What's the DPR for a dominated enemy attacking itself?
Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12. So your hit chance is always 0.6. The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8). Or 22.8 at level 30.
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Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
What's the DPR for a dominated enemy attacking itself?
Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12. So your hit chance is always 0.6. The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8). Or 22.8 at level 30.
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.
What's the DPR for a dominated enemy attacking itself?
Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12. So your hit chance is always 0.6. The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8). Or 22.8 at level 30.
Dominated monsters grant CA, so the hit probability is actually .7 not .6. That also triggers defender punishment, not that that is important for the purposes of this thread.
What's the DPR for a dominated enemy attacking itself?
Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12. So your hit chance is always 0.6. The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8). Or 22.8 at level 30.
Dominated monsters grant CA, so the hit probability is actually .7 not .6. That also triggers defender punishment, not that that is important for the purposes of this thread.
Good catch. So that makes it 26.6.
Also, the mark punishment could be useful. I'll have to consider hybriding as a warden or fighter for the extra attack.
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.
What's the DPR for a dominated enemy attacking itself?
Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12. So your hit chance is always 0.6. The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8). Or 22.8 at level 30.
Dominated monsters grant CA, so the hit probability is actually .7 not .6. That also triggers defender punishment, not that that is important for the purposes of this thread.
Good catch. So that makes it 26.6.
Also, the mark punishment could be useful. I'll have to consider hybriding as a warden or fighter for the extra attack.
Paladin is the only one that can be applied on your own turn. All the other class feature marks are immediates. Some PPs might not require immediates for their punishement either.
Paladin is the only one that can be applied on your own turn. All the other class feature marks are immediates. Some PPs might not require immediates for their punishement either.
Paladins (and Battleminds) require attacking the enemy to attack an ally. Dominated people attack on their own turn, so immidiate actions aren't an issue, with the rapid xxxx feat allowing you to use 2.
So Fighters/Assault Swordmages/Wardens are the only option. Assault's require a hit, which makes it the worst (for DPR anyways). Wardens have the best one, being against Fort, but Fighters have lot's of way's to buff it, like using brash strike, or eldrich strike. Hmm...
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.
Paladin is the only one that can be applied on your own turn. All the other class feature marks are immediates. Some PPs might not require immediates for their punishement either.
Paladins (and Battleminds) require attacking the enemy to attack an ally. Dominated people attack on their own turn, so immidiate actions aren't an issue, with the rapid xxxx feat allowing you to use 2.
So Fighters/Assault Swordmages/Wardens are the only option. Assault's require a hit, which makes it the worst (for DPR anyways). Wardens have the best one, being against Fort, but Fighters have lot's of way's to buff it, like using brash strike. Hmm...
Also, marks counter CA on itself.
Yeah, you're right. For some reason I was thinking of powers that let you make an enemy attack themselves on your own turn. Those are a lot of fun, and more common than dominates at lower levels.
Paladin is the only one that can be applied on your own turn. All the other class feature marks are immediates. Some PPs might not require immediates for their punishement either.
Paladins (and Battleminds) require attacking the enemy to attack an ally. Dominated people attack on their own turn, so immidiate actions aren't an issue, with the rapid xxxx feat allowing you to use 2.
So Fighters/Assault Swordmages/Wardens are the only option. Assault's require a hit, which makes it the worst (for DPR anyways). Wardens have the best one, being against Fort, but Fighters have lot's of way's to buff it, like using brash strike. Hmm...
Also, marks counter CA on itself.
Yeah, you're right. For some reason I was thinking of powers that let you make an enemy attack themselves on your own turn. Those are a lot of fun, and more common than dominates at lower levels.
Well you could certainly have fun with a bravalord|paladin, Mark, Brash Assalt, then having a lightning rush ally come in, punish him for attacking your ally, and granting him an MBA.
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.
What's the DPR for a dominated enemy attacking itself?
Um, Monster attacks are level+5 vs level+14, or level+3 vs level+12. So your hit chance is always 0.6. The damage is (level+8) in the usual case, so the DPR of a dominated monster beating on itsself is 0.6*(level+8). Or 22.8 at level 30.
Dominated monsters grant CA, so the hit probability is actually .7 not .6. That also triggers defender punishment, not that that is important for the purposes of this thread.
Good catch. So that makes it 26.6.
Also, the mark punishment could be useful. I'll have to consider hybriding as a warden or fighter for the extra attack.
Paladin is the only one that can be applied on your own turn. All the other class feature marks are immediates. Some PPs might not require immediates for their punishement either.
DC was errated to only apply to marked enemies attacking your allies, so it's a non-issue.
However, a dominated monster attackking itself does so on its own turn, so all your allies can use any punishments, opportunity attacks etc that they want. Getting it to shoot itself in the foot, even with an improvised ranged attack, and provoke, might be the best option.