The DPR Olympics - or "I'm not the mechanic here, Ironsides! I mostly just hurt people!"


Advice

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Treantmonk wrote:
Instead of switching to a quarterstaff, Melvin 1.2 gets rid of Amulet of Mighty Fists and gets a permanent Greater Magic Fang instead (commercially purchased).

The problem with Permanency is that it only takes one unlucky Dispel Magic to make 10,000 gp go down the toilet. :-(

Liberty's Edge

definately a point against any PC spending money on it in a campaign, but then, these rules don't let the cleric/druid/wizard cast greater magic weapon/fang before combat, or barkskin, or mage armor, or haste, or...

so I think the permenant magic fang is ok.


hogarth wrote:
Treantmonk wrote:
Instead of switching to a quarterstaff, Melvin 1.2 gets rid of Amulet of Mighty Fists and gets a permanent Greater Magic Fang instead (commercially purchased).
The problem with Permanency is that it only takes one unlucky Dispel Magic to make 10,000 gp go down the toilet. :-(

The build was for the purpose of the excercise on this thread.

In actual gameplay I would only suggest the permanency if you can get your hands on a high level casting of Magic Fang. Also a ring of counterspells (dispel Magic) would be a good 4,000 gp investment.

Normally I would just recommend the Monk get a party member to cast either Greater Magic Weapon or Greater Magic Fang on you as needed (or buy them 600 gp scrolls as required if they're stingy).

of course, normally we would be looking at a Wand of Mage Armor for 750gp rather than 9,000gp bracers that don't work as well.

However, the rules of the thread prohibit help from other party members.

RPG Superstar 2010 Top 32

Quick issues:
Melvin 1.1 is overgeared by 13K. Drop 13K of gear and suddenly he's AC 21, so he's taking ~20-25% more melee damage than the rest of the melee examples, with no particular ability to soak or mitigate that damage.

Melvin 1.2 is breaking the rules, as he relies on consumables he can't even use.

We can throw more money at that problem, easy" (e.g. Ring of Counterspells) is no solution when there's no money to spend.

"Well, monks can just get buffs from the party" is not useful for a thread that was intended to establish a DPR baseline, so I have no interest in adding special-pleading cases for single classes.

Also, Melvin 1.1's DPR is just wrong. His average damage per hit is 1.1(17.5), and on average he gets 1.7 hits a round. That's only 32.73 without popping a ki, and I suspect the ki numbers are wrong too.


A Man In Black wrote:

Quick issues:

Melvin 1.1 is overgeared by 13K. Drop 13K of gear and suddenly he's AC 21, so he's taking ~20-25% more melee damage than the rest of the melee examples, with no particular ability to soak or mitigate that

Note that Melvin 1.1 is wasting 8,000 gp by enhancing both ends of his quarterstaff, so he can ditch that as well as his Ioun stone (or he can downgrade his Ring of Deflection, whichever). His AC would only drop by one (still not great).


A Man In Black wrote:
Melvin 1.1 is overgeared by 13K. Melvin 1.2 is breaking the rules (consumables, man). You keep saying "We can throw more money at that problem, easy" but there's no money to spend.
Original post wrote:
Standard wealth by level in magic items

Standard wealth by level:

PFSRD - expected character wealth by level wrote:


PC Level* Wealth
2 1,000 gp
3 3,000 gp
4 6,000 gp
5 10,500 gp
6 16,000 gp
7 23,500 gp
8 33,000 gp
9 46,000 gp
10 62,000 gp

I was using the above chart which states a 10th level character is expected to have 62,000 gp in magic items.

Which reference was I supposed to have used?

If I was to just substitute from the original Melvin 1.0:

Gear:
+2 Amulet of Mighty Fists
Belt of +4 str
Handy Haversack
Hat of +2 wis
Ring of Protection +1
Cloak of Resistance +2
Mwk sling
700 GP in miscellaneous consumables, gear, non-portable goods, etc.

I would dump the Amulet and replace with the staff. This saves 3,700 gp. (Naturally, we have to switch the feats to Melvin 1.1 to work with the staff)

Then I would dump the Sling (useless) for an easy 300 gp.

Cloak of Resistance gets downgraded to +1. Even with the reduced cloak, Melvin has better saves than the other builds. That gains 3,000gp

That nets 7,000gp. Pick up Bracers of Armor +2 (4,000), Amulet of Natural Armor +1 (2,000) which leaves 1,000 for booze and whores.

That gets AC up to 21 base. No longer a one round kill for a Fire giant.

hogarth wrote:
Note that Melvin 1.1 is wasting 8,000 gp by enhancing both ends of his quarterstaff, so he can ditch that as well as his Ioun stone (or he can downgrade his Ring of Deflection, whichever). His AC would only drop by one (still not great).

I realize a common interpretation of Flurry is that you can use it with one weapon.

However, it's not my interpretation, which is why I enchanted both ends.

If MiB shares your interpreation, then go ahead and spend it elsewhere.

RPG Superstar 2010 Top 32

Treantmonk, in Melvin 1.1 wrote:

His average damage per round is ~48.15. With a ki point, his damage per round jumps up to ~62.57. A +1 to hit is worth 3.85 DPR, a +1 to damage is worth 2.75 DPR (3.5 DPR when a ki point is used for an extra attack), and an additional attack is worth ~14.44 DPR.

