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.
Hello I have a new version of my old build (last one had a lot of holes in it). Here are the things this build assumes that it's fay beast companion is always adjacent to the target, lasting frost applies to first hit and that it can charge each turn so here is the build i call him zeus (yes someone did just make a thor). Spoiler:Show
Melee basic attack bonus to hit +6 dex mod +6 half level +3 weapon proficiency +3 weapon enchantment +2 light blade expertise +2 combat advantage +1 nimble blade +1 flashing blade +1 charge bonus +1 paragon path total 26 vs AC chance to hit normally .9 chance to crit .05 chance to miss .05 and now for the damage +6 dex mod +3 weapon enchantment +2 iron armbands of power +1 two weapon fighting +2 pack attack +5 con mod from pargon path +3 from lurking spider stance +2 light blade expertise +3 lightning soul +5 lasting frost +2 powerful charge +2 lancing gloves +2 frozen whetstone +1 dragon shard +2d4 weapon damage +1d6 horned helm +3d6 on a crit damage calculations 2d4, 1d6+37 average damage 45.5 X chance to hit normally = 40.95 damage crit damage 61.5 X chance to crit .05 = 3.075 DPR = 44.025. Now for dual weapon attack bonus to hit +6 dex mod +6 half level +3 weapon proficiency +3 weapon enchantment +2 light blade expertise +2 combat advantage +1 nimble blade +1 flashing blade +1 paragon path total 25 vs AC chance to hit normal normally .9 chance to crit .05 but since you cant use dual weapon attack unless you hit with your melee basic attack you have to X these by your chance to hit with the melee basic attack so .9 X .95 = .855 and .05 X .95 = .0475 now for damage +6 dex mod +3 weapon enchantment +2 iron armbands of power +1 two weapon fighting +2 pack attack +5 con mod from pargon path +3 from lurking spider stance +2 light blade expertise +3 lightning soul +5 lasting frost +2 improved dual weapon attack +2 lancing gloves +2 frozen whetstone +1 dragon shard +2d4 weapon damage +3d6 on a crit damage calculations 2d4+37 average damage 42 X .855 =35.91 crit damage 2.63 DPR = 38.54 now for the griffons claw attacks bonus to hit 12 + 2 from combat advantage = 14 vs AC will hit on 12 but miss on 11 so 11 times .05 = .55 which means .4 chance to hit normally and .05 chance to crit damage 2d6+10 plus 2 from fey beasts aura = 2d6+12 damage calculations 2d6+12 average damage 19 X .4 = 7.6 crit damage 24 X .05 = 1.2 DPR = 8.8 the griffon makes this attack twice so 17.6
Final calculations melee basic attack 44.025 + dual weapon attack 38.54 + griffons two claw attacks 17.6 = 100.165 DPR or .83 KPR hope your still with me and if you see any problems with this build just let me now thanks.
I'm playing the following character, but am unsure how to calculate his KPR. Any help would be massively appreciated. I'm not sure how to handle the choice on whether to use his at-will single-target attack, or at-will area-burst 1 attack and how/if that would effect his KPR.
NOTE: Built with 25 point buy and gained a free "expertise" feat at lvl 5 as part of the PbP he's in.
====== Created Using Wizards of the Coast D&D Character Builder ====== Malakai, level 5 Tiefling, Sorcerer (Elementalist) Elemental Specialty Option: Fire Elementalist Fire in Your Veins (+2 to Arcana) Theme: Infernal Prince
FINAL ABILITY SCORES STR 8, CON 19, DEX 10, INT 10, WIS 10, CHA 21
STARTING ABILITY SCORES STR 8, CON 16, DEX 10, INT 10, WIS 10, CHA 18
FEATS Level 1: Hellfire Blood Level 2: Superior Implement Training (Incendiary dagger) Level 4: Diabolic Soul Level 5: War Wizard's Expertise
ITEMS Amulet of Protection +1 x1 Chromatic Robe Cloth Armor (Basic Clothing) +1 x1 Khyber Shard of the Fiery Depth (heroic tier) Crimson Determination (heroic tier) Flame Bracers (heroic tier) Challenge-Seeking Incendiary dagger +2 x1 ====== End ======
My inclination would be to use my two uses of Elemental Escalation on his AoE attack... but based on how I've seen AoE's treated here, not sure if it would be better to use it with his Single Target power for calculating KPR.
