Okay, rebuilt this guy, removed the necro-vuln and replaced it with radi-vuln and fire-vuln, and generally tweaked it up.
Total Damage in his Nova round? 1925.234 damage Note that almost all of this is auto-damage, requiring only that we keep missing with those terribly inept ranged attacks we're making. Dice of Auspicious Fortune and reroll powers are great for this, but note that only 11 attacks have to miss, and if you mess up and hit someone the combo keeps working just fine: there is ZERO chance that the combo will stop, because the crucial part of this puzzle is: Magic Missile cannot miss and it cannot hit.
This thing is brutal.
EDIT: Correction. Because each instance of Missile+2xCoD damage has a 5% chance to not occur, the average damage for this nova round is actually 1835.034, 1713.8 of which is auto-damage. I'm sorry for wasting everyone's time with such a crappy nova round that is clearly not broken.
FEATS Wizard: Ritual Caster Traveler's Harlequin: Disciple of Divine Wrath Level 1: Primal Sharpshooter Level 2: Superior Implement Training (Dragontooth wand) Level 4: Novice Power Level 6: Implement Expertise (Wand) Level 8: Gaze of Ruin Level 10: Adept Power Level 11: Arcane Admixture Level 12: Arcane Admixture II Level 14: Student of Malediction Level 16: Warrior of the Wild Level 18: Ruin of Flesh Level 20: Acolyte of Divine Secrets Level 21: Inevitable Accuracy Level 22: Oath Strike Level 24: Quickened Spellcasting Level 26: Enmity Shared Level 28: Hell's Burning Mark Level 30: Lasting Frost
POWERS Acolyte of Divine Secrets: Hand of Radiance Primal Sharpshooter: Biting Swarm Traveler's Unpredictable Power (Daily): Dawn's Blazing Fingers Wizard at-will 1: Cloud of Daggers Wizard at-will 1: Magic Missile Wizard encounter 1: Astral Wasp Wizard daily 1: Wizard's Fury Wizard utility 2: Summon Shadow Serpent Wizard encounter 3: Icy Rays Wizard daily 5: Summon Abyssal Maw Wizard utility 6: Summon Iron Cohort Wizard encounter 7: Worms of Minauros Wizard daily 9: Wall of Fire Wizard daily 15: Summon Chainbearer (replaces Wall of Fire) Wizard utility 16: Summon Diamond Falcon Wizard utility 22: Time Stop Wizard encounter 23: Arcane Volley (retrained to Quick Throw at Novice Power) (replaces Icy Rays) Wizard daily 25: Summon Abyssal Horde (replaces Summon Abyssal Maw) Wizard encounter 27: Steal Time (replaces Worms of Minauros)
ITEMS Ring of Ramming (paragon tier), Ring of Free Time (epic tier) (2), Many-Fingered Gloves (paragon tier), Ritual Book, Spellbook, Amulet of Protection +6, Dice of Auspicious Fortune (paragon tier) (3), Master's Dragontooth wand of Cloud of Daggers +6, Master's Dragontooth wand of Magic Missile +6, Distance Shuriken +1 (3), Rod of Starlight +6, Pelor's Sun Blessing (level 3), Battle Harness Efreetweave Armor +5, Circlet of Rapid Casting (paragon tier), Boots of Quickness (paragon tier), Mage's Parrying dagger +1 (2) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
This won't help us like it normally would, but what this does is gives us combat advantage and marks the target. This gives us 5 Fire Vulnerability via Hell's Burning Mark and 8 Fire and Radiant Damage from Starborn.
Minor (Ring of Free Time 1): Gaze of Ruin vs TargetSpoiler:Show
Gaze of ruin actually targets something the guy is wearing or holding, but due to Ruin of Flesh, it also gives the baddie himself Vulnerable 8 to all damage. We've already got fire, radiant, and cold covered, so this will be acting as Force Vulnerability
Minor (Ring of Free Time 2): Summon Abyssal Horde (not needed if you have a team to do this for you)Spoiler:Show
You summon these guys so one is on each side of the target, like so __________ |M|X|X|X|X| |M|X|T|X|M| |X|X|X|X|X|
Leave enough space between them for the hijinx to follow.
