This isn't a full 1st-30th build (I think someone else is already taking that on with mods to this build to try it as a hybrid paladin/warlock), but give this a go:
L16 infernal cha'lock, generates 60-80 reliably per round, with a nova of 131.
Unfortunately it isn't incredibly play-worthy, since one encounter will pretty much shoot his wad, but for a single-encounter playing piece, it feels pretty fun ).
T
Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
This isn't a full 1st-30th build (I think someone else is already taking that on with mods to this build to try it as a hybrid paladin/warlock), but give this a go:
L16 infernal cha'lock, generates 60-80 reliably per round, with a nova of 131.
Unfortunately it isn't incredibly play-worthy, since one encounter will pretty much shoot his wad, but for a single-encounter playing piece, it feels pretty fun ).
T
Please do a DPR analysis. Calculate your attack bonus, damage bonus and see what your expected damage is versus an average Level 16 monster(AC:30, Fort:28, Ref:28, Will:28). A ballpark damage you've observed just doesn't do it for me. For submission in the Nova section please limit yourself to 1 round with spending an action point. Either have everything reproducible for every encounter thus I'll put you in the Encounter Nova, otherwise it'll compete with the Daily candidates.
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?
Please do a DPR analysis. Calculate your attack bonus, damage bonus and see what your expected damage is versus an average Level 16 monster(AC:30, Fort:28, Ref:28, Will:28). A ballpark damage you've observed just doesn't do it for me. For submission in the Nova section please limit yourself to 1 round with spending an action point. Either have everything reproducible for every encounter thus I'll put you in the Encounter Nova, otherwise it'll compete with the Daily candidates.
My apologies if I gave the impression I was asking you to do the calcs for me - I included a DPR calc in the original post using 30s across the board. This will have to be a "Daily" candidate, since it relies on the use of Crown of Stars for around half its damage, and that's a Daily (albeit a L1).
Here's a revised one at 30/28/28/28 (also revised to use at-will Gift to Avernus, includes re-roll odds for that, rather than go into encounter powers):
Turn 1: Minor: retrieve whetstone Move: forgo move for minor, tap dagger with whetstone Standard: forgo standard for minor, delay action until party is assembled around me - Wrath of the Gods, grant +6 to my and party member's damage rolls for entire encounter.
Turn 2: Minor: curse Target A Move: keep distance, set up Shadow Walk, establish CA against A Standard: Crown of Stars... +22 to hit versus Reflex (6cha, 8hl, 3enh, 2feat - versatile exp, 2CA, 1prime) = hit on 6+ = 75% total hits (65% normal 10% crit - jagged wpn) Damage: 2d12 std +6 cha+3 enh+2d6 curse-fire+6 WoG+5 called shot+3 Hellfire Arcanist+2 ongoing acid whetstone+5 ongoing fire Hellfire Hex + 22 Hellfire Master 2x, once for ongoing cold, once for ongoing fire + 22 Icy Clutch of Stygia 2x, once for ongoing cold, once for ongoing fire Standard hit=(13+6+3+7+6+5+3+2+5+22+22) * .65 = 94 * .65 = 61.1 Crit will max the base and curse dice, add 10 ongoing untyped and add 11 for Hellfire Master and 11 for Icy Clutch of Stygia Crit hit=(24+6+3+12+6+5+3+2+5+22+22+10+11+11) * .1 = 142 * .1 = 14.2 Total DPR, Turn 2: 75.3