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?
I'm playing the following character, but am unsure how to calculate his KPR. Any help would be massively appreciated. I'm not sure how to handle the choice on whether to use his at-will single-target attack, or at-will area-burst 1 attack and how/if that would effect his KPR.
NOTE: Built with 25 point buy and gained a free "expertise" feat at lvl 5 as part of the PbP he's in.
====== Created Using Wizards of the Coast D&D Character Builder ====== Malakai, level 5 Tiefling, Sorcerer (Elementalist) Elemental Specialty Option: Fire Elementalist Fire in Your Veins (+2 to Arcana) Theme: Infernal Prince
FINAL ABILITY SCORES STR 8, CON 19, DEX 10, INT 10, WIS 10, CHA 21
STARTING ABILITY SCORES STR 8, CON 16, DEX 10, INT 10, WIS 10, CHA 18
FEATS Level 1: Hellfire Blood Level 2: Superior Implement Training (Incendiary dagger) Level 4: Diabolic Soul Level 5: War Wizard's Expertise
ITEMS Amulet of Protection +1 x1 Chromatic Robe Cloth Armor (Basic Clothing) +1 x1 Khyber Shard of the Fiery Depth (heroic tier) Crimson Determination (heroic tier) Flame Bracers (heroic tier) Challenge-Seeking Incendiary dagger +2 x1 ====== End ======
My inclination would be to use my two uses of Elemental Escalation on his AoE attack... but based on how I've seen AoE's treated here, not sure if it would be better to use it with his Single Target power for calculating KPR.
Free feats aren't allowed on this compendium. But most builds stat themselves out at level 6, so that gives you an extra +1 to hit, a feat, and a utility that often doesn't matter Feel free to calculate the single target KPR, and the per target KPR of your area attack seperatly. I've listed both values as seperate entries for the same build. I put a "(3x3)" next to your KPR value so lurkers can easily spot the fact that all creatures in the area attack suffer this KPR.
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?
Thread updated. I've collected the last 3 builds here from the DPR Kings 2.0 thread. If you want to comment on them replying there may be the best way to get their attention.
Regarding the Loud Pixie from Erchima, and his complaint about the area attack conversion to single target KPR; I must say his build is absolutly amazing. Having a friendly at-will 7x7 area attack is superb. I love the fact that he statted out his attack sequence. Having 1.8 KPR on round 2 just blows me away. He says that we overrate area attack. I did this intentionally. I want more area attack builds here. We simply don't have enough. This thread makes a significant contribution to optimized builds in real play. I feel the area attack region is mostly unexplored, partly due to the idea that it doesn't conform to the DPR expectations we are used to.
I'd put his build in another entry where I quote just the per target KPR with the "(7x7)" modifier but I didn't see that he calculated that explicitly.
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?
I don't want to scare you, but I'd like to emphasize one reason I made the google doc is so that others could take up the cause in my stead. On the HTML tab, I've prepared the cells to generate the sblocks needed for posting. I'd like that this google doc be the de-facto source for builds.
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?
Basic At-Will is Virtuous Strike with CA and CH I'm +10 v AC for 2d8+12 for 21 x .8 = 16.80.
One of those attacks picks up Sneak Attack for an additional 7 dmg which is 28 x .8 = 22.40
And then one of them would receive the Dread Smite bonus which is 7 dmg and ongoing 5. I'm going to add a flat 12 and assume a save on the first round to keep the math simple cus frankly I suck at math.
Now I still have my Heroic Effort to use, but I'm not sure how to factor it in mathmatically? If I assume I use it on my biggest attack, my numbers look thus: