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Dungeons & Dra.. 4e Character Optim.. 1925.234 Damage Nova Round with New Magic Missile
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Switch to Forum Live View 1925.234 Damage Nova Round with New Magic Missile
3 years ago  ::  Jul 13, 2010 - 10:38AM #1
Damon_Tor
Date Joined: Jun 20, 2009
Posts: 3,590
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.

Build Show
====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Tiefling, Wizard, Traveler's Harlequin, Radiant One
Build: War Wizard
Traveler's Unpredictable Power: Traveler's Unpredictable Power (Daily)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture II: Arcane Admixture Cold II
Arcane Implement Mastery: Orb of Imposition
Arcane Admixture Power: Magic Missile
Arcane Admixture II: Cloud of Daggers
Quickened Spellcasting: Cloud of Daggers
Background: Occupation - Entertainer (Bluff class skill)

FINAL ABILITY SCORES
Str 14, Con 14, Dex 10, Int 26, Wis 24, Cha 14.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 8, Int 16, Wis 16, Cha 10.


AC: 39 Fort: 33 Reflex: 41 Will: 41
HP: 140 Surges: 8 Surge Value: 35

TRAINED SKILLS
Arcana +28, Insight +27, Diplomacy +22, Bluff +24, Nature +27, Religion +28

UNTRAINED SKILLS
Acrobatics +15, Dungeoneering +22, Endurance +17, Heal +22, History +23, Intimidate +17, Perception +22, Stealth +17, Streetwise +17, Thievery +15, Athletics +17

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 ======

Action Sequence Show
Circlet of Rapid Casting: Time Stop Spoiler: Show
Maxing out the combo takes a some extra preperation, so 2 extra actions for us.

Minor (Time Stop): Warlock's CurseSpoiler: Show
This gives us 6 Radiant Vulnerability via Rod of Starlight. 

Minor (Time Stop): Oath of EnmitySpoiler: Show
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.

Minor:
Cloud of Daggers vs TargetSpoiler: Show
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.

New Turn (Starry Rift) Spoiler: Show
With what is undoubtedly the single best nova-round level 30 feature, Starry Rift allows us to take another turn right after the first one.

Minor: Mage's Weapon 1Spoiler: Show
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:

|M|X|X|X|M|
|M|X|C|T|M|
|X|X|X|X|M|


Standard: Dawn's Blazing FingersSpoiler: Show
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.


Total Damage Dealt Show

Cloud of Daggers 1:  57.2 average damageMath Show
+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 (61 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
+8 All Vulnerability - Ruin of flesh

Crit Damage: 66+6d8 (93 average)

Chance of Die of Auspicious Fortune prerolling a 20: %26.5

Actual Chance to Miss: 22.05

Actual Chance to Crit: 30.166

(.47780972890625*61)+(.30166270390625*93)=                57.2 average damage


Cloud of Daggers 2:  51.314 average damageMath Show
+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 DamageMath Show

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.
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3 years ago  ::  Jul 13, 2010 - 10:43AM #2
joemama1512
Date Joined: Apr 10, 2008
Posts: 3,288
Awesome!!
My Sorc Guide Link:
http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509

My Genesi Wizard Blaster Link:
http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
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3 years ago  ::  Jul 13, 2010 - 10:49AM #3
mellored
Date Joined: Jul 8, 2008
Posts: 19,468
I don't think vulnerability stacks like that.  I thought you only took the highest.
guides Show
my builds Show

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.
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3 years ago  ::  Jul 13, 2010 - 10:53AM #4
AlphatheGreat
Date Joined: Mar 22, 2008
Posts: 1,547

Jul 13, 2010 -- 10:49AM, mellored wrote:

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. 

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3 years ago  ::  Jul 13, 2010 - 10:57AM #5
Damon_Tor
Date Joined: Jun 20, 2009
Posts: 3,590

Jul 13, 2010 -- 10:53AM, AlphatheGreat wrote:

Jul 13, 2010 -- 10:49AM, mellored wrote:

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.

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3 years ago  ::  Jul 13, 2010 - 11:20AM #6
Melos
Date Joined: Nov 7, 2005
Posts: 1,444
Q: explain why the "sack of rats" rule does not apply.
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3 years ago  ::  Jul 13, 2010 - 11:39AM #7
Shimeran
  • Stampeding Hybrid
Date Joined: Oct 7, 2007
Posts: 545
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.
Interested in a rambling collection of game ideas? Check out Schemes of the Dancing Chimera.
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3 years ago  ::  Jul 13, 2010 - 11:55AM #8
Mengu74
Date Joined: Nov 16, 2007
Posts: 3,234

Jul 13, 2010 -- 10:38AM, Damon_Tor wrote:

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?

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3 years ago  ::  Jul 13, 2010 - 12:04PM #9
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,148
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
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3 years ago  ::  Jul 13, 2010 - 12:04PM #10
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299
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).
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Dungeons & Dra.. 4e Character Optim.. 1925.234 Damage Nova Round with New Magic Missile
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