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Switch to Forum Live View DPR King Candidates 2.0
3 years ago  ::  Jul 23, 2010 - 10:42PM #801
Nelphine
Date Joined: May 30, 2005
Posts: 864
I'll be going with Freezing Bolts and Surprising Bolts, as I haven't figured out any way to really optimize crit fishing with a crossbow yet.  If I do, I might swap to Dual Bolts.

Anyway, looking at cost of:  +5 Freezing Bolts, I can get 183 of them instead of my +6 Frost X-Bow.  Even buying a +5 Swiftshot Superior Crossbow, I can still get 157 Freezing Bolts.  Since I doubt I'll average more than 5 attacks per round (Triple Shot + Snap Shot + Disruptive Strike), that means at minimum I get 31 rounds of combat; which, at epic, is a reasonable 5 encounters, and hopefully I can replenish some of them with loot from those 5 encounters.

Looking at level 6 with +1 Surprising Bolts, I give up my +2 Vicious Superior Crossbow and I end up with a +1 Magic Superior Crossbow and 74 Surprising Bolts.  At this level, I average less than two attacks per round; so at least 37 rounds of combat, which is still 5 encounters + recovered ones from loot.


I don't think cost is particularly a problem for using ammunition, as long as you are reducing your weapon to match the new enhancement.



The only real problem is that if I use ammuntion over my entire career, I'm going to actually 'lose' a significant chunk of change.  (For instance, during my entire life as a level 6 character, I could potentially use up 100 Surprising Bolts although I've never kept actual track, so I have no idea how accurate this is; but 100 bolts is 3000 gold lost.) Roughly the equivalent of a level 7 item.. which at level 6 is significant.  In theory, I would probably 'use' the same ratio every level, which would mean 'losing' a level +1 item every level, which would be expensive in the long term, even if it is reasonable at any given level.  
It's still not prohibitive, as the re-sale value of such an item eventually becomes insignificant; but it would cause the most problems somewhere around 2 levels after you started using ammunition.  So if I started at level 6, around level 8 I would probably find myself wondering where all my share of the loot was, even though if I magically jumped to level 16, I wouldn't notice the loss (although I would notice the loss from the ammo used at level 14.)  

If anyone cares to actually figure out a formula for all that, I'd love to see use it.


That being said, I'm going to post a new thread for my namesake build (which needs an actual name, since even though my character's name is Nelphine, no one else will particularly relate to that as a build name.)  For benchmarks, she hits roughly (I haven't calculated ammunition + actually using feat slots on expertise/focus yet) 29 DPR at level 6, 63 DPR at level 12, 88 DPR at level 16, 138 DPR at level 21, maxing out at 170 DPR at level 28 - note that it decreases to 167 at level 30.
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3 years ago  ::  Jul 24, 2010 - 12:10AM #802
Squad
Date Joined: Sep 16, 2008
Posts: 507

Jan 15, 2010 -- 7:54PM, lordduskblade wrote:

In a related story, here are my DPR numbers for the Stormwarden at the other levels.

Level 6 DPR Show


Ability Scores:
Str 19, Con 13, Dex 17, Int 8, Wis 14, Cha 10

Feats:
Spiked Chain Training
Two-Weapon Fighting
Weapon Expertise (Light Blades)
Weapon Focus (Light Blades)

Gear:
+1 Frost Spiked Chain
Iron Armbands of Power (Heroic Tier)
Siberys Shard of Merciless Cold (Heroic Tier)

Attack Bonus Sources:
+4 (Strength)
+3 (Levels)
+3 (Proficiency)
+1 (Weapon Expertise)
+1 enhancement (+1 weapon)

Damage Bonus Sources:
+4 (Strength)
+2 item (Iron Armbands of Power)
+1 (Siberys Shard of Merciless Cold)
+1 (Two-Weapon Fighting, main hand only)
+1 enhancement (+1 weapon)
+1 feat (Weapon Focus)

Twin Strike: 2 attacks, +12 vs. AC
Hit, Main Hand: 2d4+10 cold damage
Crit, Main Hand: 1d6+18 cold damage
Hit, Off Hand: 2d4+9 cold damage
Crit, Off Hand: 1d6+17 cold damage
Hunter’s Quarry: +1d6 cold damage

DPR: (0.60)*(15) + (0.05)*(21.5) + (0.60)*(14) + (0.05)*(20.5) + ([0.60]2 + 2*[0.35]*[0.60])*(3.5) + (1-[0.05]2)*(6) = 22.82 DPR


Level 12 DPR Show

Ability Scores:
Str 21, Con 14, Dex 19, Int 9, Wis 15, Cha 11

Feats:
Lasting Frost
Prime Punisher
Spiked Chain Training
Swift Blade Style
Two-Weapon Fighting
Weapon Expertise (Light Blades)
Weapon Focus (Light Blades)
Wintertouched

Gear:
+3 Frost Spiked Chain
Gloves of Ice (Paragon Tier)
Iron Armbands of Power (Heroic Tier)
Siberys Shard of Merciless Cold (Heroic Tier)

Attack Bonus Sources:
+6 (Levels)
+5 (Strength)
+3 (Proficiency)
+3 enhancement (+3 weapon)
+2 (Combat Advantage)
+1 (Prime Shot)
+1 (Weapon Expertise)

Damage Bonus Sources:
+5 (Strength)
+3 enhancement (+3 weapon)
+2 (Gloves of Ice)
+2 feat (Weapon Focus)
+2 item (Iron Armbands of Power)
+1 (Siberys Shard of Merciless Cold)
+1 (Two-Weapon Fighting, main hand only)

Twin Strike: 2 attacks, +20 vs. AC with CA (+21 vs. AC when no allies are adjacent)
Hit, Main Hand: 2d4+16 cold damage
Crit, Main Hand: 3d6+24 cold damage
Hit, Off Hand: 2d4+15 cold damage
Crit, Off Hand: 3d6+23 cold damage
Hunter’s Quarry: +2d6 cold damage
Swift Blade Style: 4 damage
Blade Storm: 4 damage

DPR:
(0.75)*(21) + (0.05)*(34.5) + (0.75)*(20) + (0.05)*(33.5) + (0.80)*(0.80)*(4) + ([0.75]2 + 2*[0.20]*[0.75])*(7) + (1-[0.05]2)*(12) + (4) = 47.92 DPR


Level 16 DPR Show

Ability Scores:
Str 22, Con 14, Dex 20, Int 9, Wis 15, Cha 11

Feats:
Called Shot
Lasting Frost
Prime Punisher
Prime Quarry
Spiked Chain Training
Swift Blade Style
Two-Weapon Fighting
Weapon Expertise (Light Blades)
Weapon Focus (Light Blades)
Wintertouched

Gear:
+3 Frost Spiked Chain
Gloves of Ice (Paragon Tier)
Iron Armbands of Power (Paragon Tier)
Siberys Shard of Merciless Cold (Paragon Tier)

Attack Bonus Sources:
+8 (Levels)
+6 (Strength)
+3 (Proficiency)
+3 enhancement (+3 weapon)
+2 (Combat Advantage)
+2 (Prime Shot)
+2 (Weapon Expertise)

Damage Bonus Sources:
+6 (Strength)
+5 (Called Shot)
+4 item (Iron Armbands of Power)
+3 (Siberys Shard of Merciless Cold)
+3 enhancement (+3 weapon)
+2 (Gloves of Ice)
+2 feat (Weapon Focus)
+1 (Two-Weapon Fighting, main hand only)

Twin Strike: 2 attacks, +24 vs. AC with CA (+26 vs. AC when no allies are adjacent)
Hit, Main Hand: 2d4+24 cold damage
Crit, Main Hand: 3d6+32 cold damage
Hit, Off Hand: 2d4+23 cold damage
Crit, Off Hand: 3d6+31 cold damage
Hunter’s Quarry: +2d6 cold damage
Swift Blade Style: 5 damage
Blade Storm: 5 damage
Twin-Blade Storm: 5 lightning damage to two targets

DPR: (0.80)*(29) + (0.05)*(42.5) + (0.80)*(28) + (0.05)*(41.5) + (0.85)*(0.85)*(5) + ([0.80]2 + 2*[0.15]*[0.80])*(7) + (1-[0.05]2)*(12) + (5) + (5) = 70.74 DPR, and 5.00 DPR to a secondary target


