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3 years ago ::
Jul 25, 2010 - 5:04PM
#831
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Date Joined:
May 30, 2005
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Ugh - even with level by level wealth, ammunition is ridiculously expensive. In fact, it's so expensive, LDB would never even consider it - I have to sacrifice my armour/neck enhancement just to stay within 2 points of enhancement of where a 'normal' character would be. I'm going to end up with a character with 44/35/39/39 or some such silliness for defenses.
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3 years ago ::
Jul 25, 2010 - 6:59PM
#832
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Date Joined:
Jun 10, 2010
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is it so that you can get eany items you wont in your price range? att lv 6 is it corect that i haw 6400 to spend? in that cate gan i get a lv 10 item for 5000 if i wonted to?
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3 years ago ::
Jul 25, 2010 - 7:19PM
#833
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Date Joined:
Nov 25, 2006
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is it so that you can get eany items you wont in your price range? att lv 6 is it corect that i haw 6400 to spend? in that cate gan i get a lv 10 item for 5000 if i wonted to?
yes, that is correct. on the side note, Talon Amulet and Bracers are both item bonus to damage; they don't stack
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3 years ago ::
Jul 25, 2010 - 10:23PM
#834
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Date Joined:
Oct 20, 2008
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Ugh - even with level by level wealth, ammunition is ridiculously expensive.
Especially if you're attacking 5 times a round, like it sounds you were 
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3 years ago ::
Jul 25, 2010 - 11:56PM
#835
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Date Joined:
Aug 28, 2008
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Well, in good news, it sounds like ammo is balanced. Even though their DPR is lower, I've never felt bad about ranged rangers. Being able to attack at 40 squares away, being able to kite, no negative effect against fliers, shooting running enemies, never losing attacks to immobilize/slow/positioning, being able to pick any target on the battlefield with relative impunity (including the squishies and casters in the back) and still not being that bad in the damage department...
The versatility makes up for the sub-par damage imho.
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3 years ago ::
Jul 26, 2010 - 1:09AM
#836
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Date Joined:
Jun 10, 2010
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yes, that is correct. on the side note, Talon Amulet and Bracers are both item bonus to damage; they don't stack
sorry the time was 02:30 hear i forgot
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3 years ago ::
Jul 26, 2010 - 5:49AM
#837
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Date Joined:
Jan 23, 2008
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is it so that you can get eany items you wont in your price range? att lv 6 is it corect that i haw 6400 to spend? in that cate gan i get a lv 10 item for 5000 if i wonted to?
Typically here you cannot have an item above Level + 1, but that is mostly there so your defenses are reasonable.
DPR King Candidates 3.0How much damage should I shoot for?
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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
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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 26, 2010 - 8:06AM
#838
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I thought I might throw up an alternate level 16 Hellish Rebuke Warlock. This build is similar to Landsknecht73's build, but uses Revenant Teifling and doesn't require Prime Shot for the damage. The equipment is based on gp value of level +1, level, level -1 items. If it were treasure parcel based, it is likely that the defenses wouldn't tank so badly. Total DPR: 89.59
Cheese: @ DPR calcs
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Chance to have hit last round: 0.94 (1 - (0.05 + (0.05x0.1)))
To-Hit: +23(26) to hit Ref 28
+7 Constitution +8 Half-level +4 Enhancement +2 Expertise +1 Hellfire Blood +1 Incendiary Dagger (+2 Combat Advantage - near certain from Shadow Warlock Armour) (+1 Arcane Underpinning - applies 94% of the time)
Initial and Rebuke Damage: 1d6 + 31 (35) fire and cold damage (38.5) Crit: 4d6 + 41 fire and cold damage (55)
+7 Constitution +4 Enhancement +3 Off-hand Enhancement +2 Weapon Focus +3 Blood Pact of Cania +1 Hellfire Blood +3 Fundamental Mastery +3 Dragonshard +3 Incendiary Dagger +2 Gloves of Ice (+4 Subtle Dagger - near certain from Shadow Warlock Armour)
Cold Vulnerability - 5 (applies 94% of the time and to every rebuke)
Curse: 2d6 (7) Crit: 12
Total DPR: 0.94 x (0.9 x (38.5 + 7 + 5 + 38.5 + 5) + 0.05 x (55 + 12 + 5 + 38.5 + 5)) + 0.06 x (0.85 x (38.5 + 7 + 38.5 + 5) + 0.05 x (55 + 12 + 38.5 + 5)) = 89.59
Build
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====== Created Using Wizards of the Coast D&D Character Builder ====== Rebuke Cold, level 16 Revenant, Warlock, Academy Master Eldritch Blast: Eldritch Blast Constitution Eldritch Pact: Infernal Pact Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group) Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Rod) Arcane Admixture Damage Type: Arcane Admixture Cold Choose your Race in Life: Tiefling Arcane Admixture Power: Hellish Rebuke
FINAL ABILITY SCORES Str 9, Con 24, Dex 19, Int 11, Wis 11, Cha 14.