Compared to Melvin 2.0 Melvin 1.1 is a clear winner. Compared to Melvin 1.1, he does slightly less damage, but is far more defensively solid, retaining the good HP, but increasing AC by 6.

This DPR is wrong. Let's show the math, both to illustrate how it is wrong and to illustrate how to calculate DPR.

The formula is hd+tchd. This can be expressed as hd(1+tc), and we'll do that to simplify the arithmatic. Without a ki, the damage is:

2(.55)(17.5)(1+[2][.05]) + 2(.3)(17.5)(1+[2][.05])

21.175 + 11.55

Melvin 1.1 does an average of ~32.73 DPR.

When he pops a ki, it adds an additional (.55)(17.5)(1+[2][.05]) damage, or ~10.59 damage, for a total of ~43.31 DPR.

Quote:
Defensively, Melvin 1.1 has between 1 and 2 lower AC than most melee builds presented, Similar HP, has better saves (especially on the important saves - Fort + Will), can ignore one ranged weapon per round, improved evasion, and has equal or better touch and flat footed AC compared to the other builds.

Drop the ioun stone because he can't afford it (and the enchantment on the other end of the staff because he doesn't need it), and he's at least 3 AC behind all of the melee builds. This translates to somewhere between a 20-30% incoming damage increase.

That said, I think a fixed version of Melvin 1.1 will probably be the most realistic monk for the thread.

Quote:
This was an easy defensive upgrade. I wonder why you decided instead to totally gimp the Monk and make an unplayable build MiB?

Probably the same reason you miscalculated the DPR: I messed up. Let's not play the "assigning ulterior motives" game.

Incidentally, I've been using 3.5 WBL this whole thread. Since when did PF play with WBL, aaaaaargh.


A Man In Black wrote:

This DPR is wrong.

I took Melvin 1.1's average damage (17.5)

Divided by Melvin 1.0's damage (19.5)

To get: 0.89743 (approx)

Then multiplied Melvin 1.0's numbers by that factor.

Since all their attack modifiers are the same (only thing difference is 2 less average damage on a hit) - why didn't that work? Are you assuming flank with Melvin 1.0?

RPG Superstar 2010 Top 32

Treantmonk wrote:
Since all their attack modifiers are the same (only thing difference is 2 less average damage on a hit) - why didn't that work?

I suspect because I messed up Melvin 1.0's numbers. His DPR doesn't look right on second look.


ok, just because i'm not overly fond of TWF.

hulky mcrogueboy, half orc rogue 10:

Ability Scores:
STR: 22 (+6) (15 base, +2 racial, +1 level, +4 belt)
DEX: 14 (+2) (13 base, +1 level)
CON: 14 (+2)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 8 (-1)

HP: 78 HP (10d8+30)

Saving Throws
Fort: +7 Ref: +11 Will: +6

AC: 23 - Touch 14, Flatfooted 20 (+8 +2 mithral breastplate, +1 Dodge, +2 dex, +1 Amulet of Natural Armor, +1 Ring of Protection)

Attacks: +3 falchion +17/+12, 2d4+12 dmg (18-20/x2)

Special Attacks:
Sneak attack +5d6, 2 Str damage

Class Abilities:
Evasion
Improved Uncanny Dodge
Stand Up, Weapon Training (falchion), Surprise Attack, Combat Trick (power attack)
Crippling Strike
Other non-relevant stuff

BAB: +7 CMB: +9 CMD: 24

Feats:
Falchion Proficiency (half orc bonus)
Weapon Focus (falchion) (rogue bonus)
Power Attack (rogue bonus)
Improved Initiative
Dodge
Medium Armor Proficiency
Step Up
Lunge

Skills:
Perception, Acrobatics, whatever

Gear:
+3 falchion
+2 mithral breastplate
Belt of whatever PF calls the str belt +4
Amulet of Natural Armor +1
Cloak of Resistance +2
Ring of Protection +1
Handy Haversack
Masterwork composite shortbow (+6 str mod)
Stuff

attack routine with power attack:
+3 falchion +15/+10, 2d4+18 dmg (18-20/x2)

Average damage per round without sneak attack is ~25.20. a +1 to hit is worth 2.1 DPR, a +1 to damage is worth 1.2 DPR, and an additional attack is worth an additional 15.8 DPR.

With sneak attack, it is ~41.8 and about 1.9 str damage from crippling attack. a +1 to hit is worth 3.9 DPR, a +1 to damage is worth 1.2 DPR, and an additional attack is worth an additional 32.4 DPR.

EDIT: went back to look at jack b nimble and falchion fred. fred is obviously superior on damage, but i'm not so sure the TWF jack is much better than hulky. the extra str damage in sneak attacks is nice, but hulky dominates in regular melee.

DOUBLE EDIT: replace improved critical with step up and corrected damage totals to reflect no improved critical yet. feel free to check the math. please do, in fact.

RPG Superstar 2010 Top 32

Treantmonk wrote:

I was using the above chart which states a 10th level character is expected to have 62,000 gp in magic items.

Which reference was I supposed to have used?

Yeah, PF screwed with WBL, I've been using the 49K from 3.5 this whole time. >:| Hellfire and damnation, I may need to start from scratch.

Quote:
I realize a common interpretation of Flurry is that you can use it with one weapon.

One I share, because the alternative is really dumb. You don't need an offhand weapon for a class that never makes offhand attacks.

angryscrub wrote:
ok, just because i'm not overly fond of TWF.

One hitch; he doesn't qualify for improved critical. +7 BAB isn't good enough. I'll do a Hulky 1.1 in a few.

Melvin 1.0's corrected DPR: ~36.47. With a ki pop, he does 48.26. An extra +1 to hit is worth 3.9 DPR (~4.88 DPR with a ki pop), an extra +1 to damage is worth 1.70 DPR (2.25 DPR with a ki pop), and an extra attack is worth ~11.80 DPR

It turns out I was assuming that Melvin 1.0 got 2.7 hits a round, when he only gets 1.7. This threw all the math out of whack. No wonder.


A Man In Black wrote:
angryscrub wrote:
ok, just because i'm not overly fond of TWF.
One hitch; he doesn't qualify for improved critical. +7 BAB isn't good enough. I'll do a Hulky 1.1 in a few.

dang, you're right. that's unfortunate. i'll see what i can do.

EDIT: corrected the hulky entry. still not bad vs jack b nimble


Treantmonk wrote:


Melvin 1.2 with PA.
Unarmed +14/+14/+9/+9 2d6+14 (19-20/x2)

His average damage per round is ~57.78.

I'm using a slightly different system for DPR calculation. . .

We're up against AC 24. I think you have Improved Critical at 10th level.

To hit AC 24, you need to roll a 10 (.55), 10 (.55), 15 (.30), and 15 (.30)

To gain a crit bonus, you need to threat (.10) and confirm the threat (same as a hit), so for each hit:

.10 * .55, .10 * .55, .10 * .30, .10 * .30

Chance to get extra damage from crits per hit: 0.055, 0.055, 0.03, 0.03

Damage output: 2d6 + 14 or 21 points on average, +21 points on a crit.

Now, multiply the damage output by the chances to get damage per hit:

.55 * 21 + .55 * 21 + .30 * 21 + .30 * 21 + 0.055 * 21 + 0.055 * 21 + 0.03 * 21 + 0.03 * 21

11.55 + 11.55 + 6.3 + 6.3 + 1.155 + 1.155 + 0.63 + 0.63 = 39.27 damage/round


By the way, I don't know whether to be pleased or disappointed that no one has made a tengu character just to squeeze in an extra natural attack. ;-)

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Fauxknight wrote:
Enlight_Bystand wrote:
On the Bad save the fireball does...
Quick question in case I missed something: Where did the DC on the fireball come from? I don't see greater spell focus and the empower feat doesn't raise the DC.

Ah, cack. I originally started looking at using cone of cold, and when fishing around for a wizard bonus feat realised that I could take empower and push it up a bit. I obviously forgot to drop the DC for fireball.

Should take about 5% off the fireball amount (10% drop in pass, 1/2 of which will come back)

RPG Superstar 2010 Top 32

angryscrub wrote:

dang, you're right. that's unfortunate. i'll see what i can do.

EDIT: corrected the hulky entry. still not bad vs jack b nimble

TERRIBLE ALL-CONSUMING FLAW: HIS DPR WITHOUT SNEAK ATTACK IS ONLY ~25.13, NOT ~25.2! MY HAIR IS A BIRD, YOUR ARGUMENT IS INVALID.

Yeah, that one did surprise me. BRB, eating crow in the rogue TWF thread.

hogarth wrote:
By the way, I don't know whether to be pleased or disappointed that no one has made a tengu character just to squeeze in an extra natural attack. ;-)

PF's monsters-as-PC rules aren't intended to be balanced, so I'm staying away from them.

Liberty's Edge

hogarth wrote:
By the way, I don't know whether to be pleased or disappointed that no one has made a tengu character just to squeeze in an extra natural attack. ;-)

Likely because, for everything that's been done so far, it's not worth the +2 to any ability score and +1 feat that humans give.

There's only been a few non humans. I suspect your post will lead to someone making an tengu, though. If it wasn';t a horribly unoptimized choice, I'd suggest a tengu barbarian, go for two bite attacks.

Also, while the monsters-as-PCs rules are borked for generic monsters (try making a troll as a PC, for instance), there are about a half dozen fellows in the Bestiary that have PC Race stats listed right there, including the Aasimar, Tiefling, Goblin, Kobold, Hobgoblin, Merfolk, and Tengu. So I think these guys should be on the table. If anything, they are a little underpowered.

RPG Superstar 2010 Top 32

BobChuck wrote:
There's only been a few non humans. I suspect your post will lead to someone making an tengu, though. If it wasn';t a horribly unoptimized choice, I'd suggest a tengu barbarian, go for two bite attacks.

Tengu make excellent paladins and rogues. Anyone who gets gobs and gobs of bonus damage per attack makes a good tengu. Anyone who is simply adding 1/2 str and nothing else to their bite attack (e.g. barbarians) is not a good choice for tengu.

In any event, I don't intend to use the Bestiary for any PC races. Anyone else who wants to can be my guest.


I don't have time at the moment - going to pick up my wife in about half an hour, but

What about using a Barbarian dip of 2 levels for Rage and Rage power (animal fury), then mix it with 8 levels of Hulky style TWF Rogue?

The added Str, +1 Net BAB and extra attack from Rage would certainly be worth the 1d6 sneak attack.

Also, he then qualifies for Improved Crit as the 9th level feat.