Level 24 DPR Show

Ability Scores:
Str 27, Con 15, Dex 25, Int 10, Wis 16, Cha 12

Feats:
Called Shot
Lasting Frost
Light Blade Mastery
Nimble Blade
Prime Hunter
Prime Punisher
Prime Quarry
Rending Tempest
Spiked Chain Training
Swift Blade Style
Two-Weapon Fighting
Two-Weapon Opening
Weapon Expertise (Light Blades)
Weapon Focus (Light Blades)
Wintertouched

Gear:
+5 Frost Spiked Chain
Gloves of Ice (Epic Tier)
Iron Armbands of Power (Paragon Tier)
Ring of Giants
Siberys Shard of Merciless Cold (Paragon Tier)

Attack Bonus Sources:
+12 (Levels)
+8 (Strength)
+5 enhancement (+5 weapon)
+3 (Proficiency)
+2 (Combat Advantage)
+2 (Prime Shot)
+2 (Weapon Expertise)
+1 (Nimble Blade)
+1 (Prime Hunter)

Damage Bonus Sources:
+10 (Ring of Giants, critical only)
+8 (Strength)
+5 (Called Shot)
+5 enhancement (+5 weapon)
+4 (Gloves of Ice)
+4 item (Iron Armbands of Power)
+3 (Siberys Shard of Merciless Cold)
+3 feat (Weapon Focus)
+1 (Two-Weapon Fighting, main hand only)

Twin Strike: 2 attacks, +33 vs. AC with CA (+36 vs. AC when no creatures are adjacent)
Hit, Main Hand: 4d4+33 cold damage
Crit, Main Hand: 5d6+59 cold damage
Hit, Off Hand: 4d4+32 cold damage
Crit, Off Hand: 5d6+58 cold damage
Basic Melee, Two-Weapon Opening: 6d4+40 cold damage
Basic Melee, Two-Weapon Opening, Critical: 5d6+74 damage
Hunter’s Quarry: +3d6 cold damage
Rending Tempest: +2d4 cold damage
Swift Blade Style: 7 damage
Blade Storm: 7 damage
Twin-Blade Storm: 7 lightning damage to two targets

DPR: (0.80)*(43) + (0.10)*(76.5) + (0.80)*(42) + (0.10)*(75.5) + (0.10)*(0.80)*(55) + (0.10)*(0.10)*(91.5) + (0.90)*(0.80)*(5) + (0.90)*(0.10)*(8) + (0.90)*(0.90)*(7) + ([0.80]2 + 2*[0.10]*[0.80])*(10.5) + (1-[0.10]2)*(18) + (7) + (7) = 124.33 DPR, and 7.00 DPR to a secondary target


Also, I'd like to point out that you have the Pit Fighter's L21 DPR labeled as its L30 DPR. The L30 DPR value is 93.62 DPR.



Quick question - how does this build get + Strength bonus to the damage rolls with Twin Strike?

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3 years ago  ::  Jul 24, 2010 - 3:41AM #803
RX-75
Date Joined: Jun 10, 2010
Posts: 27
i haw built a charging rogue whot is the criteria to be a candidate ?

can i asume combat advantage on a charge ?

whot is the limit for items?

if my calculations ar right and i use vanguard i off-hans and hew combat advantage on the charge and onely dameging items while boddied on a mounted bore the DPR is 44.575

but i dont know whot i can asume and all the rules



i hawe deslexia and english is not my maden languadge so excuse my spelling

please respond thanks
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3 years ago  ::  Jul 24, 2010 - 1:00PM #804
borg285
Date Joined: Jan 23, 2008
Posts: 2,868

Jul 24, 2010 -- 3:41AM, RX-75 wrote:

i haw built a charging rogue whot is the criteria to be a candidate ?

can i asume combat advantage on a charge ?

whot is the limit for items?

