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Switch to Forum Live View An Inverse Ninja Challenge - or, A Controller-Style Nova: 240+ DPR on four targets at level 24
3 years ago  ::  Feb 23, 2010 - 7:04AM #1
A_Man_In_Black
Date Joined: Oct 16, 2009
Posts: 304

I'm not Adslahnit, but here's a theoretical build of a slightly different type. There are lots of nova builds that demolish a single target, but I've yet to see a lot of optimization on multiple targets. To that end, I present to you Don Radiante, an invoker|cleric who is a bad enough dude to save the president from multiple ninjas.


While this is a theoretical build, at its core it's a perfectly practical build. It can be stripped down to something simpler, if you prefer.


Don Radiante lite - A little less cheese with your don Show
   
  • If you drop the barbarian multiclass, you lose +2 to damage on your damage rolls and the Fury of the Wild feature. (You also lose Hide Armor Expertise and Second Skin; I recommend picking up scale armor proficiency.) This isn't a great loss before level 24.
  • If you drop the cleric hybrid, all you lose is the +5 radiant vulnerability from Symbol of Divine Light and the combat advantage from Radiant Advantage. That's not a big deal, especially since another party member can hold that for you, and Divine Hammer from D381 is almost as good as Radiant Advantage.
  • Windrise Ports allows you to replace the cleric hybrid with a cleric MC.
  • A Student of Caiphon gets less radiant vulnerability, but can do this all day. You'll have to drop either Fury of the Wild/Berserker's Fury or the Symbol of Divine Light to do that, however.
  • Any invoker can do this at least passably with just Hand of Radiance, Devastating Invocation, Punishing Radiance, and a source of extra crits (e.g. a Rod of the Star Spawn (AV)).
  • Seriously, all of this radiant vulnerability stacks. Silly, innit?


So. The president has been kidnapped by ninjas. Is Don Radiante a bad enough dude to save the president? In this case, the ninjas are four Djinn Stormswords (MM2), with a standard ref defense of 36, an appropriate encounter for an entire four-person party of the Don's level.


Don Radiante (Human wrathful invoker/Morninglord/Fury of the Wild, level 24) Show

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Race: Human (PHB)
Class/Path/Destiny: Invoker (PHB2) / Morninglord (FRPG) / Fury of the Wild (PP)
Covenant: Wrath (PHB2)
Array: Str 15, Dex 12, Con 21, Int 10, Wis 28, Cha 12 (Str 13, Dex 10, Con 13, Int 8, Wis 18, Cha 10)
Feats: Implement Expertise (staffs) (PHB2), Improved Initiative (PHB), Invoker Defense (PHB2), Berserker's Fury (PHB2), Power of Sun (DP), Weapon Focus (staff) (PHB), Hide Armor Expertise (PP), Action Surge (PHB), Danger Sense (PHB), Radiant Advantage (DP), Speaker of the Gods (PHB2), Second Skin (PP), Invoked Devastation (PHB2), Devastating Invocation (DP), Punishing Radiance (DP), Font of Radiance (PHB)
At-Will Powers: Hand of Radiance (DP), Sun Strike (PHB2), another at-will
Encounter Powers: Pure Glow (FRPG), other stuff
Daily Powers: stuff
Utility Powers: stuff
Gear: Staff of Ruin +5 (AV), Battle harness hide armor +4 (D368), Timeless Locket +5 (AV2), Symbol of Divine Light +3 (AV2), Siberys Shard of the Mage (epic) (EPG), War Ring (AV), Boots of Eagerness (AV), Executioner's Bracers (paragon) (AV2), Holy Gauntlets (paragon) (AV), Solitaire (Aquamarine) (AV), 138K gold in other gear - I could probably fit Dice of Auspicious Fortune in here, but they make the math even more complicated. Suffice it to say the DPR could be higher.