Of course, if the thread's point is to compare various classes offensive output - then multiclassing probably defeats the point.

Quote:
Yeah, PF screwed with WBL, I've been using the 49K from 3.5 this whole time. >:| Hellfire and damnation, I may need to start from scratch.

So I did not use too much - you used too little. WOOHOO!

Quote:

Melvin 1.0's corrected DPR: ~36.47. With a ki pop, he does 48.26. An extra +1 to hit is worth 3.9 DPR (~4.88 DPR with a ki pop), an extra +1 to damage is worth 1.70 DPR (2.25 DPR with a ki pop), and an extra attack is worth ~11.80 DPR

It turns out I was assuming that Melvin 1.0 got 2.7 hits a round, when he only gets 1.7. This threw all the math out of whack. No wonder.

So Melvin 1.1 and 1.2 had damage numbers off because I based them on Melvin 1.0's incorrect numbers.

Vindicated again! WOOHOO!

Quote:
One I share, because the alternative is really dumb. You don't need an offhand weapon for a class that never makes offhand attacks.

Cool - that's 8,000gp more to spend.

I would switch to a Nunchaku - because using one end of a staff exclusively seems weird to me.

So, the Melvin 1.1 Magic Item list would look like:

Nunchaku +3 (18,302)
Belt of +4 str (10,000)
Handy Haversack (2,000)
Hat of +2 wis (4,000)
Ring of Protection +1 (2,000)
Bracers of Armor +2 (4,000)
Amulet of Natural armor +1 (2,000)
Booze and whores (698) (one less trip to the $2 whore)

Total: 43,000 (Which is what I believe Melvin 1.0 had total)

I believe that will up the DPR. +1 to hit and damage per attack to be precise.

how much does that improve his DPR numbers to?

RPG Superstar 2010 Top 32

Treantmonk wrote:
Of course, if the thread's point is to compare various classes offensive output - then multiclassing probably defeats the point.

Yeah. That sounds like a decent build worth its own thread. I just want to lay down a DPR baseline so we can talk about DPR in guides and build threads with a common frame of reference.

Quote:
So Melvin 1.1 and 1.2 had damage numbers off because I based them on Melvin 1.0's incorrect numbers.

Melvin 1.1 and 1.2 had damage numbers off because you didn't do the math yourself, you goon! Don't blame me because you're lazy! XD

Quote:
Belt of +4 str (10,000)

It's 16K. So you have 1698 spare gold, which is about typical for a 10th-level character. We'll call this guy Melvin 1.1.1.


A Man In Black wrote:

Melvin 1.1 and 1.2 had damage numbers off because you didn't do the math yourself, you goon! Don't blame me because you're lazy! XD

Why would I do the math myself if you'll do it for me?

Then I get to be lazy AND pass the buck when the math is wrong.

We call that WIN - WIN!

P.S.

Where's those Melvin 1.1.1 DPR numbers? LOL

P.P.S.

Although he's not going to be a powerhouse, I do think Melvin 1.1.1 is going to be playable. That's something.

Liberty's Edge

When's the pathfinder edition of Melvin coming out?

RPG Superstar 2010 Top 32

BobChuck wrote:
When's the pathfinder edition of Melvin coming out?

As soon as someone redoes this entire thread to use 62K WBL instead of 49K.

RPG Superstar 2010 Top 32

Okay, the real deal. Melvin 1.1.2, the revised and hopefully final baseline monk. He's 1.1.2 instead of 1.1.1 because I took the liberty of fiddling with Treantmonk's feats. +3 to save feats on a good save are silly when you don't have Step Up or Lunge.

Quote:

Melvin 1.1.2, human nunchaku monk 10.

Spoiler:

Ability Scores:
STR: 22 (+6) (15 base, +1 level, +2 racial, +4 belt)
DEX: 12 (+1)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3) (13 base, +1 level, +2 hat)
CHA: 8 (-1)

HP: 88 HP (10d8+40)

Saving Throws
Fort: +10 Ref: +8 Will: +11 (+13 against enchantments)

AC: 22 - Touch 18, Flatfooted 20 (+2 monk, +1 dex, +3 wis, +1 Dodge, +1 Ring of Protection, +3 Bracers of Armor, +1 Amulet of Natural Armor)

Attacks: Nunchaku +18/+18/+13/+13 d6+9 (19-20/x2)

Class Abilities:
Ki pool (8 points, magic and lawful attacks)
Stunning Fist (DC 18, 11 uses, option to fatigue/sicken)
Improved Evasion
Slow Fall (50')
Other stuff, I am lazy

BAB: +7 (+10 with FOB) CMB: +12 CMD: 22

Feats:
Dodge
Deflect Arrows
A combat maneuver feat, whatever
Improved Critical (nunchaku)
Weapon Focus (nunchaku)
Toughness
Power Attack
Step Up
Lunge

Skills:
Stuff

Gear:
+3 nunchaku
Belt of +4 str
Handy Haversack
Hat of +2 wis
Ring of protection +1
Bracers of armor +2
Amulet of natural armor +1
1698 GP in miscellaneous consumables, gear, non-portable goods, etc.

His attack routine with PA is:

Nunchaku +15/+15/+10/+10 d6+15 (19-20/x2)

His average damage per round is ~38.67. If he pops a ki point, something he can do eight times a day, his damage per round jumps up to ~50.88. A +1 to hit is worth 4.07 DPR (~5.09 DPR when a ki point is used for an extra attack, a +1 to damage is worth 2.09 DPR (2.53 DPR when a ki point is used), and an additional attack is worth 12.21 DPR. Note that he cannot use Stunning Fist on these attacks; if he punches on his first attack in order to try to stun, he loses ~1.19 DPR, giving a total of 37.48 DPR without ki, and 49.69 with ki.

Note the improvement over Melvin 1.0. I think we have the baseline monk. He's still the squishiest melee character here, but oh well he's a monk, whattaryagonnado.

This is the last level at which you would want to use a weapon. After this level, you'll have both Medusa's Fist and Improved Critical so you'll probably be better off punching all the time. Unless your game allows PHB2-style retraining, this is a noticeably suboptimal build at level 11.


A Man In Black wrote:
BobChuck wrote:
When's the pathfinder edition of Melvin coming out?
As soon as someone redoes this entire thread to use 62K WBL instead of 49K.

There's really not a whole lot that the extra 13k can get you that will make an impact AND isn't already restricted by your consumable/limited times per day/ situational parameters. Maybe make the main hand weapon of all the TWF builds a +3 instead of a +2?

It's more likely that 13k would be spent on defensive upgrades, as most of the examples you've posted so far are still sporting +1 and +2 rings and cloaks and such at 10th level.

Thanks for putting this much time and effort in, I'm really interested in seeing how some of these stack up against the others. I'd offer to help, but I'm feeling lazy at the moment. Either way, your work, like Treantmonk's work on the handbooks, is highly appreciated.


A Man In Black wrote:


The formula is hd+tchd. This can be expressed as hd(1+tc), and we'll do that to simplify the arithmatic. Without a ki, the damage is:

2(.55)(17.5)(1+[2][.05]) + 2(.3)(17.5)(1+[2][.05])

21.175 + 11.55

Melvin 1.1 does an average of ~32.73 DPR.

When he pops a ki, it adds an additional (.55)(17.5)(1+[2][.05]) damage, or ~10.59 damage, for a total of ~43.31 DPR.

According to your guidelines, shouldn't the value of his crit multiplier be 1 instead of 2, and his crit chance be 10% since he threatens on a 19 or 20?

I know the answer would be the same, but I really want to make sure I am doing this right before I go posting anything.

RPG Superstar 2010 Top 16

Lumbo wrote:
I know the answer would be the same

That's what it boils down to. :) Think of it as counting how many extra .05's he gets, regardless of whether they're from increased threat range or increased multiplier. The only time you have to pay any special attention is if your threat range includes numbers which aren't actually hits, which shouldn't be the case in any of these examples.

RPG Superstar 2010 Top 32

Yeah, you're right, Lumbo. Also, Melvin 1.1.2 has lower DPR than that when he uses Stunning Fist; I accidentally gave him an extra +3 on the unarmed attack.


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I wasn't happy with Druid Dan. Made a couple quick changes - most notably - I had him use greater magic fang (over and over again)

Beyond that, I switched the Amulet of Mighty Fists (now redundant) to do flaming damage instead (for an extra 1d6 on attacks).

Hopefully I did the math right - I showed my work, so if it's wrong, it should be easy to correct.

His base damage increased to 64.13 per round.

Note that he can get more than this on a charge (due to pounce and rake)

I'm not going to have time to plug in the numbers for a charging attack damage - but I expect it should be pretty sweet.

Check for errors - I'm rushing like a madman this morningl.

Druid Dan 2.0:

Druid Dan 2.0:

Druid Dan 2.0, human Druid 10

Ability Scores:
STR: 26 (+8) (15 base + 1 lvl +4 wildshape + 4 magic +2 human)
DEX: 10 (+0) (12 base – 2 wildshape)
CON: 14 (+2 ) (13 +1 lvl )
INT: 10 (0)
WIS: 18 (+4) (14 base +4 item)
CHA: 8 (-1)

HP: 78 HP (10d8+30)

Saving Throws
Fort: +10 Ref: +4 Will: +12

AC: 27 - Touch 9, Flatfooted 27 (+10 (+1 fullplate), +4 Natural Armor +4 Barkskin-1 size)

Attacks:
Bite +17 (-1 size +8 str + 7 BAB +2 Magic +1 WF) 3d6 + 9
2 Claws +17 2d4+1d6+10
2Rakes ** +16 2d4+1d6+10
1(.65)(19.5)(1+[1][.05]) + 2(.65)(18.5)(1+[1][.05])
38.561

Pounce
1(.75)(19.5)(1+[1][.05] + 2(.75)(18.5)(1+[1](.05) +2(.70)(18.5)(1+[1](.05)
71.69

Special Attacks:
Rake, Pounce, Grab
Class Abilities:
Wildshape (Dire Tiger)
Full caster

BAB: +7 CMB: +16 CMD: 26

Feats:
Improved Natural Attack
Weapon Focus (Claws)
Weapon Focus (Bite)
Natural Spell
Heavy Armor proficiency
Power Attack

Gear:
19,300 +1 Wild Fullplate (Dragonhide)
5,000 Amulet of Mighty Fists (Flaming strike)
16,000 Belt of Giant Str +4
16,000 Headband of Wisdom +4
2,000 Handy Haversack
1,000 Cloak of Resistance +1
2,000 Barding +1 chainshirt
700 gp of misc stuff