Turn 3 (sustainable at-will version, doable every round): Move: Establish Shadow Walk, CA via Shadow Warlock armor (alternate rounds of move for CA and curse something new, or spend minor on some other activity) Minor: sustain CoS against A or B (assuming one has saved against both now) +22 to hit v Will = hit on 6+ (65%std/10%crit) Damage: 69 * .65 = 44.85 standard, 10.6 crit = 55.45 CoS Standard: Gift to Avernus against target +22 to hit (65%/10%, remaining 25% with reroll becomes 16.25%/2.5% extra, total 81.25%std/12.5%crit) Damage: 2d10 + 6cha + 3 enh + 5 called + 6 Wrath + 2 ong acid + 11 IC = 44 * .8125 = 35.75 Crit: 20+6+3+5+6+2+11+10+11 = 74 * .125 = 9.25 Total damage Gift: 45 Total damage Turn 4: 100.45
Alternate Turn 3 (nova version - conceivably Turn 2 if curse is established, but let's say turn 3 to get CA out of the deal): Minor: Sustain CoS, *no curse damage on this one* +22 v Will (hit on 6+, 65%std/10%crit) Damage = 6 +5 called + 2 ong acid + 11 ic = 24 * .65 = 15.6 Crit = 6 + 5 + 2 + 11 + 10 + 11 = 45 * .1 = 4.5 Total = 20.1 Standard: Curse of the Black Frost +22 to hit v Reflex (hit on 6+, 65%/10%) Damage: 2d8 + 6cha + 2d6 curse-fire + 3enh + 5called + 6 wrath + 2 ong acid + 11 ic + 11 hm + 5 ong fire + 11 ic + 11 hm = 9+6+7+3+5+6+2+11+11+5+11+11 * .65 = 87 * .65 = 56.55 Crit: 16+6+12+3+5+6+2+11+11+5+11+11+10+11+11 * .1 = 131 * .1 = 13.1 Inherent Effect of the power: save ends, yields 11 from Hellfire Master Total CotBF at time of application=80.65 Move: close to melee with target Action Point: Standard action - Eldritch Strike +24 to hit v AC (extra +2 comes from proficiency), hit on 6+ (65%/10%) Damage: 1d4 dagger + 6cha + 3enh + 5called (prime punisher) + 6 wrath + 2 ong acid + 11 ic + 10 untyp ong (Blood Mage AP) + 11 ic = 2.5+6+3+5+6+2+11+10+11 * .65 = 56.5 * .65 = 36.725 Crit: 4+6+3+5+6+2+11+10+11 * .1 = 58 * .1 = 5.8 (if your DM allows "separate sources" for ongoing damage, this crit adds an additional 10 untyped + 11 ic which would otherwise go wasted since this was your AP, these calcs assume it is lost) Total: 42.525 PLUS slide the target 1 (Eldritch Strike effect) - forcing movement and causing the Effect of Curse of the Black Frost to kick in CotBF Move Damage: 1d8+6cha+3enh+5called+6wrath (ongoing acid and its aftermath have been dealt already, not applicable as "statics", see if your DM allows separate sources, this assumes not) =4.5+6+3+5+6 *.75 (hit chance with Eldritch Strike) = 24.5 * .65 = 18.375 (note that anyone in your party can now make this target move to generate additional damage) Total for Turn 4 - Nova: 20.1 + 80.65 + 42.525 + 18.375 = 161.65
I will point out that I am using very modest equipment on this PC, I used a budget of 25,000 gp to purchase gear. With L+1, L, and L-1 items there would be significant boosts across the board, but I'll leave them out for now while the mechanic is validated.
Edit: realized my CA lasts to end my next turn, have corrected for this.
Hope you like it ).
T
Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
***Warning - the following 2 builds are meant to take advantage of the recent CS ruling that stipulates that the Rebuke damage is triggered every time caster takes damage. Please check with your DM, your parents, your second cousin, and your accountant before using in a game...while ..
***Warning - the following 2 builds are meant to take advantage of the recent CS ruling that stipulates that the Rebuke damage is triggered every time caster takes damage. Please check with your DM, your parents, your second cousin, and your accountant before using in a game...while ..
Where is this rule? cant find it.. ty
Posted a couple of place...usually the best place to find CS answers is over in the Rules formum under Consolidated Customer service Answers thread...here is the response from them however.