if my calculations ar right and i use vanguard i off-hans and hew combat advantage on the charge and onely dameging items while boddied on a mounted bore the DPR is 44.575

but i dont know whot i can asume and all the rules



i hawe deslexia and english is not my maden languadge so excuse my spelling

please respond thanks



You can assume Combat advantage, but your DPR will have a (CA) next to it signifying such.  The same with charging builds.  Unless you can explain how you are going to be charging the same target round after round w/o provoking an Opportunity attack you will have a (Ch) next to your DPR.
The limit for items is that the total gold does not exceed the total cost of a Level + 1 item, a level Item and 2x Level-1 items.
When you calculate your DPR please do a breakdown of where each of your bonuses are coming from.  That way we can help you find any errors you may have had.  Keep in mind that a level 6 rogue is going to have a hard time charging into combat advantage, but I am trying to be unbiased. 

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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3 years ago  ::  Jul 24, 2010 - 1:52PM #805
RX-75
Date Joined: Jun 10, 2010
Posts: 27
ok i can dropp DPR for mor certen combat advantage and get items that help whut charge

i dont know eanything about mounted combat dos boot items benefit on mount

so att lv6 i can shop for not more then 6400
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3 years ago  ::  Jul 24, 2010 - 2:45PM #806
Corwynn
  • Dragon Slayer
Date Joined: Oct 20, 2008
Posts: 1,660

Jul 23, 2010 -- 10:20PM, borg285 wrote:

Does anyone have a rule to propose with support from intended average battle revenue or something like that so we can make a rule for ammunition?


Proposed General Rule:
* You must have purchased enough ammo to cover you for 160 rounds of combat.

Corollary:
* So if you're a ranger shooting 2 arrows a round, you'll need 320 magic ammo.

Rationale, and the Math:
D&D essentially assumes you replace 3 of your items every 5 levels (you have an item of your level +1, of your level, and of your level -1).  The items that you replace essentially make up the rest of your gold (your level -1).  This is because of the exponential curve in item prices as they level.

If you're using only ammunition, you can actually get away with just using a +1 bow with whatever enhancement you want on it.  So I think it's fair to consider ammo as one of your "3 items" you replace.

That means you need enough ammo to cover you for 5 levels.  On average, in D&D it takes 7-9 combat encounters to level up.  We'll say 8 encounters.  We'll assume 4 rounds per encounter (as average... some are much shorter, some are longer).  For 5 levels, that means you'll need 8*4*5=160 ammo.

Let's run some numbers to see if they're sane:
* At level 16, that means that if it's the equivalent of an item of your level (45k gold), you'd be able to afford 160 arrows that each cost 281 gold if you're shooting 1 arrow/round, or 320 arrows that each cost 140 gold if you're shooting 2 arrows/round.  That sounds correct to me.

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3 years ago  ::  Jul 24, 2010 - 3:16PM #807
RX-75
Date Joined: Jun 10, 2010
Posts: 27
human charging rogue

lv: 6

Race: Human +2 str +1 Feat

Str  20, Dex 17

Feature: Brutal  scaundrel (Str Mod on Sneak Attack)

Feats:
Backstabber, Surprising  Charge, Mounted Combat, Vicious Advantage, Weapon Expertise (Light Blade)

Items:
Vanguard Dagger +1 (Book AV1), Mage´s Weapon Rapier +1(Book AV1), Horned Helm (Book PH1), Dire Boar (Book   AV1),
Bracers of Mighty Striking (Book PH1), Boots of Adept Charging (Book  AV1), Badge of the Berserker (AV2)

Charge whit  combat advantage
Attack: +16 vs AC
Hit: 1d8 + 1d8 +  1d8 + 2d8 +  1d6 + 13     
Breakdown:
Attack: 3 (lvl) + 5   (Str) + 1 (Ench)  + 3 (prof) + 2 (combat advantage) + 1  (charge)

Damage:1d8   (Weapon) + 1d8 (Surprising Charge) + 1d8 (Vanguard) + 2d8 (Backstabber   Sneak Attack) + 1d6 (Horned Helm) + 5 (Str) + 5 (Str on Sneak Attack) +  1  (Ench) + 2 (Bracers of Mighty Striking)

16/20=0,8

Charge 0,8*39=31,2
Crit on Charge 0,05*62,5=3,125
Boar on charge make gore, +9 vs AC, 1d10 + 9, push 2 and  knock prone (= 8.2 DPR (Ch)

31,2+3,125+8,2=42,525

and i hawe a party member that slows or emobilises targets whit Att-Will thear for Vicious Advantage if you dont nead that you can upp DPR

if you dont nead Vicious Advantage and Badge of the Berserker (AV2) tou can upp attack by +1 and damage by +1 ot damage by +3
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3 years ago  ::  Jul 24, 2010 - 4:25PM #808
tl
Date Joined: Nov 25, 2006
Posts: 270
borrowing ideas from RX, optimizing for DPR only.