Buffs:
Barkskin
(Barkskin on AC, 3x GMF on AC)
Greater Magic Fang x6 (All claws and bite)

Allan the Animal Companion:
Big cat Animal Companion

Ability Scores:
STR: 24 (+7) (13 base +8 size +3 dru)
DEX: 19 (+4) (17 base – 2 size +4 dru)
CON: 16 (+3 ) (13 +2 size +1 lvl)
INT: 3 ( 2 +1 Lvl)
WIS: 15 (+2) (15 base )
CHA: 8 (-1)

HP: 76 HP (9d8+36)

Saving Throws
Fort: +6 Ref: +6 Will: +2

AC: 31 - Touch 13, Flatfooted 27 (5 armor +4 Dex +9 Natural Armor +4 Barkskin -1 size)

Attacks:
Bite +16 (-1 size +7 str + 7 BAB +2 Magic) 1d6 + 10
2 Claws +17 1d4+10(add weapon focus)
2Rakes ** +16 1d4+10
1(.60)(13.5)(1+[1][.05]) + 2(.65)(12.5)(1+[1][.05])
25.57

Pounce
1(.70)(13.5)(1+[1][.05]) + 2(.75)(12.5)(1+[1][.05]) +2(.70)(12.5)(1+[1][.05])
47.99

Special Attacks:
Rake, Pounce, Grab
BAB: +6 CMB: +13 CMD: 27

Feats:
Armor Prof Light
Toughness
Weapon Focus (Claws)
Power Attack

Edit: If charging - Druid Dan and Allan the Animal Companion do 119.68

I think that's the best melee damage so far...


That's one nasty Druid you got there Treantmonk :)

And, Man in Black, I love this thread.

Can't wait until you cough up the ranger and barbarian.

Thanks for all the hard work in here.

-TDL


TDLofCC wrote:

That's one nasty Druid you got there Treantmonk :)

And, Man in Black, I love this thread.

Can't wait until you cough up the ranger and barbarian.

Thanks for all the hard work in here.

-TDL

Not my Druid - I just tweaked it.

Personally, in actual gameplay I would suggest not telling your DM you want to buy enchanted Tiger barding. Really, most of the time it would be easier to get a Mage Armor for Allan. (And use that extra feat slot for improved grapple or something)

But to fit the rules of the thread - it works.


Treantmonk wrote:
TDLofCC wrote:

That's one nasty Druid you got there Treantmonk :)

And, Man in Black, I love this thread.

Can't wait until you cough up the ranger and barbarian.

Thanks for all the hard work in here.

-TDL

Not my Druid - I just tweaked it.

Personally, in actual gameplay I would suggest not telling your DM you want to buy enchanted Tiger barding. Really, most of the time it would be easier to get a Mage Armor for Allan. (And use that extra feat slot for improved grapple or something)

But to fit the rules of the thread - it works.

It's still a badass druid .. I keep getting hit by the proverbial surprise truck .. most classes have come quite a way since 1st edition :)

And, sometimes you have to be creative with your GM :)

-TDL

RPG Superstar 2010 Top 32

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While hd+tchd is useful most of the time, there are some corner cases. So here's the whole formula for damage-per-attack.

h(d+s)+ft(cd+cb+r)

h = Chance to hit, expressed as a percentage. This will never exceed .95 or go below .05, obviously.
d = Normal damage. This is any damage that happens any time you hit.
s = Damage which isn't multiplied on a crit. S stands for sneak attack, but this includes elemental/alignment properties on weapons, manyshot damage, and so on.
t = Chance to roll a threat. This is the threat range of your weapon or your chance to hit, whichever is lower.
f = This is your chance to confirm a threat. Most of the time, this is equal to h. If you have Critical focus, it's (h+.2) or .95, whichever is higher. If you auto-confirm crits, as with a level 20 fighter or Bless Weapon, this is 1.
c = This is the number of bonus multiples you get from a crit. A 2x crit weapon is 1, a 3x crit weapon is 2, etc.
b = This is elemental burst damage, such as from fiery burst weapons and thundering. Such enhancements self-multiply based on your crit multiplier; if they don't, then they're added to r and not b.
r = This is fixed bonus damage dealt on a crit. No such abilities exist in PF core, to my knowledge.


I don't have time to detail the math at the moment (and therefore take this as merely a very rough guide) but I'm getting DPR of about 38 for a Ranger (Roger) with Kukris two weapon fighting and a huge 90(ish) when applied to highest favoured enemy.

NOT using Power Attack is actually better as far as I can tell if not going up against a favoured enemy as the boost from Two Weapon Rend is better than the PA bonus.

This is before adding in Animal Companion which might bring the basic, non-favoured enemy, DPR up to something semi reasonable.

Feel free to disagree/ignore (as its unproven) - I'll try and post a build later.

Hap


Treantmonk wrote:

I wasn't happy with Druid Dan. Made a couple quick changes - most notably - I had him use greater magic fang (over and over again)

Beyond that, I switched the Amulet of Mighty Fists (now redundant) to do flaming damage instead (for an extra 1d6 on attacks).

Hopefully I did the math right - I showed my work, so if it's wrong, it should be easy to correct.

His base damage increased to 64.13 per round.

Note that he can get more than this on a charge (due to pounce and rake)

I'm not going to have time to plug in the numbers for a charging attack damage - but I expect it should be pretty sweet.