Routine attack with Hand of Radiance: +29 against ref, d4+24 (+6d10+2d6 on a crit)



DON RADIANTE vs. A PACK OF DJINN NINJAS, FIGHT! Show
Don Radiante has +5 initiative over the ninjas and a reroll, so he gets initiative. All damage is averaged and includes chance to hit, etc.

As a free action, he activates his Boots of Eagerness and moves into the ninja pack, eating whatever opportunity attacks he must. He also activates his Holy Gauntlets, for d6 extra radiant damage on his next attack and +1 radiant damage on all subsequent radiant attacks, and Berserker's Fury, for +2 damage on all attacks for the remainder of the encounter.

Now that he's in position, he uses Solar Enemy (a minor action) to apply 5 radiant vulnerability to all four ninjas, in a close burst 2. His Symbol of Divine Light increases this vulnerability to 10. This activates Militant Dawn, a morninglord ability which does 1 radiant damage to a ninja, which we will designate ninja 1. This is increased by 10, starting off the damage pile with 11 damage to ninja 1. This also activates Speaker of the Gods, meaning he gets 18-20 crits on his next attack.

As his standard action, he uses Hand of Radiance against all four ninjas, who all currently have 10 radiant vulnerability.
Ninja 1: He grants combat advantage, since he's been damaged with radiant. That's 5+ to hit for d4+d6+24+2+10. 27.3 damage from normal hits, 14.4 damage from raw critical hits (including the extra 10 radiant vulnerability added for Punishing Radiance), 15% chance to cause a crit-splosion from Fury of the Wild and Devastating Invocation
Current tally: 52.7 damage, 15% chance for a critsplosion, granting combat advantage, 80% chance to have Morninglord radiant vulnerability.
Ninjas 2-4: 7+ to hit for d4+d6+24+2+10. 23.1 damage from normal hits, 14.4 damage from raw critical hits (including the extra 10 radiant vulnerability added for Punishing Radiance), 15% chance to cause a crit-splosion from Fury of the Wild and Devastating Invocation
Current tally: 37.5 damage, 15% chance for a critsplosion, 70% chance to be granting combat advantage. 70% chance to have Morninglord radiant vulnerability.

This has a 47.8% chance to crit at least once, so all of the ninjas have a 47.8% chance to have another 20 radiant vulnerability, from Punishing Radiance. (Note that this number is lower than the on-crit explosions, because while two extra doses of damage from two crits at once stack, two extra doses of vulnerability from two crits at once do not.)

This attack produces 0.6 times, so he gets 0.6 explosions from each on-crit explosion ability. First off, Fury of the Wild goes off, doing 32 untyped damage per crit, or 19.2 damage to each ninja. Then, Devastating Invocation goes off, with each ninja having a 45% chance to take 13 radiant damage plus 20 from the vulnerability (if DI is going off, then a crit happened, so PR is certainly applied), or 14.85 damage per ninja, plus 4.8 damage from Morninglord vulnerability on ninja 1 and 4.2 damage on ninjas 2-4.

Between a 70% chance to be hit and a 38.59% chance for some other ninja to be crit, ninjas 2-4 have a 81.58% chance to be granting combat advantage from Radiant Advantage.

So current standings after the standard action:
Ninja 1: 91.55 damage, granting combat advantage, 80% chance to have Morninglord radiant vulnerability, 47.8% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 75.75 damage, 81.58% chance to be granting combat advantage. 70% chance to have Morninglord radiant vulnerability, 47.8% chance to have Punishing Radiance radiant vulnerability.

We have a 47.8% chance to activate the Solitaire, shooting a Sun Strike. Whoever it targets is going to be granting both combat advantage and will have both radiant vulnerabilities, because by definition it can only be used against a target we critically hit (and thus a target with all of the vulnerabilities active). Including the chance to not be activated and the chance to miss, it does 20.5 non-crit damage and 8.10 crit damage, with a 7.17% chance for...another critsplosion! For the sake of the the 7.17% critsplosion, I'm going to assume we shot ninja 1 with the solitaire. This depresses the DPR somewhat, as it means Fury of the Wild will not affect the now-bloodied ninja 1. See the end note.

