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


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Zark wrote:
Treantmonk wrote:

OK, I decided to have a run at the Bard. I started from scratch since Bruiser is a multiclass.

** spoiler omitted **...

How can he have a +2 belt and a +4 belt? Perhaps I'm wrong but isn't a Belt of Physical Might is +2 or +4 or +6?

You can add a second property to a magic item for 150% cost.

That's all a Belt of +4 Str/Dex is anyways.

In this case however, Bill has a Belt of +4 Dex (at full price) with a Belt of +2 Str added as a second property, for 150% cost. Total cost, 16,000 gp.

However, he could spend an additional 2,000gp (which he has to spare) and get a Belt of +4 Dex and an Ioun Stone of +2 Str instead easy enough for the same benefits.


A Man In Black wrote:
Treantmonk wrote:

OK, I decided to have a run at the Bard. I started from scratch since Bruiser is a multiclass.

Belt of +4 dex , 2nd property +2 Str (16,000 gp)

I've been skipping homebrew items, TM, otherwise all the archers would have something like this.

No problem, then give him the Ioun Stone with the +2 Str instead. Note that he has a fair bit of gold unspent that cover it with over 1,000gp left over.

RPG Superstar 2010 Top 32

Treantmonk wrote:
The results remain unchanged.

See edit.

----

Some implicit rules updates:

  • Level 10 gold is 62K. Some of the earlier builds in the thread use 45K WBL, the old 3.5 total.
  • Point Blank Shot is not applicable (unless you make a throwing-weapon build or something), because most archers would rather not benefit from it.
  • AC below 20 is not acceptable for melee characters under any circumstances (barring exceptional non-AC defenses), and characters should try to avoid ACs below 22 or fort/will saves under +8.
  • I might change the rules for self-cast buffs that aren't self-only buffs. (Heroism and GMW are the big ones here.) I dunno. Maybe do the DPR with and without them?
  • No homebrew or non-core material, even if it's Paizo non-core material, mostly since I don't have regular access to most of the PF stuff besides core and the Bestiary.


  • Quote:
    Since you're losing +1 to hit and +4 damage there, I'm guessing your damage is fair bit lower.

    Yep, my bad on Heroism. Forgot it gave a saving throw bonus rather than a damage bonus. Still useful, but not for this excercise.

    I didn't know you weren't calculating PBS.

    yes, obviously those will both take a chunk from damage. I wonder whether inserting Deadly Aim into the build would help...I'll play with some numbers and see what can be done.

    I think it's unquestionable that Bill the Bard is going to post unimpressive numbers when he spends first round firing arrows rather than casting...but I'll run the numbers anyways.

    Quote:
    I might change the rules for self-cast buffs that aren't self-only buffs. (Heroism and GMW are the big ones here.) I dunno. Maybe do the DPR with and without them?

    Well, I think it depends on the tactical likelyhood of using the spells. In the Bard's case for example, the DPR before the party buffing on round 1 is practically irrelevant if you are playing the Bard optimally.

    RPG Superstar 2010 Top 32

    Treantmonk wrote:
    I think it's unquestionable that Bill the Bard is going to post unimpressive numbers when he spends first round firing arrows rather than casting...but I'll run the numbers anyways.

    Well, practically nobody will be doing these raw DPR numbers anyway. Bards and clerics and wizards will buff, circumstance bonuses will be had, flanks will be arranged, lower-CR monsters will be skewered.

    The idea is to set a baseline for comparing different classes' damage potential.


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    Bill the Bow using Bard 2.0:

    Bill the Bow using Bard

    Race: Human

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

    HP: 69 HP (10d8+20)

    Saving Throws
    Fort: +8 Ref:+17 Will:+10 (+4 to saves vs sonic, language dependant, and bardic perform)

    AC: 24- Touch 17, Flatfooted 18(10+6 dex +6 armor, +1 natural, +1 Ring of Protection)

    Class Abilities:
    Spells of up to 4th level
    Bardic Knowledge
    Performance: (Countersong, Distraction, Fascinate, Inspire courage, Inspire competence, Suggestion, Dirge of Doom, Inspire greatness)
    3 Versatile Performances
    Well Versed
    Lore Master
    Jack of all trades

    BAB: +7 CMB: +10 CMD: +20

    Feats:
    Point Blank Shot
    Precise Shot
    Deadly Aim
    Arcane Strike
    Manyshot
    Martial Weapon Prof: Longbow

    Skills:
    Perform: Oratory (Versatile Performance: Diplomacy and Sense Motive)
    Perform: Comedy (VP: Bluff and Intimidate)
    Perform: Dance (VP: Acrobatics and Fly)
    All Knowledges (all 10) at one Rank (For a +10 on each, and he can take twenty for an assured 30)
    Use Magic Device
    Perception
    Stealth

    Gear:
    +3 composite Longbow (+3 str mod) (18, 675 gp)
    Belt of +4 dex (10,000 gp)
    Ioun Stone of +2 Str (8,000)
    +2 mithral shirt (5,100 gp)
    Cloak of Resistance +2 (4,000 gp)
    Handy Haversack (2,000 gp)
    Ring of Protection +1 (2,000 gp)
    Lesser Bracers of Archery (5,000 gp)
    Hat of +2 cha (4,000 gp)
    Amulet of Natural Armor +1 (2,000 gp)
    1225 GP in various ammunition, adventuring gear, etc.

    Precast Buffs: Heroism (10 min/level +2 to hit/damage)

    Uses Arcane Strike, Rapid Shot, Manyshot

    Attack bonus: +7 BAB, +2 Heroism, +1 Bracers, +6 Dex, -2 Rapid Shot, +3 Enhancement

    Attacks: Longbow: +17 (x2)/+17/+12 Damage average: 13.5 (4.5 +3 Arcane St +3 Str +3 enchance)

    3x(0.70)x13.5+(.70x.05x2x13.5x2)+1x(.45)x13.5+(.45x.05x2x13.5) = 36.92

    Special Circumstances: Using a Bard, Bill should use round 1 to raise Inspire Courage and a Spell. If he uses round 1 for Inspire Courage and Haste (both full party buffs – good idea if there are a couple melee characters in the party), then Full Attack on round 2 looks like:

    Attack bonus: +7 BAB, +2 Heroism, +1 Bracers, +6 Dex, -2 Rapid Shot, +3 Enhancement, +2 Inspire courage, +1 Haste

    Attacks: Longbow: +20 (x2)/+20/+20/+15 Damage average: 16.5 (4.5+3 Arcane St +3 Str +1 PBS +3 enchance +2 Inspire Courage)

    4x(0.85)x16.5+(.85x.05x2x16.5x3)+1x(.60)x16.5+(.60x.05x2x16.5) = 71.20 DPR

    In this version I've switched Bill to a human, upped the Con score, the HP, and the saving throws. Fort is still pretty weak at +8, but Will is better, and Ref is v. good.

    I've switched the 2 property belt for a belt and an ioun stone.

    I played with Deadly Aim options, but it really doesn't pay off with this build.

    I played with going with a Shortbow and taking Weapon Focus instead of the Longbow prof. In the end, the numbers were virtually identical for DPR, so Longbow is probably a better choice because of range.

    DPR for unbuffed Bill the Bard is 36.92. Not abysmal, but low enough that Bill isn't pulling his weight if that's all he's doing.

    If Bill uses the first round for Party-wide buffing, then on round 2 he enters offensive combat with a 71.20 DPR. Much more respectable.

    This means that Party-wide Buffing on round 1 now only costs Bill 2.64 average damage over 2 rounds. Really, tactically a no-brainer.

    Quote:
    The idea is to set a baseline for comparing different classes' damage potential.

    Absolutely, and as a single combatant, without buffing on round 1, the 10th level Bard isn't much offensively.

    However, beginning round 2, this shows the Bard, in addition to making everyone else better, can contribute offensively as well. Not a limelight stealer by any means, but definitely a decent choice for a 4 person party.

    Which of course is always the goal. Being "an excellent 5th party member" is the worst insult you can bestow a class IMO.

    So far, is Dan the Druid (redone) #1 for damage potential? Looks like it to me with a quick overview. That charge damage is ultra-nasty, and not all that circumstantial either.

    RPG Superstar 2010 Top 32

    Treantmonk wrote:
    So far, is Dan the Druid (redone) #1 for damage potential? Looks like it to me with a quick overview. That charge damage is ultra-nasty, and not all that circumstantial either.

    I dunno. If you want, there's always the lance paladin on a big cat mount.

    But as for sustained DPR, Druid Dan fits in a weird place in the rules. GMF is so circumstantial that it might as well be a selfish buff, unlike GMW. However, that means the druid is the only one who gets to benefit from Greater Magic Whatever/element weapon abuse, when that's an trick that any class in the game can use. Druid Dan just illustrates the issue, because he's cast nine Greater Magic Fangs.

    I don't think Druid Dan is the highest practical DPR. I just think he's getting a rules loophole in his favor, or that he's illustrating the problems caused by not assuming a certain baseline of buffs for all classes.

    Liberty's Edge RPG Superstar 2011 Top 32

    The GMF thing seems like less of an exploit/loophole than Amulet of Mighty Fists being too expensive. I all practicality, I think in most games, an Amulet of Mighty fists would probably cover it and cover it fine.

    That said, some of the numbers really depend on the setup and in part the druid is an artifact of that. Another example would be that TWF is faring worse under these rules than it otherwise might because of ability score setups.


    ok, here's my quick and dirty switch hitting ranger

    randy the ambiguously switch hitting ranger:

    Ability Scores:
    STR: 20 (+5) (13 base, +2 racial, +1 level, +4 belt)
    DEX: 16 (+3) (15 base, +1 level)
    CON: 14 (+2)
    INT: 10 (+0)
    WIS: 12 (+1)
    CHA: 8 (-1)

    HP: 89 HP (10d10+30)

    Saving Throws
    Fort: +10 Ref: +7 Will: +5

    AC: 22 - Touch 14, Flatfooted 19 (+7 +1 breastplate, +3 dex, +1 Amulet of Natural Armor, +1 Ring of Protection)

    Attacks:
    Falchion +16/+11, 2d4+7 dmg (15-20/x2)
    longbow +13/+8, 1d8+5 dmg (x3)

    Class Abilities:
    Favored Enemy Undead +6
    evil outsiders +2
    aberration +2
    favored terrain undergroun +4
    urban +2
    animal companion
    evasion
    stuff

    BAB: +10 CMB: +15 CMD: 28

    Feats:
    Weapon Focus (falchion)
    Rapid Shot (bonus)
    Deadly Aim
    Power Attack
    Manyshot (bonus)
    quickdraw
    Improved Critical (falchion)
    Improve Precise Shot (bonus)

    Skills:
    perception, others

    Gear:
    +3 falchion 18000gp
    +3 mighty composite longbow 18000gp
    Belt of +4 str 16000gp
    +1 breastplate 1000gp
    Cloak of Resistance +1 2000gp
    Handy Haversack 2000gp
    Amulet of Natural Armor +1 2000gp
    Ring of Protection +1 2000gp

    i dunno, his numbers seem... uninspiring. except maybe against his top favored enemy.

    hopefully treantmonk will tell me if i'm doing it wrong.

    attack routines with PA or DA,rapid,many:
    +3 Falchion
    Full Attack Single Attack
    DPR: 32.76 20.28
    Per +1 to hit: 2.40 1.56
    Per +1 damage: 1.37 0.85
    Extra attack: 20.28

    +3 longbow
    Full Attack Single Attack
    DPR: 29.14 10.18
    Per +1 to hit: 9.25 1.02
    Per +1 damage: 1.58 0.55
    Extra attack: 8.33

    evil outsiders or aberration favored enemy and PA or DA,rapid,many
    +3 Falchion
    Full Attack Single Attack
    DPR: 42.25 25.35
    Per +1 to hit: 2.60 1.69
    Per +1 damage: 1.63 0.98
    Extra attack: 25.35

    +3 longbow
    Full Attack Single Attack
    DPR: 45.51 14.66
    Per +1 to hit: 10.25 1.13
    Per +1 damage: 2.22 0.72
    Extra attack: 12.61

    undead favored enemy and PA or DA,rapid,many
    +3 Falchion
    Full Attack Single Attack
    DPR: 64.35 37.05
    Per +1 to hit: 1.50 0.00
    Per +1 damage: 2.15 1.24
    Extra attack: 37.05

    +3 longbow
    Full Attack Single Attack
    DPR: 75.46 22.91
    Per +1 to hit: 12.25 1.35
    Per +1 damage: 3.08 0.94
    Extra attack: 20.46

    RPG Superstar 2010 Top 32

    John Spalding wrote:

    The GMF thing seems like less of an exploit/loophole than Amulet of Mighty Fists being too expensive. I all practicality, I think in most games, an Amulet of Mighty fists would probably cover it and cover it fine.

    That said, some of the numbers really depend on the setup and in part the druid is an artifact of that. Another example would be that TWF is faring worse under these rules than it otherwise might because of ability score setups.

    Bear in mind that it's not all about the bold numbers. You can get an approximation of what higher stats accomplishes by adding the +1s to hit and +1 damages.

    RPG Superstar 2010 Top 16

    Speaking of the non-bold numbers:

    tejón wrote:
    angryscrub wrote:

    . .Full Attack Single Attack

    DPR: 17.88 17.88
    Per +1 to hit: 1.25 1.63
    Per +1 damage: 0.72 0.72
    Extra attack: 17.88
    Huh... that's weird. Shouldn't those be the same? Should I go bug-hunting again? :)

    Update - found this bug. Also found the bugs in both primary and secondary natural attacks, ugh. Fixed all of the above.


    Quote:

    i dunno, his numbers seem... uninspiring. except maybe against his top favored enemy.

    hopefully treantmonk will tell me if i'm doing it wrong.

    For the purpose of this thread switch hitting and standard attacks are not going to make you look good against the competition.

