Dang, I totally missed the divine attack power part. With a couple of minor adjustments, that drops DPR by about 19. Oh well, I''m just happy to still be over 300. I updated the build.
@dragon4e: Radiant Recovery would be nice, but this build is designed purely for DPR. In actual play, you would want some modifications, and that could be a good one.
Also, a just a random thought that occured to me: for the exeptional assumptions, like charge, CA and unorthodox (or maybe even in the key for other cheese) you could use color coding, to make it more obvious what uses what. I don't know if this has already been suggested, and it could be too much work, but it might be worth considering.
Dang, I totally missed the divine attack power part. With a couple of minor adjustments, that drops DPR by about 19. Oh well, I''m just happy to still be over 300. I updated the build.
@dragon4e: Radiant Recovery would be nice, but this build is designed purely for DPR. In actual play, you would want some modifications, and that could be a good one.
Also, a just a random thought that occured to me: for the exeptional assumptions, like charge, CA and unorthodox (or maybe even in the key for other cheese) you could use color coding, to make it more obvious what uses what. I don't know if this has already been suggested, and it could be too much work, but it might be worth considering.
I think it's possible. It'd be a simple search for a number with chrome and then highlight it and color them. I'll look into it. I'd have to recolor each candidates as they come in, but seeing that most only have 3-4 cheese elements I think it's be fine
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?
Apart from what dragon4e said, all seems to check out, apart form one small thing... Why do you have 2 subtle daggers?
lol, Nice build, Paultimatum - although if you got all the math done first time I may hate you :p I've had like, 10 revisions now, lol.
Wolf.
SUbtle has the property that it can be used off-hand and still stack with itself due to it not being a bonus but extra damage. Very cheesy but true. I have to accomodate for technically true but cheesy. Frostcheese started as cheesy anc technically works, and then ended up as a standard and accepted way to do things. I doubt any DM would allow it but it's possible and RAW.
I know... I use it myself.
What I mean is, if he's tying it to his armor ala Slasher, he only really needs one and his Blurred Strike Unarmed, as he can drop it as a free action and just swap them over again for free due to Battle Harness. DPR stays the same as he is only ever benefiting from one, but he saves Gp3,125,000.
Also, can Dancing Weapon trigger a second flurry? Can you channel Blurred Strike Ki through the dancing weapon attack when the attack is only caused by the dancing enchantment, which is over-written by the ki focus?
The second subtle is just for the dancing weapon attack, holding one in each hand. It's a lot of gold for a small bonus, particularly the last +, but this build has gold to spare.
I think you can use the ki focus on the blurred stike melee basic, because it says to make an MB as if you were wielding the weapon. The ki focus overriding the properties, powers, and enhancements for the attack only applies to the attack itself, as far as I can tell. So, you don't get the benefits of its powers during the attack, but by then you don't need them; you're already making the attack.
Here is both the original Marilith Summoner, and the Optimized Marilith Summoner. There are 3 reasons I totally love this build: First: Mariliths are my favorite demons ever, and demons are my favorite monsters ever, and I love that I get to use them now. Second: High crit has always appealed to me, even though it's not really optimized. Lightning has also always been my favorite damage type. Lancing Dagger therefore has always screamed at me to be used, but I had a hard time justifying it. Similarly, Ball Lightning is super awesome. Every time I look at the Sorcerer class I say 'Why would I ever play them, when they can't get Ball Lightning??!?!'. Yes I realize it's not actually that fantastic. But I loves it dearly. Third: I've managed to avoid the Radiant Mafia! (Which, given my half-elf radiant twin-striking mafia, I'm quite proud of.)
The only thing that shows up due to the key is the Summon Marilith power which is from the Dragon magazine, and the fact that Shocking Flame confers the lightning keyword.
Voidsoul Genasi Wizard/Rimetongue Caller/Radiant One, Level 30 Str 14->24, Con 10->12, Dex 13->15, Int 16->26, Wis 14->16, Cha 8->10
+6 Accurate Staff of Ruin, +6 Summoner's Tome, Epic Siberys Shard of Cold, Gloves of Ice, Ring of Giants, Ring of Giants, Opal Ring of Remembrance, +6 Dawn Warrior Starleather, +6 Cloak of Arachnidia, 291k gold
Power: Summon Marilith (Use once, Use once from AP, Use once from Vistani AP, Use once from Tome, Use once from first milestone AP, Use once from second milestone AP, Use once from third milestone AP, total 7 encounters without problem)
+15 lvl +8 int +6 enh +3 feat +1 accurate +2 CA +2 item = +37 vs Ref 42 = 20% miss chance, 10% crit, 70% hit
Damage: 2d10 base +8 int +6 enh +6 item +6 DIS +5 vuln +8 CA +7 str +5 shard +1d6 PP +3 feat +4 gloves = 14.5 + 58 = 72.5 * 0.7 = 50.75 average hit damage per attack + Crit = 6d10 + 26 + 58 + 24 rings = 33 + 108 = 141 * 0.1 = 14.1 average crit damage per attack
Stormsoul Genasi Wizard|Fighter/Bloodmage/Archspell Str 14->24, Con 10->12, Dex 11->13, Int 18->28, Wis 10->12, Cha 8->10
+6 Jagged Lancing Dagger w/ Epic Siberys Shard of Cold, +6 Magic Dagger, Gloves of Ice (Epic), Ring of Giants, Opal Ring of Remembrance, Iron Armbands of Power (Epic), 5 +4 Dancing Rapiers, +6 Runic Starweave, +5 Magic Neck, Ring of Free Time, 2235000 gp (Mummified Hand costs 1.625 if your DM wil allow you to simply wear the Mummified Hand instead of holding it in order to get the benefits. This allows you to wear all 3 rings at once.)
