 (+11 base +2 combat advantage), 2d10 +4....and it doesn't knock the enemy prone.

So your damage should be 2d12 (weapon) + 1d12 (surprising charge) + 1d8 (vanguard) + 1d6 (Horned Helm, if you dont agree with item levels above) + 1d6 (quarry) + 5 (str) + 2(wis) + 1 (enchantment) + 2 (armbands) + 1 (versitile) + 1 (expertise)

However, not sure the rules about Themes, but if you took the Hordelands Nomad Theme, you'd get Mounted Combat for free...thus you could then use the free feat for something like Powerful Charge (+2 dmg)...so if you went that route, you'd be +14 to dmg...

Edit: So, based on a comment, where you can have items worht up to 8,119 GP at this level...if you do that, and use the theme, then:
you: 3d12 +1d8 +2d6 +14
boar: 2d10 +4

PC DPR: .8 * 45 = 36
PC Crit: .05 * 74.5 (70 max dmg + 4.5 (weapon crit 1d8) = 3.725
Boar: .65 * 15 = 9.75
Boar Crit: .05 * 24 = 1.2

Total DPR: 36 + 3.725 + 9.75 + 1.2 = 50.675
Total KPR: 50.675/72 = .703819

which is pretty freaking sweet...still curious about that extra d12 though...


the extra d12 i  thought it was weapon damage wen you mount so you dubbed it whit surprising charge

you know i added surprising charge after mounting because then the weapon dos 2d12 do you get my thought


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5 months ago  ::  Dec 27, 2012 - 7:57AM #1760
Tharc
Date Joined: Mar 29, 2012
Posts: 100

Surprising Charge


Heroic Tier
Prerequisite: Dex 17, fighter or rogue
Benefit: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.

Based on that, it isn't a double, it's simply 1 weapon more. If it was double, that'd be awesome but totally broken...regardless, you have a stellar build for level 6...I think my addition of taking the theme that grants you mounted combat and then taking powerful charge would increase the damage to the max.

.7038 KPR is still #1 for level 6....

one other quick note...
Saying you want to use this build for Lair Assault...(which is what drew me to it in the first place)
Instead of the wild boar (lvl 6), you could take a Griffon (lvl 7): you get Fly 10 speed and, when you charge, you get 2 free claw attacks:  +14/16 vs AC (12 base, 2 CA, potentially +2 more if the griffon is bloodied)...and the damage is 2d6 +10 per hit...Let's also not forget that the Griffon has 98 HPs and you have 58 HPs, so that is some nice damage absorption...

You would have to drop the horned helm and your items would most likely be: Vanguard Lance +1, Iron Armbands of Power (lvl 6), Hide Armor of the Charging Wind (lvl 5), Griffon (lvl 7)

So, based on the different equpiment layout...
PC DPR: .8 * 41.5 = 36
PC Crit: .05 * 68.5 (64 max dmg + 4.5 (weapon crit 1d8) = 3.725
Griffon DPR: .7 * 34 (3.5 *4 + 20) = 23.8
Griffon Crit: .05 * 44 (6 * 4 + 20) = 2.2

Total DPR: 65.725
Total KPR: DPR/72 = .91284

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