Here is the CS response to whether or not Hellish Rebuke is triggered the first time you take damage or everytime...the answer is every time.
Subject
Hellish Rebuke Frequency
Discussion Thread
Response (Support Agent)
07/28/2010 11:33 AM
Hello Jeff,
Thank you for contacting us. Here are the answers to your questions:
1. Does the extra damage trigger every time the caster takes damage before the end of his turn or only the first time he takes damage? A: Each time you are damaged is a separate 1d6 + Constitution modifier fire damage to the target.
To login to your account, or update your question please click here.
Jamie Online Response Crew Wizards of the Coast 1-800-324-6496 (US and Canada) 425-204-8069 (From all other countries) Monday-Friday 9am-6pm PST / 12pm-9pm EST Saturday-Sunday 10am-4pm PST / 1pm-7pm EST
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5
Hmm i see now, but u are sure u can add all that damage? cuz is just a extra damage of ur attack, not a secundary attack or hit, cuz lot of things on the build says that u need to attack or hit the enemy.. like called shot and stuff... so how u get all that damage on the extra damage? ty
Hmm i see now, but u are sure u can add all that damage? cuz is just a extra damage of ur attack, not a secundary attack or hit, cuz lot of things on the build says that u need to attack or hit the enemy.. like called shot and stuff... so how u get all that damage on the extra damage? ty
The Rebuke damage is not an attack (so if the damage requires a hit, can't use it...but it considered a damage roll.
So not all the damage for sure...most of the damage I am applying was by result of concesus from various theads. I added the standard (Con, Weapon, DIS, etc) and then where the conditions still applies added (Starborn, Subtle, Lasting Frost, Gloves of Ice, Shard). Since it considered a damage roll, then any modifires that can affect the roll apply (unless otherwise stated in the power). I did not add on Called shot, Cursed Spells, Hellfire Teleport.
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5
Twin Strike: 2 attacks, +7 vs. AC Main Hand: 2d4 damage Main Hand, Critical: 8 damage Off Hand: 2d4 damage Off Hand, Critical: 8 damage Hunter's Quarry: +1d6 damage
Twin Strike: 2 attacks, +21 vs. AC with CA when no allies are adjacent Main Hand, Hit: 2d4+16 cold damage Main Hand, Critical: 3d6+24 cold damage Off Hand, Hit: 2d4+15 cold damage Off Hand, Critical: 3d6+23 cold damage Hunter's Quarry: +2d6 cold damage Swift Blade Style: 5 cold damage Blade Storm: 5 damage
Twin Strike: 2 attacks, +26 vs. AC with CA when no allies are adjacent Main Hand, Hit: 2d4+25 cold damage Main Hand, Critical: 3d6+33 cold damage Off Hand, Hit: 2d4+24 cold damage Off Hand, Critical: 3d6+32 cold damage Hunter's Quarry: +2d6 cold damage Swift Blade Style: 6 cold damage Blade Storm: 6 damage Twin-Blade Storm: 6 lightning damage to two targets
Twin Strike: 2 attacks, +36 vs. AC with CA when no creatures are adjacent Main Hand, Hit: 4d4+30 cold damage Main Hand, Critical: 5d6+56 cold damage Off Hand, Hit: 4d4+29 cold damage Off Hand, Critical: 5d6+55 cold damage Hunter's Quarry: +3d6 cold damage Swift Blade Style: 8 cold damage Blade Storm: 8 damage Twin-Blade Storm: 8 lightning damage to two targets
Twin Strike: 2 attacks, +39 vs. AC with CA (+42 vs. AC with CA if no other creatures are adjacent to the target) Main Hand: 4d4+35 cold damage Main Hand, Critical: 6d6+63 cold damage Off Hand: 4d4+34 cold damage Off Hand, Critical: 6d6+62 cold damage MBA, Two-Weapon Opening, Hit: 6d4+47 cold damage MBA, Two-Weapon Opening, Critical: 6d6+83 cold damage Quarry: +3d6 cold damage Rending Tempest: +2d4 cold damage Swift Blade Style: 9 damage Blade Storm: 9 damage Twin-Blade Storm: 9 lightning damage to two targets
Just as a nod to the fact that Battleminds can play among the absolute top tiers of damage and still be a fully capable Defender...