Additional Note: You could get 2 Marilith's out in one encounter due to the Bloodmage level 12 Utility ability. This means that for the most part you don't have to worry about the Marilith dying.
And now for a mediocre Marilith Summoner on an Avenger Chassis - due to needing to use Oath too often, and trying to keep myself as well as the Marilith adjacent to enemies, the action economy on this chassis simply doesn't work without large party cooperation.
I'm probably going to actually make a thread based on this version, although sadly he no longer uses a Lancing Dagger OR Ball Lightning.. Spoiler:Show
Deva Unity Avenger/Morninglord/Radiant One
Str 10->12, Con 13->15, Dex 11->13, Int 16->26, Wis 16->26, Cha 8->10
Desired DPR Feats that were dropped for defenses: Incendiary Dagger Proficiency
+6 Vicious Incendiary Dagger w/ Epic Khyber Shard of the Fiery Depth, +6 Frost Rapier w/ Paragon Khyber Shard of the Fiery Depth, Opal Ring of Remembrance, Ring of Giants, Iron Armbands of Power (Epic), Gloves of Ice (Epic), 5 +4 Dancing Rapiers w/ Paragon Khyber Shard of the Fiery Depth, +6 Runic Starweave, +6 Magic Neck
Powers: Summon Marilith (Arcane Mastery useable 5 encounters/day (4th encounter uses AP from Vistani Foresight)), Oath of Enmity
Quick Note: 4 attacks per turn, 19% crit rate = 57% chance of at least 1 crit/turn 3 attacks per turn with main hand weapon, 19% crit rate = 47% chance of crit spawning TWO attack per turn We assume Wintertouched/Lasting Frost for all Marilith and Dancing Attacks, and never for TWO attacks, although technically, that isn't quite the right break down.
Rushing Cleats, +6 Carnage Gouge, Iron Armbands, Gloves of Ice, War Ring, Ring of Giants, Frost Shard, Horned Helm
Overwhelming Strike, Martial Supremacy, Vorpal Weapon, Sigil of Luck
To Hit: +15 level +8 wis +6 enh +3 feat +2 prof +2 CA +1 power -2 PA +1 charge = +36 vs Ref 42 = 0.045 miss, 0.478 crit, 0.477 hit (on charge) = 0.065 miss, 0.478 crit, 0.457 hit (kulkor attack)
Half-Elf Avenger/Kulkor/Thief of Legend (271 DPR) Spoiler:Show
Str 13->16, Con 10->12, Dex 13->22, Wis 18->30
Polearm Momentum, Adept Diletante, Kulkor Battlearm Student, Heavy Blade Expertise, Power of Skill, Heavy Blade Focus Versatile Master, Heavy Blade Opportunity, Heavy Blade High Crit MBA, Acolyte Power, Lasting Frost, Deadly Draw Hand of Divine Guidance, Thievery Training, Painful Oath, Slashing Storm, Power Attack, Reckless Attacker
+6 Frost Glaive, +6 Piwafwi, +6 Shadowflow Starweave, Rushing Cleats, Iron Armbands, Gloves of Ice, Frost Shard, War Ring, Ring of Giants, Horned Helm
Stealth: +38
Overwhelming Strike, Brash Strike, Oath of Enmity, Martial Supremacy
To Hit: +15 lvl +10 wis +6 enh +3 feat +3 prof +2 CA +1 charge -2 power attack = +38 vs AC 44 = 0.050625 miss, 0.3439 crit, 0.605475 hit (charge) = 0.0729 miss, 0.3439 crit, 0.5832 hit (MBA, no charge) = 0.0324 miss, 0.3439 crit, 0.6237 hit (brash, no charge)
That's really nice. Being reliant on a power from dragon woud constitute the @. Imagine if someone wanted to play your build but the DM said no dragon magizine. Seeing the @ would tell him your build is off limits.
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?
+6 Frost Doubleaxe w/ Siberys Shard of Frost (Epic), Iron Armbands of Power (Epic), Ring of Giants, War Ring, Gloves of Ice, +6 Skybound Starweave, +6 Periapt of Cascading Health, Paragon Diamond Cincture, Fey Warrior Boots, Eye of Awareness, 5 +5 Dancing Khopesh
Dancing DPR: To hit: -1 (+5 enh instead of +6) -2 (no CA) = +35 to hit vs AC 44 = 9% miss, 9% crit, 82% hit Damage: 2d8 base +10 wis +5 enh +6 item +3 feat +4 Shocking flame = 37 average hit Crit: 44 base +6d6 magic crit +3d10 high crit +1d10 devastating crit +1d10 war ring +12 ring of giants +10 godsworn +5 cold vuln +4 gloves of ice = 121.5 Painful Oath/Slashing Storm = 0.0625*0.0625*0.82*20 = 0.0640625 DPR = 0.82*37 + 0.09*121.5 + 0.0640625 = 30.4040625 + 10.935 = 41.3390625
for nova, is it acceptable to use becoming bloodied as part of your setup round, since any striker can easily assume that he will be bloodied if the party doesn't try to stop it?