Standard: Cloud of Daggers vs Target (Use Master's Wand of Cloud of Daggers)Spoiler:Show
Cloud Daggers does Cold, Force, Fire, and Radiant damage. It slaps vulnerable 5 cold onto him. The Master's Wand doubles the damage the beastie takes for moving into the cloud.
A minor-action cloud of daggers is possible due to Quickened Spellcasting. This virtually assures us of landing our cold vulnerability and creates another chunk of 2X Wis Damage whether it hits or misses, and another instance of each of our damage types.
Minor (Move): Quick Throw vs One Summoned MonsterSpoiler:Show
Because I'll be using a +1 shuriken, a weapon I'm not proficiant in, and because I have very low dexteriy and strength, this attack and the rest of them will need to roll a natural 20 to hit. I have 6 die of auspicious fortune rerolls though, so these should all miss barring something several very unlikley rolls. The attack misses the target, which triggers Inevitable Shot, which you use to cast a Magic Missile. Magic Missile will never "hit" which means we get to regain the use of Inevitable Shot due to Inevitable Accuraccy. Also, the origin square of the magic missile is the target of the missed attack. Because we are wielding a Master's Wand of Magic Missile for this, the magic missile pushes the target. Our Ring of Ramming allows us to push the enemy 2 squares, but we'll just do 1 for now.
__________ |M|X|X|X|X| |M|T|C|X|M| |X|X|X|X|X| The target should now be adjacent to the other monsters, the ones that wern't targeted. The cloud of daggers is in the square he just left.
Action Point: Five-Missile Dance vs Alternating summons.Spoiler:Show
The next missile will be pushing the target through the 2X Cloud of Daggers, as will each of the other 4 this attack allows.
__________ |M|X|X|X|X| |M|X|C|T|M| |X|X|X|X|X|
Both the missile and both clouds do fire, radiant, force, and cold damage, which of course aggrivate the vulnerabilities, with "Vulnerability All" taking up the slack with the force damage.
The mage's weapon allows us to sacrifice an arcane encounter power for a martial encounter power. We'll be recharging Quick Throw using one of our two remaining arcane encounter powers.
Minor (Move): Quick Throw vs A Summoned MonsterSpoiler:Show
It's now a new turn, so I don't need to worry about Quick Throw's limitation, but it wouldn't have mattered anyway because I have plenty of summons to target.
Minor (Ring of Free Time 1): Any Summon powerSpoiler:Show
This can be one of the utility summons if you want, it's just for another body to target.
Minor (Ring of Free Time 2): Any Summon powerSpoiler:Show
If you have two teamates who can stand in here, or appropriately placed enemies, you can use these two minor actions to recharge Quick Throw and use it again instead. Your battlefield should look like this:
This is an Invoker Daily power, basically it's five ranged attacks against different targets. This is why we summoned two extra summons. Our attack with this spell isn't quite as abysmal... but thankfully, against our high reflex defense which our summons share, it will still only hit on a 20. This finishes us off with 5 more Magic Missiles.