STARTING ABILITY SCORES Str 8, Con 18, Dex 13, Int 10, Wis 10, Cha 13.
AC: 27 Fort: 28 Reflex: 27 Will: 24 HP: 111 Surges: 13 Surge Value: 27
TRAINED SKILLS Religion +13, Thievery +17, Bluff +15, Intimidate +17
UNTRAINED SKILLS Acrobatics +12, Arcana +10, Diplomacy +10, Dungeoneering +8, Endurance +17, Heal +8, History +8, Insight +8, Nature +8, Perception +8, Stealth +12, Streetwise +10, Athletics +7
FEATS Level 1: Arcane Implement Proficiency Level 2: Versatile Expertise Level 4: Weapon Focus (Light Blade) Level 6: Blood Pact of Cania Level 8: Hellfire Blood Level 10: Bloodied Boon Level 11: Dual Implement Spellcaster Level 12: Superior Implement Training (Incendiary dagger) Level 14: Arcane Admixture Level 16: Lasting Frost
POWERS Eldritch Blast: Eldritch Blast Infernal Pact: Hellish Rebuke
ITEMS Shadowrift Blade Dagger +3, Shadow Warlock Drowmesh +3, Khyber Shard of the Fiery Depth (paragon tier), Gloves of Ice (paragon tier), Subtle Incendiary dagger +4, Amulet of Protection +3 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
EDIT: Corrected a slight mis-calculation, DPR is actually 0.25 points lower
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3 years ago ::
Jul 26, 2010 - 10:11AM
#839
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I thought I might throw up an alternate level 16 Hellish Rebuke Warlock. This build is similar to Landsknecht73's build, but uses Revenant Teifling and doesn't require Prime Shot for the damage. The equipment is based on gp value of level +1, level, level -1 items. If it were treasure parcel based, it is likely that the defenses wouldn't tank so badly.