So current standings after the standard action, with solitaire but without secondary critsplosions:
Ninja 1: 120.15 damage, granting combat advantage, 80% chance to have Morninglord radiant vulnerability, 47.8% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 75.75 damage, 70% chance to be granting combat advantage. 70% chance to have Morninglord radiant vulnerability, 47.8% chance to have Punishing Radiance radiant vulnerability.

The solitaire's follow-up explosion does 2.29 damage from Fury of the Wild to ninjas 2-4, and 2.37 damage to all ninjas from Devastating Invocation. It doesn't add any chance to have PR or Radiant Advantage up, because it only happens after a crit and that means PR and RA are up anyway.

So current standings after the standard action, with solitaire fully resolved:
Ninja 1: 122.52 damage, granting combat advantage, 80% chance to have Morninglord radiant vulnerability, 47.8% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 80.41 damage, 81.58% chance to be granting combat advantage. 70% chance to have Morninglord radiant vulnerability, 47.8% chance to have Punishing Radiance radiant vulnerability.

Action point time. We use our action point to gain another action, and this means we get 18-20 crits from Morninglord, as well as +3 to hit from Action Surge. We use this standard action for Pure Glow, attacking all of the ninjas.

Ninja 1: He grants combat advantage, since he's been damaged with radiant. That's 2+ to hit for 2d8+1+24+2+10, plus an 80% chance for 10 more and a 47.8% chance for 10 more. 47.02 damage from normal hits, 16.65 damage from raw critical hits (including the extra 10 radiant vulnerability added for Punishing Radiance), 15% chance to cause a crit-splosion from Devastating Invocation
Current tally: 186.19 damage, 15% chance for a critsplosion, granting combat advantage, 99% chance to have Morninglord radiant vulnerability, 72.75% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 70% chance for 2+ to hit, 30% chance for 4+ to hit, for 2d8+1+24+2+10, plus an 70% chance for 10 more and a 47.8% chance for 10 more. 45.16 damage from normal hits, 16.5 damage from raw critical hits (including the extra 10 radiant vulnerability added for Punishing Radiance), 15% chance to cause a crit-splosion from Devastating Invocation
Current tally: 137.41 damage, 15% chance for a critsplosion, 95.98% chance to be granting combat advantage. 93.1% chance to have Morninglord radiant vulnerability, 72.75% chance to have Punishing Radiance radiant vulnerability.

Everyone is bloodied, so I can stop doing Fury of the Wild. The chance for the additional radiant vulnerability from this round's critsplosions is already included above. The 45% chance that someone else was crit turns into another 14.85 damage per ninja. Tally after the critsplosion, but before the solitaire:
Ninja 1: 201.05 damage, granting combat advantage, 99% chance to have Morninglord radiant vulnerability, 72.75% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 152.26 damage, 97.90% chance to be granting combat advantage. 93.1% chance to have Morninglord radiant vulnerability, 72.75% chance to have Punishing Radiance radiant vulnerability.

We have a 25.0% chance to activate the solitaire this round, including the chance that it has already been activated. Again, for simplicity's sake, we're assuming we're shooting ninja 1, despite the fact that this depresses DPR somewhat. This solitaire shot only crits on a 20, as well. The non-crit damage is 11.85 damage, and the crit damage is 1.41, with a 1.25% chance of a critsplosion. The critsplosion adds .41 damage to the other ninjas.

Full tally after the second attack:
Ninja 1: 214.31 damage, granting combat advantage, ~100% chance to have Morninglord radiant vulnerability, 72.75% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 152.67 damage, 97.90% chance to be granting combat advantage. 93.1% chance to have Morninglord radiant vulnerability, 72.75% chance to have Punishing Radiance radiant vulnerability.

