Add the row yourself in the google doc(on the sheet for your level). Feel free to create and protect a seperate sheet for your own calculations for your build. The link column should either point to your worksheet (URL when viewing your sheet) or to the forum post where your build is outlined.
Reply to this thread or the old DPR king candidates 2.0 with your build. I'll add a row in the google doc. If you provide DPR I'll convert to KPR(see sig) assumming you'll do the same thing every round. If you use encounter powers outline total expected damage in round 2,5, and 10.
Copy-Paste from Excel to Google Docs If you just copy-paste from Excel, you'll end up only copying values and no one will be able to see the formulas you're using. So what you do is push Ctrl+~ (in Excel 2007; don't know about other versions) so that it actually shows the formulas in each cell, not the values. Now copy it, and when you paste into the Google Doc it should all be correct (also: make sure you paste it into the same cell numbers as they were in the original sheet).
Best Practices with your sheet Make a new sheet in the spreadsheet, name it either after yourself or your build. You'll probably want to lock it, and preferably hide it. Viewers can add comments to the cells where they have questions
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?
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?
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?
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?
1/2Elf: Uses 1/2 elf dilettante + versatile master to cherry pick at-will(Best ones are Twin Strike, Eldritch Strike, Virtuous Strike)
AoE: Area of Effect attack. KPR calculation has been converted from to Single target KPR
BB: Brutal Barrage
Bld: Must be bloodied w/o bloodfury weapon
CA: Combat Advantage. Some builds, often rogues, simply assume they have CA to be competative. Other builds, like those that use Surprising charge, need it to blow people up but have a hard time generating it.
Ch: Charge, This build assumes it will be able to safely charge every round
DV-RBA: Distant Vengance applied to non-avenger RBA
Fey: Uses the Fey Beast Tamer theme for easy CA cheese
Frst: Frost cheese: Lasting frost often grouped with Wintertouched to get consistent CA and an extra 5 damage
IRC: Item Rarity Compliant
#REF!: #REF!
Mnt: Uses a mount
noD: You do not have adequate defenses. Must achieve at least Poor on : Normalized Defences
noLFR: Not Legal in Living Forgotten Realms. Typically means has Mark of X
Rev.: Revenant. Cheesy when coupled with Belt of sollinor's righteousness (practically can't die), or Ghostly Vitality+Superior will for extra actions
RM: Radiant Mafia: Uses any of the following: Morninglord, Radiant One, Pelor's Sun Blessing
Solo: Assumes either no allies adjacent or no other foes adjacent to target
Twin: Uses Twin strike
Typed: Typed damage confers Keyword to power (Frozen whetstone, shocking flame for example), not Frost weapon et al
IDR: Injected Damage Roll. Uses some means of adding a damage roll to a power that otherwise wouldn't have one, then adds damage boosters because "it's a damage roll"
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?
Go ahead and start with the polls. Doing full DPR calcs is enough of a pain that I'd rather know what the restrictions are first. (I'll only be doing 2-3. Wil (Half-elf Str/Wis avenger), Riven (permastealth warlock), and maybe a Slapchop varient)
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
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
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.
2a) Encounters, yes. 2b) 4 seems fine, perhaps 5. We are talking abut high end strikers here. 2c) I think having 2 seperate battles would be overcomplicated. 2d) I don't mind nova's gaining a favor. It's generally considered better to kill quick then slow.
3) The symbols got a little out of hand. Rev, Frost, ect would make it alot more useful.
4) Don't see why not.
5) Yes. Itemless, LFR items, and full items seem like good catagories.
8) 5 encounters seems good. People like their whetstones.
Is there anything about moving? Cause it seems slightly more realistic if you have to move between things. Say.. starting 5 squares away. Yes it's an advantage to ranged attackers, but they have that advantage anyways.
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'll be happy to convert all the current candidates to the new DPR calculation. I'm pretty sure we will establish rules that does not disqualify any of those builds. They will hopefully still be 100% legal. If the owners want to update them with an encounter power breakdown to increase their TPK then they can do so and repost in this thread and I'll update it.
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?
1) 1a) I think normalized DPR is the better metric, but if you use it you may as well show both (since you will need to calculate DPR anyway). 1b) I'd go for turns per kill. Also, if we are going to use encounter powers, it might be interesting to have a bit more of detail here: turns for 1st kill and turns for 2nd kill, for example (with or without accounting for area attacks).
2) 2a) I like the idea, and think it is a much more useful metric than at-will DPR. 2b) 2c) I'd take 5 rounds for both. 2c) Average. I'd like to see silly novas here.
That said, my interest is mostly as a reader. For me, having more detailed information about the builds is very interesting. Those who will post the builds and see this as extra effort may think otherwise