+35 attack vs Reflex 42 (30% chance to miss) +8 Intelligence Modifier +15 half your level +6 enhancement bonus +3 feat bonus +1 bonus - Dragontooth Wand +2 Combat Advantage
Damage: 2d6+54 (66 average damage) +8 Intelligence Modifier +6 enhancement bonus +3 feat bonus - Burning Blizzard +3 bonus - Dragontooth Wand +8 Fire and Radiant Damage - Starborn +7 - Pelor's Sun Blessing +5 Fire Vulnerability - Hell's Burning Mark +6 Radiant Vulnerability - Rod of Starlight +5 Cold Vulnerability - Lasting Frost +8 All Vulnerability - Ruin of flesh
Crit Damage: 71+6d8 (98 average)
Chance of Die of Auspicious Fortune prerolling a second 20: 7%
Actual Chance to Miss: 27.9
Actual Chance to Crit: 11.65
(.6045*66)+(.1165*98)= 51.314 average damage
Warlock's Curse Damage: 12.72 Average DamageMathShow
10.5 Average, 18 on a crit. Odds there's at least 1 hit: 93.84805% Odds there's at least 1 crit: 38.257486% (.55590564*10.5)+(.38257486*18)= 12.72
At this point we have a 93.84805% chance our cold damage is applied, so I won't bother to exclude it.
Magic Missile Damage: 58 +5 - Power Modifier +8 - Intelligence Modifier +6 - Enhancement Bonus +8 Fire and Radiant Damage - Starborn +7 - Pelor's Sun Blessing +5 Fire Vulnerability - Hell's Burning Mark +6 Radiant Vulnerability - Rod of Starlight +5 Cold Vulnerability - Lasting Frost +8 All Vulnerability - Ruin of flesh
Cloud of Daggers Damage: 53*2= 106 +14 - 2XWisdom Modifier +8 Fire and Radiant Damage - Starborn +7 - Pelor's Sun Blessing +5 Fire Vulnerability - Hell's Burning Mark +6 Radiant Vulnerability - Rod of Starlight +5 Cold Vulnerability - Lasting Frost +8 All Vulnerability - Ruin of flesh
(121.234)+(164*11)= 1925.234 damage
Q&A
Q: How can you use Inevitable Shot more than once per turn? Free actions are limited now. A: Inevitable Shot is not an attack power, it's a class feature, and the powers it allows do not require further actions. This is the same reason Swift Charge can still work with the Rampage feature.
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.
I don't think vulnerability stacks like that. I thought you only took the highest.
The highest of a particular type. So if a warlock with a rod of starlight curses a target, then a morninglord hits it, only the morninglord's vulnerability applies. That's why he takes pains to differentiate each type.
I don't think vulnerability stacks like that. I thought you only took the highest.
The highest of a particular type. So if a warlock with a rod of starlight curses a target, then a morninglord hits it, only the morninglord's vulnerability applies. That's why he takes pains to differentiate each type.
Exaclty. I do have some concerns about how "Vulnerable All" works in a situation like this, but I'd say that since there's a damage type that's not recieving a vulnerability (force) the damage is as it should be.
But yeah, 4 types of damage + 4 vulnerabilities = all 4 vulnerabilitiies dealing damage.
Considering summons can damage you if dominated and some have party unfriendly attacks, I think they still count as full combatants.
That's a pretty impressive combo, especially given all that vulnerablity stacking. Is there any room for Inevitable Volley in there? With that you could be spraying on a second magic missle each time Inevitable shot triggers. It won't boost your single target damage, but it would help spread the hurt nicely. Heck, If enemies lined just right you might even be able to push 2 enemies through the grinder.
Q: How can you use Inevitable Shot more than once per turn? Free actions are limited now. A: Inevitable Shot is not an attack power, it's a class feature, and the powers it allows do not require further actions. This is the same reason Swift Charge can still work with the Rampage feature.
Sounds like this may have been discussed elsewhere, but why isn't a basic attack (or magic missile for that matter) an attack power?
The concept is that you're performing that attack as a 'No Action'. Much like using Commander's Strike on an unconscious, stunned, or dominated ally... I suspect incredibly few DMs would allow it to work.
Keith Richmond Living Forgotten Realms Epic Writing Director
For some strange reason, I feel an incredible urge to laugh maniacally at the moron who made the random Magic Missile change now. Anyone else feel like joining me?
That aside, excellent work Damon. A really cool piece of theoretical opping, for sure!
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).