Now, we use our move action to pop open the Timeless Locket for one more standard action. This will be another Hand of Radiance.

Ninja 1: He grants combat advantage, since he's been damaged with radiant. That's 5+ to hit for d4+1+24+2+20, plus a 72.75% chance for 10 more. 42.58 damage from normal hits, 5.05 damage from raw critical hits (including the extra 10 radiant vulnerability added for Punishing Radiance), 5% chance to cause a crit-splosion from Devastating Invocation
Current tally: 261.94 damage, granting combat advantage, ~100% chance to have Morninglord radiant vulnerability, 74.11% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 97.90% chance for 5+ to hit, 2.10% chance for 7+ to hit, for d4+1+24+2+10, plus an 93.1% chance for 10 more and a 72.75% chance for 10 more. 41.95 damage from normal hits, 5.02 damage from raw critical hits (including the extra 10 radiant vulnerability added for Punishing Radiance), 5% chance to cause a crit-splosion from Devastating Invocation
Current tally: 199.64 damage, 99.47% chance to be granting combat advantage. 93.1% chance to have Morninglord radiant vulnerability, 74.11% chance to have Punishing Radiance radiant vulnerability.

It's time for another critsplosion. This time, it's only .15 crits on other ninjas, so it's 4.95 damage per ninja.

Ninja 1: 266.89 damage, granting combat advantage, ~100% chance to have Morninglord radiant vulnerability, 74.11% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 204.59 damage, 99.47% chance to be granting combat advantage. 93.1% chance to have Morninglord radiant vulnerability, 74.11% chance to have Punishing Radiance radiant vulnerability.

There's only a 5.05% chance of activating the solitaire this round, but it will shoot a secondary ninja. (Ninja 1 is quite dead, odds are.) Since all of the secondary ninjas are identical, let's pick ninja 2. Ninja 2 takes 2.39 non-crit damage, and 0.28 crit damage, with negligible chance of a critsplosion.

Final tally at turn end:
Ninja 1: 266.89 damage, granting combat advantage, ~100% chance to have Morninglord radiant vulnerability, 74.11% chance to have Punishing Radiance radiant vulnerability.
Ninja 2: 207.26 damage, 99.47% chance to be granting combat advantage. 93.1% chance to have Morninglord radiant vulnerability, 74.11% chance to have Punishing Radiance radiant vulnerability.
Ninjas 2-4: 204.59 damage, 99.47% chance to be granting combat advantage. 93.1% chance to have Morninglord radiant vulnerability, 74.11% chance to have Punishing Radiance radiant vulnerability.

Well, shoot. Looks like we didn't get the ninjas on our turn. It's not over yet. At the start of each ninja's turn, they take 10 radiant damage from Divine Glow's zone, and since it's radiant damage they don't take just 10 damage. On average, ninja 1 takes 37.41 damage, and ninjas 2-4 take 37.36 damage.

Very final tally, at the start of Team Ninja's turn:
Ninja 1: 304.30 damage.
Ninja 2: 244.62 damage.
Ninjas 3 and 4: 241.95 damage.

There's also another 4.73 damage coming to each ninja from Font of Radiance (including their chance to save), but whatever, they're already dead.

This math is inherently flawed; it assumes all damage is average with many, many variables, so Fury of the Wild isn't accurately modeled and will likely be somewhat lower. It also assumes the solitaire shoots the weakest ninja, when it should shoot the strongest ninja we crit that round. I don't have the mathematical sophistication to properly model either of those, however.



Very final tally, at the start of Team Ninja's turn:
Ninja 1: 304.30 damage.
Ninja 2: 244.62 damage.
Ninjas 3 and 4: 241.95 damage.


So. Our level 24 invoker|cleric/Morninglord/Fury of the Wild is a bad enough dude to save the president from ninjas. And this nova required only an AP, the daily ability of Berserker's Fury, and two item dailies. He still has all his daily powers, all his utility powers, and another item daily coming to him.

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