Check for errors - I'm rushing like a madman this morningl.

** spoiler omitted **...

Some of your math was off in both detrimental and beneficial areas (as you said, you were rushing). Based on the fixed math, the DPR on a charge round should be ~124.59.


A Man In Black wrote:

Let's go with a classic: 2h fighter. At this point, falchion is noticeably better than greatsword when he's power attacking and slightly worse the rest of the time, but since he's power attacking pretty much all the time he's going with the falchion. With two more base damage from buffs, conditions, etc., falchion pulls ahead all the time.

Quote:

Falchion Fred, human fighter 10.

** spoiler omitted **

His attack routine with Power Attack is:

+3 falchion +20/+15, 2d4+25 dmg (15-20/x2)

His average damage per round is 59.25. A +1 to hit is worth 3.90 DPR (actually slightly less because crits on the first attack are already confirming on a 2+), a +1 to damage is worth 1.71 DPR, and an additional attack is worth 34.95 DPR.

For the heck of it, I thought I'd see how a tripping fighter might do, so I retooled Falchion Fred into Scythe Fred:

Spoiler:
Ability Scores:
STR: 22 (+6) (15 base, +2 racial, +1 level, +4 belt)
DEX: 14 (+2) (13 base, +1 level)
CON: 12 (+1)
INT: 14 (+2)
WIS: 10 (+0)
CHA: 8 (-1)

HP: 79 HP (10d10+20)

Saving Throws
Fort: +10 Ref: +7 Will: +7 (+9 against fear, 1/day reroll)

AC: 24 - Touch ?, Flatfooted ? (+10 +1 full plate, +2 dex, +1 Amulet of Natural Armor, +1 Ring of Protection)

Attacks: scythe +23/+18, 2d4+16 dmg (19-20/x4)
power attack +20/+15, 2d4+25 dmg

Class Abilities:
Weapon Training +2 (heavy blades)
Weapon Training +1 (bows)
Armor Training 2

BAB: +10 CMB: +16 (+27 trip w/scythe) CMD: 28

Feats:
Weapon Focus (scythe) [h]
Iron Will [1]
Step Up [f1]
Power Attack [f2]
Improved Iron Will [3]
Weapon Specialization (scythe) [f4]
Combat Expertise [5]
Improved Trip [f6]
Greater Trip [7]
Improved Critical (scythe) [f8]
Lunge [9]
Greater Weapon Focus (scythe) [f10]

Skills:
Some stuff

Gear:
+3 scythe
Belt of +4 str
+1 full plate
Cloak of Resistance +2
Handy Haversack
Amulet of Natural Armor +1
Masterwork composite longbow (+6 str mod)
Ring of Protection +1
1000 GP in miscellaneous consumables, gear, non-portable goods, etc.


He's basically identical, but with +4 Int, -2 Con and Wis, and the tripping feats instead of Dodge, Improved Init, and Critical Focus.

The problem: what is a good target CMD for a CR 10 monster? Looking through the CR 10 monsters in the Bestiary, they fell into two basic categories: untrippable (e.g. snake-like or Huge+ in size) or easy to trip (e.g. giants and dragons). The average CMD of the trippable monsters was 31.33, which I rounded up to 32 (trippable 80% of the time).

Against trippable enemies, the damage per round I calculated was 59.28 (80% chance of 68.25, 20% chance of 23.4). A +1 to attack adds 4.2 dmg, and an extra attack adds 36.27 dmg*.

Against untrippable enemies (I assumed that he doesn't even try if it's impossible), I calculated 56.55 damage per round. A +1 to attack adds 3.9 dmg, and an extra attack adds 33.15 dmg.

Note that Scythe Fred is one point worse in terms of AC, Reflex saves and Fort saves, and he has fewer hit points than Falchion Fred as well. On the up side, his Greater Trip feat can help his buddies get an extra hit in whenever it triggers, so it can come in handy (depending on how many melee fighters there are in his party).

*I worked on the assumption that he would attempt to trip exactly once per round. I.e., if he failed, he wouldn't try to trip a second time. YMMV.

RPG Superstar 2010 Top 32

hogarth wrote:
The problem: what is a good target CMD for a CR 10 monster? Looking through the CR 10 monsters in the Bestiary, they fell into two basic categories: untrippable (e.g. snake-like or Huge+ in size) or easy to trip (e.g. giants and dragons).

It only gets worse in a level or two, and after level 13 there's basically nothing that can be tripped but non-flying classed humanoids. It's hard to try and pin down a universal target for CMD, because the variation is much bigger than AC and combat maneuvers range from fight-winning to suicidal depending on combat conditions and enemy abilities. Without some sort of agreed-upon baseline that resembles actual play, I don't think it's useful as a theoretical analysis.

That said, it is useful to see what kind of DPR is lost when you retool to do something other than hit people.


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A Man In Black wrote:
hogarth wrote:
The problem: what is a good target CMD for a CR 10 monster? Looking through the CR 10 monsters in the Bestiary, they fell into two basic categories: untrippable (e.g. snake-like or Huge+ in size) or easy to trip (e.g. giants and dragons).
It only gets worse in a level or two, and after level 13 there's basically nothing that can be tripped but non-flying classed humanoids.

After level 13, there's basically no monsters, period (just a few outsiders and various different colours and ages of dragons).

RPG Superstar 2010 Top 32

hogarth wrote:
After level 13, there's basically no monsters, period (unless you count various different colours and ages of dragons).

