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Switch to Forum Live View Eldritch Strike: An Avenger At-Will
1 year ago  ::  Apr 25, 2012 - 3:24PM #51
onecrazymojo
Date Joined: Feb 13, 2006
Posts: 917
@Mello: I didn't mean to imply it doesn't work, but that it is unlikely to setup/trigger. Unless you have a way to ensure you can charge every turn (or at least when initiating a target), then you just won't have the move action available to setup persistant tail (and by the time you do, the mob /should/ be dead). While charging is not a bad idea (its a great idea, actually), it has some extra tactical wrinkles in real play for an avenger who needs to ensure the get their positioning right for OoE, which charging severely restricts.
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1 year ago  ::  Apr 25, 2012 - 6:25PM #52
billyh
Date Joined: Feb 2, 2006
Posts: 288

Apr 25, 2012 -- 2:34PM, kilpatds wrote:

Given that you're sticking with UA: man up and take the OA.  Your AC is defender level here.




While it may be cool to be manly, I disagree with the optimality of drawing AoOs here.  Taking an extra attack to get a bit of extra damage isn't worth it.

Apr 25, 2012 -- 2:34PM, kilpatds wrote:

Twin Striker gets RS and FA during first two rounds.  So that's ~2 attacks more over say 4 rounds?  Another effective 14 effective DPR? (Lose Wis on FA, gain it a second time on RS)




The (proning) Eldritch Avenger doesn't need to charge, it's just an option (which gives additional DPR, not counted above).  It can move, MBA, minor just like the Twin Avenger.  The Twin Avenger has slightly higher modifiers, the Eldritch Avenger has a prone enemy to minor attack on. Remember that you need to use a minor to Oath your target (I often forget).

The Persistant Tail (move action), charge (standard) strategy is no longer nessasary, now that the Eldritch Avenger prones with its attack.  It's still useful if your foe can stand up as a minor action.

You have two minor attacks, Fury's Advance and the Sohei one.  You can afford to not charge on the turns they are available.

Relentless Strike is another matter (see below)

Apr 25, 2012 -- 2:34PM, kilpatds wrote:


So vs. a monster that's careful, you're doing ~39 DPR (34.4 w/ MBA, plus censure).  I'm doing 42 (~56 including my increased ability to use off-actions) Vs. a monster that's not, you're doing around 67.



There is no "being careful".  The monster is prone next to you.  As long as your teammates are competant, most monsters of this level have to attack you or lose their turn.  Yes, you can be dazed, but I suspect less than 10% of your turns will be spent dazed.  Yes, some monsters can teleport while prone, but that sort of thing can't be very common.  The Eldritch Avenger should be doing ~67 damage almost every round.  Even more when you minor action attack.

Apr 25, 2012 -- 2:34PM, kilpatds wrote:


A standard of 12th level has around 110 hp or so.  So it takes me three rounds to knock one over with pure-at will, two including some encounters.  It takes you two rounds to do it with pure-at will.



The Formula for hitpoints according to the DPS Kings Thread is 24+(8*level) = 120 at level 12.  This is what I've been calculating KPR from.

Apr 25, 2012 -- 2:34PM, kilpatds wrote:


To guess at the cost/value of overkill, it'd take a lot more work.  Have to look into that later.  What's your total crit contribution?
 




I'll note a different sort of overkill: You kill a monster during your turn, or before it's turn with a granted attack.  Now you don't get to use WLMR, wasting that damage.  On the other hand, it's a great time to use Relentless Stride (+Holy Blessing).  This is similar to killing a monster with the first blow of your Twin Strike (since presumably there isn't another monsters next to you to hit, given Oath)

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1 year ago  ::  Apr 25, 2012 - 6:33PM #53
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,979

Apr 25, 2012 -- 6:25PM, billyh wrote:

There is no "being careful".  The monster is prone next to you.  As long as your teammates are competant, most monsters of this level have to attack you or lose their turn.


I understand what you're saying here... I just disagree strongly.  I think you need to look at more skirmishers.  (Brutes?  Yeah, brutes are typically screwed.  As are artillery.  Skirmishers and Lurkers, OTOH, will not follow your anti-tofu program)

Apr 25, 2012 -- 6:25PM, billyh wrote:

Yes, you can be dazed, but I suspect less than 10% of your turns will be spent dazed.


But this causes me to break out in laughter.  Too much LFR, I guess.

Apr 25, 2012 -- 6:25PM, billyh wrote:

 Yes, some monsters can teleport while prone, but that sort of thing can't be very common.


And also this.  Again, probably to much LFR.

Edit: to be fair to LFR, I mostly mean "too many Y1 and Y2 LFR mods"  Y3 and Y4 are much much better about not perma-dazing you.

"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
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1 year ago  ::  Apr 25, 2012 - 6:43PM #54
billyh
Date Joined: Feb 2, 2006
Posts: 288

Apr 25, 2012 -- 6:33PM, kilpatds wrote:

Apr 25, 2012 -- 6:25PM, billyh wrote:

There is no "being careful".  The monster is prone next to you.  As long as your teammates are competant, most monsters of this level have to attack you or lose their turn.


I understand what you're saying here... I just disagree strongly.  I think you need to look at more skirmishers.  (Brutes?  Yeah, brutes are typically screwed.  As are artillery.  Skirmishers and Lurkers, OTOH, will not follow your anti-tofu program)

Apr 25, 2012 -- 6:25PM, billyh wrote:

Yes, you can be dazed, but I suspect less than 10% of your turns will be spent dazed.


But this causes me to break out in laughter.  Too much LFR, I guess.

Apr 25, 2012 -- 6:25PM, billyh wrote:

 Yes, some monsters can teleport while prone, but that sort of thing can't be very common.


And also this.  Again, probably to much LFR.

Edit: to be fair to LFR, I mostly mean "too many Y1 and Y2 LFR mods"  Y3 and Y4 are much much better about not perma-dazing you.




What percentage of creatures can teleport while prone?
How else are Lurkers and Skirmishers getting away?  (i.e. do they have stand up as minor AND shift 3 as a move?)  Do these escape mechanisms trigger Censure? 

I bet if you are getting Censure + Charge you are almost even with a Twin Avenger in damage (on non-minor action attack rounds), and this is a corner case (most enemies can't do this).  There is no "being careful".  Either the monster has a trick for getting away or it doesn't.

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1 year ago  ::  Apr 25, 2012 - 7:00PM #55
billyh
Date Joined: Feb 2, 2006
Posts: 288
Charge + Censure damage for the Eldritch Avenger:


+20 vs 25AC
Hit chance = 1- (4/20)^2 = 1-0.04 = 0.9375
Crit Chance = 1-(17/20)^2 = 1-0.7225 = 0.2775


Attack Damage 3d6+17 (horned helm) = 27.5
Attack Crit Damage 35 + 3d10(Crit Damage) + 3d10 (Bloodiron, next turn) = 68 

0.6825 * 27.5 +  0.2775 * 68 = 37.0  (39 if they are bloody).


So if you get to charge you are doing an additional 5 damage (or 7 more if they are bloodied).

If you charge + WLMR you are doing 72 damage per round rather than 67 (say, on the round that you open on an enemy, if you aren't using encounter powers).  If for some reason you can't do your normal WLMR (because of these corner case monsters), you still are doing 37-39 DPR, about 90% of Twin Strike DPR.
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1 year ago  ::  Apr 25, 2012 - 7:04PM #56
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,979

Apr 25, 2012 -- 6:43PM, billyh wrote:

What percentage of creatures can teleport while prone?


Anything with a teleport speed.  Or, anything that can teleport at all.  Prone doesn't affect teleport (you just arrive still prone)

Apr 25, 2012 -- 6:43PM, billyh wrote:

How else are Lurkers and Skirmishers getting away?  (i.e. do they have stand up as minor AND shift 3 as a move?)


Skirmishers stand as a move, and then do a "shift 5 and attack someone else" as a standard.

Lurkers stand, break LoS/LoE, and go off the board for a round somehow.  They come back somewhere not near you.  Phasing, burrowing, stealth.  Yes, you'll usually get censure on this too, but there are decent odds that you'll not be able to take advantage of Censure.

(Edit: also pre-MV lurkers tend to not have at-will lurking.  So they'll start the combat that way, and then at best turn into skirmishers.  Frequently after combat starts, they're just brutes with low hit points and damage values)

Your MBA w/ Censure is ~40, right?  That's pretty close to the Twin Strike numbers.  Add some charge op (Horned Helm) and you'll be pretty golden, actually.

"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
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1 year ago  ::  Apr 25, 2012 - 7:06PM #57
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
To be fair, prone does not stop teleport.  On the other side fo the coin, teleport while prone is most likely their move action, so while they are not next to you prone, they are still prone.  Teleport+prone = prone somewhere else.  It does not make you stand up. 

The one weakness I see with the twin strike avenger is that while twin strike is awesome, you cannot use it on a charge.  You can't be granted a twin strike by a leader.  If you take a feat you can twin strike on an OA though.

I think one way to figure this out is to sit down and compare riders.  You can compare weapons if you want but figure on comparing bastard sword, shortsword against a spike chain or triple-headed-flail.  A twin strike avenger has to use an off-hand weapon.  Which either means that they use a swordsword/drow long knife for 1d6, +3 or using a scourge for 1d8, +2.  If you use a double weapon, it is only 1d8, +2 for double scimitar.
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1 year ago  ::  Apr 25, 2012 - 7:06PM #58
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,979
Yeah, pop a heroic tier Horned Helm on your dude, and I'll conceed the point.  ES+(catch-22 or charge w/ Censure) has substantial advantages over Twin Strike.  At least until Morninglords (& Pelor's Boon) come into the picture.

(And even then, ES+catch-22 is still doing a great job of being a giant-swinging MBA for a leader to wield, something the Twin-Striker isn't going to do as well, since he has to bias his build choices toward Twin Strike instead of MBA Optimization) 
"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
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1 year ago  ::  Apr 25, 2012 - 7:49PM #59
Jugulator007
Date Joined: Nov 16, 2010
Posts: 1,348
I very much like this build billyh, and I just want to say that I in no way meant to hijack it.  I see a lot of thread titles while skimming at work, and that one you had started stuck in my head, then I forgot about it, and then put mine together and posted it a few days later since it had been bothering me and yours had fallen off the front page.  One of the main reasons I like it is 12-14 is about as high as most games get, it takes so long to get there, usually life will get in the way for 1 or more players and the campaign will fizzle at some point.

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