|
1 year ago ::
Feb 10, 2012 - 11:39AM
#181
|
Date Joined:
Jan 23, 2008
|
I know this isn't the place to discuss this, but, eh.
We are fairly confident that D&D N is going to have AC and 6 saves. While it does offer versatility for different classes to have spell-like attacks (rogue has a standard action maneuver "throw dirt in eyes" that forces the monster to make a dexterity check") but breaks from the consistency established in 4e: Attacker rolls d20+mods vs. Defender's DC.
I liked the consistency. What about a system where instead of having either "NADs" or "Attacker sets DC" both the attacker and defender simply have a bonus. The attacker then chooses to either take 10, thus setting the DC for the defender, or rolls and the defender then takes 10 thus setting the DC for your attack. This would enable for groups that liked the 4e style choose "defender always takes 10." and you then can easily just take a "+8" and convert it to 18 DC Those that like the 3.5/2e "make a save" can continue to have the wizard set the DCs for his spells and the defender saves against them Those that like to have a more skill vs. skill fight can have both attacker and defender do opposed rolls.
Thoughts
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
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 year ago ::
Feb 10, 2012 - 11:53AM
#182
|
|
|
It's hard to say without seeing the full details.
But it seems like it would basicly be...
Sand in the eyes BAB vs Dex Hit: Dex mod damage. Effect: The target is blind (Dex saves ends)
Dex can range from 10 - 18, meaning BAB should start at say... 5
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.
|
|
|
|
1 year ago ::
Feb 10, 2012 - 12:26PM
#183
|
Date Joined:
Dec 22, 2010
|
Ok - cheers Borg. I will treat it as a single creature that I can dance around and regenerates at full hitpoints whenever killed.
|
|
|
|
1 year ago ::
Feb 10, 2012 - 12:29PM
#184
|
Date Joined:
Jan 23, 2008
|
It's hard to say without seeing the full details.
But it seems like it would basicly be...
Sand in the eyes BAB vs Dex Hit: Dex mod damage. Effect: The target is blind (Dex saves ends)
Dex can range from 10 - 18, meaning BAB should start at say... 5
I was thinking Dex vs. Dex Hit: Target is blinded untill the end of your next turn
My dex total modifier would be +3(16 dex) + 1(thief) +2(CA for flanking) = +6 His Dex total modifier would be +4(18 dex) + 3(skirmisher) = +7
I as the attacker can then choose to do 1d20+6 vs. 17 (50% chance of being blinded) Or I could say "Monster gets blinded unless he makes a successful dexterity save DC 16. (40% chance of being blinded)
The fixing math is to instead of taking 10, to take 11 I as the attacker can then choose to do 1d20+6 vs. 18 (45% chance of being blinded) Or I could say "Monster gets blinded unless he makes a successful dexterity save DC 17. (45% chance of being blinded)
Less elegelant, but still elegant.
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
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 year ago ::
Feb 10, 2012 - 1:31PM
#185
|
Date Joined:
Jan 23, 2008
|
I don't like the Dex save naming convention Physical save and Physical defense
- Force attacks
- pushes and slides
- grapple (str vs. better of str or dex)
- Some marking here
Fortitude save and Fortitude defense
- Poison
- suffocation
- Slow condition
Reflex save and Reflex defense
- Prone
- Dirt in the eyes
- Fireball
Logic save and Logic defense
- Illusion
- Some Psionic attacks
Will save and Will defense
- Some Psionic attacks
- Some debuffing here
- Bluffing and feining
Confidence save and Confidence defense
- Lots of warlord attacks here
- Most Debuffing here
- Marking here
I'll use this convention until D&D N comes out with something That way we have a Dex modifier that is used in your reflex modifier.
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
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 year ago ::
Feb 13, 2012 - 4:01PM
#186
|
Date Joined:
Jun 15, 2011
|
So this took a while, since the nerf to zones. Even though he is a Dragonborn using the breath 3x per round. He is not a revenant, nor does he use the zone damage. He is a fighter|warlock/swordmage with Ninefold Master PP and Arcane Sword ED. If you want to put a cheese tag on him for using this path to make his dragonbreath an at-will, then do so. In short, he breathes 3x per round hurling friendly breath that marks all foes, pushes8, pushes8, slows, immobolizes, dazes, and gives all enemies in the burst a -8 to hit. I did not do any items other than the 2 really needed, so I do not know if his defenses will be sufficient in round1 before he gets to go. Spoiler:
Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Kava, level 30 Dragonborn, Warlock/Fighter, Ninefold Master, Arcane Sword Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid) Eldritch Strike Option: Eldritch Strike Constitution Hybrid Warlock Option: Hybrid Warlock Reflex Draconic Resistance Option: Draconic Resistance Cold Arcane Admixture Damage Type: Arcane Admixture Fire Dragonborn Racial Power Option: Dragon Breath Dragon Breath Key Ability: Dragon Breath Constitution Dragon Breath Damage Type: Dragon Breath Lightning Adaptable Breath Option: Dragon Breath Cold Theme: Yakuza FINAL ABILITY SCORES STR 24, CON 26, DEX 14, INT 13, WIS 10, CHA 15 STARTING ABILITY SCORES STR 16, CON 16, DEX 12, INT 11, WIS 8, CHA 11 AC: 27 Fort: 34 Ref: 28 Will: 27 HP: 184 Surges: 15 Surge Value: 54 TRAINED SKILLS Athletics +27, Endurance +28, Intimidate +24, Streetwise +24 UNTRAINED SKILLS Acrobatics +17, Arcana +16, Bluff +17, Diplomacy +17, Dungeoneering +15, Heal +15, History +18, Insight +15, Nature +15, Perception +15, Religion +16, Stealth +17, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Yakuza Utility: Ruthless Demonstration Dragonborn Racial Power: Dragon Breath Warlock's Curse Power: Warlock's Curse Fighter Attack: Combat Challenge Warlock Attack 1: Eldritch Strike Ninefold Master Attack 11: Dragon Aura Ninefold Master Utility 12: Countering Breath Ninefold Master Attack 20: Dragon Tempest Arcane Sword Utility 26: Mass Aegis FEATS Level 1: Draconic Spellcaster Level 2: Daunting Breath Level 4: Bolstering Breath Level 6: Hurl Breath Level 8: Adaptable Breath Level 10: Dragonclaw Mark Level 11: Admixture Breath Level 12: Draconic Arrogance Level 14: Dizzying Mace Level 16: Frost Breath Level 18: Thundering Breath Level 20: Arcane Admixture Level 21: Heart of the Blade Level 22: Freezing Breath Level 24: Deadly Immobilization Level 26: Concussive Breath Level 28: Superior Implement Training (Ashen rod) Level 30: Dual Implement Spellcaster ITEMS Battle-Pact Ashen rod +6 x1 Arkhosian Scepter Ashen rod +6 x1 ====== End ======
First, I have some warlock pact and the yakuza theme that do not do anything, too feat strapped to use those. I also found that dizzying mace will work better than the phychic damage on the curse and the -2 to hit for enemies. Please check my calculations for DPR. The first breath does not have CA yet because none of the targets are dazed yet. Spoiler:
Show
To Hit: +6 power +8 CON +15 1/2 level +6 enhancement +3 Draconic Spellcaster +1 Superior Implement 39 TOTAL
To Damage: +8 CON +6 Enhancement +6 Enhancement DIS +7 Marked +7 Draconic Arrogance via Thundering breath +7 Draconic Arrogance via Concussive Breath +8 Deadly Immobilization via Frost Breath +8 Deadly Immobilization via Freezing Breath +3 Draconic Spellcaster +4 Superior Implement 64 TOTAL
Damage first breath = (.85)(74.5)+(.05)(85) = 67.575 Damage 2,3 breath = (.90)(74.5)+(.05)(85) = 71.3 Total in round = 206.45 DPR
I think that you still miss on a 1, that is why it is .90 on the regular hit, is this correct? Also from reading the boards here, people were using +str damage from draconic arrogance twice because there were 2 pushes from 2 different feats. I expanded on this and used the same logic for the deadly immobilization. There might be more tweaking that can be done with the last few feats. Maybe a WSG for the prone and more +str damage instead of DIS. KPR = 264/206.45 = 1.2787... I think you have it backwards in your glossary. KPR = 206.45/264 = 0.782 I know I can not kill a creature of 264HP in one round, so this number is the correct one. If we convert area to single I get 2.43KPR Please comment and help me flesh out with ideas for more dpr via feats, like maybe a bigger burst. I would also like item suggestions. Seeing that he will give his enemies -8 to hit, I could get by with lower defenses. Lathaen
|
|
|
|
1 year ago ::
Feb 14, 2012 - 11:18AM
#187
|
Date Joined:
Jun 15, 2011
|
I have a question about the Inferno build by ThatWasTotallyNinja. I see how it all happens, and that they probably forgot this zone and the lightning one as 1/turn. My question is if the damage from the zones stack because they are all comming from the same source, namely conflagration breath. If you had acid mire, and stinking cloud and cloud of daggers, and the enemy started in the 1 square that all 3 of those zones are happening in, I could see the new rule about zone stacking dealing damage for each one of the zones. I know there is some rule about effects from the same game element not stacking, would that apply here?
|
|
|
|
1 year ago ::
Feb 14, 2012 - 11:21AM
#188
|
Date Joined:
Jan 23, 2008
|
I have a question about the Inferno build by ThatWasTotallyNinja. I see how it all happens, and that they probably forgot this zone and the lightning one as 1/turn. My question is if the damage from the zones stack because they are all comming from the same source, namely conflagration breath. If you had acid mire, and stinking cloud and cloud of daggers, and the enemy started in the 1 square that all 3 of those zones are happening in, I could see the new rule about zone stacking dealing damage for each one of the zones. I know there is some rule about effects from the same game element not stacking, would that apply here?
I believe it was bonuses from the same named game element not stacking.
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
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 year ago ::
Feb 14, 2012 - 2:18PM
#189
|
Date Joined:
Jul 17, 2011
|
I am trying to build the Unseelie Thief and I do not understand how he was able to obtain riposte strike as a thief. Any help would be greatly appreciated.
|
|
|
|
1 year ago ::
Feb 14, 2012 - 2:19PM
#190
|
Date Joined:
Sep 24, 2010
|
I am trying to build the Unseelie Thief and I do not understand how he was able to obtain riposte strike as a thief. Any help would be greatly appreciated.
Human.
|
|
|