Dragons fly, flying creatures don't trip.


A Man In Black wrote:
hogarth wrote:
After level 13, there's basically no monsters, period (unless you count various different colours and ages of dragons).
Dragons fly, flying creatures don't trip.

(a) I didn't say you could trip flying creatures, I just said that there are barely any CR 13+ creatures in the Bestiary (38, out of which 14 are dragons).

(b) Some of the dragons listed in the Bestiary are sort of mediocre at hovering (i.e. less than +15 Fly with no Hover feat), so they would pretty much have to land to do a full attack (in which case they could be tripped).

(c) But the CR 13+ dragons listed in the Bestiary are all size Huge (or larger), so it's a moot point because a Medium-sized fighter can't trip them anyways.

RPG Superstar 2010 Top 32

hogarth wrote:

(a) I didn't say you could trip flying creatures, I just said that there are barely any CR 13+ creatures in the Bestiary (38, out of which 14 are dragons).

(b) Many of the dragons listed in the Bestiary are sort of mediocre at hovering (i.e. less than +15 Fly), so they would pretty much have to land to do a full attack.

(c) But the CR 13+ dragons listed in the Bestiary are all size Huge (or larger), so it's a moot point because a Medium-sized fighter can't trip them anyways.

I think we're competing for how vigorously we can agree with each other at this point so I think I'm going to shut up. XD


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well, i feel like it had to be done.

irving the incredibly inappropriate and inefficient half orc wizard:

Ability Scores:
STR: 24 (+7) (15 base, +2 racial, +1 level, +6 belt)
DEX: 15 (+2)(12 base, +3 physical enhancement)
CON: 14 (+2)
INT: 16 (+3) (13 base, +1 level, +2 headband)
WIS: 10 (+0)
CHA: 8 (-1)

HP: 77.5 (10d6+40) + 15.5 temp = 93 HP

Saving Throws
Fort: +8 Ref: +8 Will: +10 (+2 to all when heroism in effect)

AC: 25 - Touch 15, Flatfooted 23 (+7 +3 chain shirt, +2 dex, +3 Amulet of Natural Armor, +3 Ring of Protection)

Attacks: Falchion +13, 2d4+10 dmg (18-20/x2)

Class Abilities:
Transmuter, opposition schools evocation & illusion
Arcane Bond, ring
Physical Enhancement +3
Change Shape (10 rounds per day)

BAB: +5 CMB: +12 CMD: 23

Feats:
Scribe Scroll (Wizard Bonus)
Light Armor Proficiency
Weapon Focus (falchion)
Power Attack
Craft Arms and Armor (Wizard Bonus)
Arcane Strike
Toughness
Craft Wondrous Item (Wizard Bonus)

Skills:
Spellcraft, whatever

Gear:
WBL = 62000gp

belt of str +6 18000gp
+1 falchion of speed 16000gp
+3 mithral chain shirt 5500gp
handy haversack 1000gp
amulet of natural armor +3 4500gp
ring of protection +3 4500gp
cloak of resistance +3 4500gp
headband of int +2 2000gp
6000 gp of whatever

Full attack with PA, Heroism (lvl 3), Keen edge (lvl 3), Greater magic weapon (lvl 3), arcane strike, false life (lvl 2), overland flight (lvl 5)

+2(+1) falchion of speed +15/+15, 2d4+21 dmg (15-20/x2)

irving is sitting at 40.56 DPR. +1 to hit is worth 2.6 DPR, +1 to damage is worth 1.56 DPR, an extra attack, though i have no idea how you'd actually manage to get it, is 20.28 additional DPR.


angryscrub wrote:

well, i feel like it had to be done.

** spoiler omitted **

Full attack with PA, Heroism (lvl 3), Keen edge (lvl 3), Greater magic weapon (lvl 3), arcane strike, false life (lvl 2), overland flight (lvl 5)

+2(+1) falchion of speed +15/+15, 2d4+21 dmg (15-20/x2)

irving is sitting at 40.56 DPR. +1 to hit is worth 2.6 DPR, +1 to damage is worth 1.56 DPR, an extra attack, though i have no idea how you'd actually manage to get it, is 20.28 additional DPR.

lol ... I actually like this one for all it's strangeness :D

-TDL


You would get that extra attack by casting haste Angryscrub. Infact I would argue that haste is a wiser choice than Keen Edge for the 3rd level spell.

RPG Superstar 2010 Top 32

kyrt-ryder wrote:
You would get that extra attack by casting haste Angryscrub. Infact I would argue that haste is a wiser choice than Keen Edge for the 3rd level spell.

Falchion of speed. BTW, the inappropriate wizard breaks a couple of the rules if anyone really cares but it's hilarious so who cares.


A Man In Black wrote:
kyrt-ryder wrote:
You would get that extra attack by casting haste Angryscrub. Infact I would argue that haste is a wiser choice than Keen Edge for the 3rd level spell.
Falchion of speed. BTW, the inappropriate wizard breaks a couple of the rules if anyone really cares but it's hilarious so who cares.

*facepalm* I didn't expect him to spend THAT MUCH gold on speed when he could just swap out keen for Haste and put that money towards damage or other assets.


angryscrub wrote:
irving the incredibly inappropriate and inefficient half orc wizard:

Well, I guess this should show that DPR isn't everything...

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