Longtooth Shifter Brutal Rogue 6 
Str 20, Dex 17
feats:
Gorebrute Charge, WE, Surprising Charge, Mounted Combat
gear:
Vanguard Dagger +1, Horned Helm, Dire Boar, Bracers of Mighty Striking

Dagger MBA
Attack: +17 vs AC
Hit: 2d4 + 2d6 + 1d8 + 1d6 + 18        breakdown Show
3 (lvl) + 5 (Str) + 1 (Ench) + 3 (prof) + 1 (class) + 1 (feat) + 2 (CA) + 1 (charge)
5 (Str) + 1 (Ench) + 5 (Str on SA) + 2 (bracers) + 2 (shifting) + 3 (gorebrute)
DPR (CA, Ch): (0.85*38)+(0.05*56.5) + 8.2 = 43.325

RX also remebered me boars knock prone and another build was born, letting boar knock them prone and then...
hit them with Headman's Chop! Chop! Chop! Chop! Chop!

Longtooth Shifter Ranger 6
 
Str 20, Wis 18
Running Attack
feats:

Gorebrute Charge, Headman's Chop, WE, Mounted Combat
gear:
Mage's Fullblade +2, Horned Helm, Dire Boar

Fullblade Marauder's Rush
Attack: +16 vs AC
Hit: 1d12 + 1d6 + 1d6 + 18.5        breakdown Show
3 (lvl) + 5 (Str) + 2 (Ench) + 3 (prof) + 1 (feat) + 1 (class) + 1 (charge)
5 (Str) + 4 (Wis) + 2 (Ench) + 2 (shifting) + 3 (gorebrute) + 2.5 (headman's)

you let your boar attack first, and with it's 50% hit rate, you get 2.5 out of Headman's Crop
DPR (Ch): (0.8*32)+(0.05*56) + 8.2 = 36.6

now, boar knocking prone also means all builds with it get CA 50% of the time, but since everybody forgot about it, I left it out.
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3 years ago  ::  Jul 24, 2010 - 6:07PM #809
Squad
Date Joined: Sep 16, 2008
Posts: 507

Jun 24, 2010 -- 10:07PM, Squad wrote:

Here's another build to consider - a Level 30 Warlock.  Nothing too fancy here - just a Warlock exploiting radiant damage and hellish rebuke.

Attack: +36
Damage: 7d6+42 (average 69.05 with Ring of the Radiant Storm)
Critical: 42+42+12+9d6 (average 130.39 with Ring of the Radiant Storm)

Target Reflex = 42 (Monster NAD: 12+level)
Initial DPR = (.25 * 0) + (.60 * 69.05) + (.15 * 130.39) = 60.9885

I can automatically trigger the secondary damage of Hellish Rebuke with the off-hand Shadowrift Blade.  If I get all the same modifiers on the secondary damage (which I assume I do, but I'm not 100% sure), then I can just double the damage:

Final DPR = 121.977

That doesn't include any potential damage from White Lotus Riposte and Master Riposte.  I wasn't sure how to calculate that, and with the damage dealt above I doubt an enemy would choose to incur another shot.

Attack, Damage, and Critical details:
Spoiler: Show


+8 Con, +15 Level, +6 Enhancement, +3 Expertise, +1 Superior, +2 Combat Advantage, +1 Nimble Blade

2d6 Hellish Rebuke, +8 Con, +6 Enhancement, +3 Dual, +3 Focus, +3d6+7 Curse, +7 CA (Radiant One), +6 Radiant Weapon, +2d6 CA (Hands of Hadar), +2 Radiant Set

Critical 18-20 Range, Radiant Dagger +6d6, Executioner's Bracers +3d6, Ring of Giants +12

*Note - I used someone's suggestion in this thread regarding anydice.com to calculate the effects of the Ring of the Radiant Storm on damage (since it allows you to roll the damage dice twice and keep the higher result).