Level 16: 72.3 DPR (plus target is prone and slowed) buildShow
Race: Dwarf Con 22, Wis 20, Str 15 PP: Son of Mercy Relevant Feats: Defender of the Wild, Dwarfen Weapon Training, Crippling Crush, Lasting Frost, Wintertouched, Hammer Rhythm, Expertise, [Melee Training (Con), Sudden Roots] Powers: Brutal Barrage, [Lightning Rush, one other] Items: Frost Craghammer +3, Heavy Shield, Ring of Giants, [Gloves of Ice, Siberys Shard of Mercieless Cold, Iron Armbands of Power, the usual rest]
Level 30: 175.5 / 211.1DPR before / after MS (plus target is prone and slowed) buildShow
Race: Dwarf Con 28, Wis 26, Str 16 PP: Son of Mercy ED: Demigod Relevant Feats: Defender of the Wild, Dwarfen Weapon Training, Crippling Crush, Lasting Frost, Wintertouched, Hammer Rhythm, Expertise, [Melee Training (Con), Sudden Roots] (same as level 16) Powers: Brutal Barrage, Brilliant Recovery, [Lightning Rush] Items: Frost Craghammer +6, Heavy Shield, Ring of Giants, Ring of Free Time, Gloves of Ice +4, Siberys Shard of Mercieless Cold +5, Iron Armbands of Power +6, [the usual rest]
Note that you still run around in full heavy armor and heavy shield and have oodles of HP and surges, you still have all marks and punishment open and you leave your target prone and slowed on the ground. Furthermore the damage is very consistent even against higher AC, because we have Hammer Rhythm and at 30 more misses trigger Brilliant Recovery more consistently.
And you can easily squeeze out much more if you go two TWF / TWO, abuse radiant damage and maybe switch weapon types (Axes for Headman's Chop / Rending / Jagged, Heavy Blades for higher precision Headman's Chop / Jagged).
I actually threw a quick build together with your guidelines in mind, langeweile, and I think you may have sold it a bit short: I'm coming up with a bit more damage.
Dwarf Battlemind/Son of Mercy/Demigod: L1 – Str 14, Con 18, Dex 13, Int 8, Wis 16, Cha 10 L4 – Str 14, Con 19, Dex 13, Int 8, Wis 17, Cha 10 L8 – Str 14, Con 20, Dex 13, Int 8, Wis 18, Cha 10 L11 – Str 15, Con 21, Dex 14, Int 9, Wis 19, Cha 11 L14 – Str 15, Con 22, Dex 14, Int 9, Wis 20, Cha 11 L18 – Str 15, Con 23, Dex 14, Int 9, Wis 21, Cha 11 L21 – Str 16, Con 26, Dex 15, Int 10, Wis 24, Cha 12 L24 – Str 16, Con 27, Dex 15, Int 10, Wis 25, Cha 12 L28 – Str 16, Con 28, Dex 15, Int 10, Wis 26, Cha 12
Suffice to say, very impressive, and likely worthy of its own thread, wouldn't you agree?
As for Radiant, I don't think it'll generate much more single target oomph this will; going for Morninglord and Radiant Advantage results in less damage than this (though it is markedly less feat-intensive, there's not all that many damage options for something that doesn't have a damage roll), and Headsman's Chop is kind of situational here (two or more BB attacks have to hit for that to happen, and giving up on Hammer Rhythm means you're likely treading water or worse on the DPR front).
"The best defense is a good offense." -Gen. George S. Patton