Total DPR: 89.84
Cheese: @
DPR calcs
Show
Chance to have hit last round: 0.94 (1 - (0.05 + (0.05x0.1)))
To-Hit: +23(26) to hit Ref 28
+7 Constitution +8 Half-level +4 Enhancement +2 Expertise +1 Hellfire Blood +1 Incendiary Dagger (+2 Combat Advantage - near certain from Shadow Warlock Armour) (+1 Arcane Underpinning - applies 94% of the time)
Initial and Rebuke Damage: 1d6 + 31 (35) fire and cold damage (38.5) Crit: 4d6 + 41 fire and cold damage (55)
+7 Constitution +4 Enhancement +3 Off-hand Enhancement +2 Weapon Focus +3 Blood Pact of Cania +1 Hellfire Blood +3 Fundamental Mastery +3 Dragonshard +3 Incendiary Dagger +2 Gloves of Ice (+4 Subtle Dagger - near certain from Shadow Warlock Armour)
Cold Vulnerability - 5 (applies 94% of the time and to every rebuke)
Curse: 2d6 (7) Crit: 12
Total DPR: 0.94 x (0.9 x (38.5 + 7 + 5 + 38.5 + 5) + 0.05 x (55 + 12 + 5 + 38.5 + 5)) + 0.06 x (0.85 x (38.5 + 7 + 38.5 + 5) + 0.05 x (55 + 12 + 38.5 + 5)) = 89.84
Build
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====== Created Using Wizards of the Coast D&D Character Builder ====== Rebuke Cold, level 16 Revenant, Warlock, Academy Master Eldritch Blast: Eldritch Blast Constitution Eldritch Pact: Infernal Pact Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group) Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Rod) Arcane Admixture Damage Type: Arcane Admixture Cold Choose your Race in Life: Tiefling Arcane Admixture Power: Hellish Rebuke
FINAL ABILITY SCORES Str 9, Con 24, Dex 19, Int 11, Wis 11, Cha 14.
STARTING ABILITY SCORES Str 8, Con 18, Dex 13, Int 10, Wis 10, Cha 13.
AC: 27 Fort: 28 Reflex: 27 Will: 24 HP: 111 Surges: 13 Surge Value: 27
TRAINED SKILLS Religion +13, Thievery +17, Bluff +15, Intimidate +17
UNTRAINED SKILLS Acrobatics +12, Arcana +10, Diplomacy +10, Dungeoneering +8, Endurance +17, Heal +8, History +8, Insight +8, Nature +8, Perception +8, Stealth +12, Streetwise +10, Athletics +7
FEATS Level 1: Arcane Implement Proficiency Level 2: Versatile Expertise Level 4: Weapon Focus (Light Blade) Level 6: Blood Pact of Cania Level 8: Hellfire Blood Level 10: Bloodied Boon Level 11: Dual Implement Spellcaster Level 12: Superior Implement Training (Incendiary dagger) Level 14: Arcane Admixture Level 16: Lasting Frost
POWERS Eldritch Blast: Eldritch Blast Infernal Pact: Hellish Rebuke
ITEMS Shadowrift Blade Dagger +3, Shadow Warlock Drowmesh +3, Khyber Shard of the Fiery Depth (paragon tier), Gloves of Ice (paragon tier), Subtle Incendiary dagger +4, Amulet of Protection +3 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I like...I am still working on clarifying what damage carries over to the rebuke...I am not sure on the lasting frost (power says fire damage and I am not sure if the cold damage type remains) or subtle since the rebuke damage is not dependent on CA. There is another thread in the Rules forum onging about this very thing.
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3 years ago ::
Jul 26, 2010 - 7:37PM
#840
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I like...I am still working on clarifying what damage carries over to the rebuke...I am not sure on the lasting frost (power says fire damage and I am not sure if the cold damage type remains) or subtle since the rebuke damage is not dependent on CA. There is another thread in the Rules forum onging about this very thing.
I can see why subtle might be contentious, but if we consider that the rebuke damage receives enhancement bonuses then there is no reason why it shouldn't apply. If it gets enhancement bonuses, then you are clearly 'making a damage roll with this weapon', the combat advantage is no issue at all since Shadow Warlock armour means that the curse target always grants combat advantage, thus satisfying the 'damage roll... against an enemy granting combat advantage'.
The rebuke damage should become fire and cold damage as Arcane Admixture clearly states 'The power now deals that damage type in addition to its normal damage type', this is cannot be exclusive to the initial damage, as otherwise arcane admixture would not work on zones or summons.
Can you think of any other tweaks? I would like to see this think take top place at level 16. (Ok, you can replace Bloodied Boon with Two-Weapon Fighting, or completely tank AC to get Kensai as a paragon path to get above 90 DPR, but the build needs to be at least semi-playable... (or does it?))
On an off note, Two-Weapon Fighting increases the DPR to 91.48...
Laz
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