Here's the build itself - Human Warlock, Student of Caiphon, Radiant One:
Spoiler: Show

====== Created Using Wizards of the Coast D&D Character Builder ======
HW2, level 30
Human, Warlock, Student of Caiphon, Radiant One
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Star Pact
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group)
Twofold Pact: Vestige Pact
Background: Buried Alive (Dark) (Endurance class skill)

FINAL ABILITY SCORES
Str 10, Con 26, Dex 15, Int 24, Wis 12, Cha 13.

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


AC: 42 Fort: 42 Reflex: 42 Will: 42
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
Endurance +28, Religion +27, Insight +21, History +27, Arcana +27

UNTRAINED SKILLS
Acrobatics +17, Bluff +16, Diplomacy +16, Dungeoneering +16, Heal +16, Intimidate +16, Nature +16, Perception +16, Stealth +17, Streetwise +16, Thievery +17, Athletics +15

FEATS
Human: Weapon Focus (Light Blade)
Level 1: Bloodied Boon
Level 2: Dual Implement Spellcaster
Level 4: White Lotus Riposte
Level 6: Versatile Expertise
Level 8: Arcane Implement Proficiency
Level 10: Superior Implement Training (Accurate dagger)
Level 11: Reserve Maneuver
Level 12: White Lotus Master Riposte
Level 14: Relentless Curse
Level 16: Twofold Curse
Level 18: Twofold Pact
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Epic Will
Level 22: Warding Curse
Level 24: Nimble Blade
Level 26: Student of the Athanaeum
Level 28: Cursed Spells
Level 30: Epic Resurgence

POWERS
Bonus At-Will Power: Eyes of the Vestige (retrained to Hellish Rebuke at Level 12)
Eldritch Blast: Eldritch Blast
Reserve Maneuver: Fortune Binding
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Frigid Darkness
Warlock daily 5: Vestige of Ugar
Warlock utility 6: Grit and Spittle
Warlock encounter 7: Mordant Rains of Dis
Warlock daily 9: Feast of Souls (retrained to Vestige of the Onyx Queen at Level 13)
Warlock utility 10: Reactive Surge
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Tendrils of Thuban (replaces Flames of Phlegethos)
Warlock utility 16: Insightful Riposte
Warlock encounter 17: Life Force Reclaimed (replaces Frigid Darkness)
Warlock daily 19: Vestige of Kronata (replaces Vestige of Ugar)
Warlock utility 22: Painful Transference
Warlock encounter 23: Starless Void (replaces Mordant Rains of Dis)
Warlock daily 25: Thirteen Baleful Stars (replaces Vestige of the Onyx Queen)
Warlock encounter 27: Shattering of the Sword (replaces Killing Flames)
Warlock daily 29: Doom of Delban (replaces Tendrils of Thuban)

ITEMS
Shadow Warlock Starleather Armor +6, Hands of Hadar (epic tier), Ring of the Radiant Storm (paragon tier), Cloak of Distortion +6, Radiant Accurate dagger +6, Executioner's Bracers (epic tier), Eager Hero's Tattoo (paragon tier), Spark Slippers (paragon tier), Eye of Awareness (epic tier), Ring of Giants (paragon tier), Shadowrift Blade Accurate dagger +3, Belt of Breaching (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Please let me know if I made any mistakes in the DPR calculations.



@borg285 - One more bump for a build of mine to consider for level 30.  Thanks!

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3 years ago  ::  Jul 24, 2010 - 6:22PM #810
Corwynn
  • Dragon Slayer
Date Joined: Oct 20, 2008
Posts: 1,660

Jul 24, 2010 -- 4:25PM, tl wrote:

Magic Dagger +2, Vanguard Dagger +1, Horned Helm, Dire Boar


Vanguard in off-hand and not part of the attack?  This seems to bump up against the AV rule, page 56.

I don't want to start a rules discussion on this topic (again ), so I'll just say that we need another label for this.

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