    This thread always assumes everyone is engaged in full attacks with their primary melee or ranged weapon all the time (for the purpose of comparison). In comparing with these parameters, the switch hitter is at a disadvantage, and is simply not going to shine under these parameters.

    However, you have absolutely gimped your numbers because you have also left out your animal companion.

    If I was to make a Ranger for this thread, specifically made to maximize DPR under the conditions in the OP, it would be an archery focused Ranger absolutely, then I would make a cheetah AC (that would be getting full attacks) that took the option for +2 Dex/con at 4th level instead of the normal increase. I would ensure a 16 Wis so that the AC could start with Greater Magic Fang (cast on all natural weapons for +1 on each).

    The DPR for that build would be crazy. Haven't worked it out, nor will I. It takes a lot for granted to assume the cheetah is full attacking when it has no melee support from the Ranger.

    However, for a switch hitter, full attacking is not the specialty.

    I would instead go for a Wolf companion for the one big standard attack, then I would change up some feats and equipment to specialize in the skirmish. The DPR is not going to shine against any of these builds engaged in full attack (unless fighting a favored enemy). But if you compare DPR for standard attacks, then the Switch Hitter looks pretty good.

    I got rid of the amulet of natural armor. No point when Barkskin gives you 3 times the AC bonus (so AC is improved)

    The result would be closer to:

    Spoiler:

    randy the ambiguously switch hitting ranger:

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

    HP: 89 HP (10d10+30)

    Saving Throws
    Fort: +11 Ref: +8 Will: +6

    AC: 24 - Touch 14, Flatfooted 21 (+7 +1 breastplate, +3 Barkskin, +3 dex, +1 Amulet of Natural Armor, +1 Ring of Protection)

    Attacks - all included:
    Greatsword: To hit: (+10 BAB, -3 PA, +3 Enhancement, +6 Str = +16)
    Longbow: To hit: (+10 BAB, -3 DA, +2 Enhancement, +3 Dex, -2 Rapid Shot = +10)
    Greatsword Damage: 2d6+2d6 (vital strike), +9 (PA), +9 Str, +3 enhancement
    Longbow Damage: 1d8 + 6 Deadly Aim, +5 Str, +2 Enhancement

    Class Abilities:
    Favored Enemy Undead +6
    evil outsiders +2
    aberration +2
    favored terrain undergroun +4
    urban +2
    animal companion
    evasion
    stuff

    BAB: +10 CMB: +15 CMD: 28

    Feats:
    Cleave
    Rapid Shot (bonus)
    Deadly Aim
    Power Attack
    Manyshot (bonus)
    quickdraw
    Vital Strike
    Improve Precise Shot (bonus)

    Skills:
    perception, others

    Gear:
    +3 Greatsword 18000gp
    23 mighty composite longbow 8000gp
    Belt of Giant Str (+4) 16000gp
    Ioun Stone Dex +2 8,000gp
    +1 breastplate 1000gp
    Cloak of Resistance +2 4000gp
    Handy Haversack 2000gp
    Ring of Protection +1 2000gp

    Animal Companion Wally the Wolf
    Size: Large
    Speed: 50'
    AC: 22 (+8 nat, -1 size, +2 Dex, +3 Barkskin)
    Attack: +10 Bite 1d10+9 (plus trip)
    Str: 23, Dex: 15, Con: 19, Int: 3, Wis: 12, Cha: 6
    Special Qualities: Scent
    HD: 6
    BAB: +4
    Fort: +5, Ref: +5, Will: +2
    Feats: Weapon Focus (Bite), Vital Strike, Improved Natural Attack

    Standard attack: 1x(0.35x20)+(.35x20x.05)=7.35

    Standard attack: Greatsword

    1x (.65 x 35) + (.10x.65 x35) = 25.03

    Cleave

    2x (.65 x 28) + 2x (.10 x .65 x 28) = 40.04

    So that's about 32.38 damage on a standard attack vs. a non-favored enemy.

    If Cleave is an option, DPR goes up to 47.39 on a standard attack. I don't think you'll be seeing many other builds on this thread with that kind of standard attack damage, as that is not what they are built for (Falchion Fred would probably have a decent standard attack)

    Obviously, DPR improves if the Ranger and AC flank, or are fighting a favored enemy.


    “Nekkid Bubba Hack-Toes” Barbarian 2 / Fighter 8

    The only stats that matter are 22 Strength and 16 Con – using 20 point buy from PFSOP: 16 Str (10 points), 16 Con (10 points), +2 Str (race) +2 Str (level advancement) = 22 total Str (+6), setting all other ability scores at a 10.

    Base Attack +10, mundane battle axe wielded. Greater Weapon Focus – Battle Axe (+2 attack) [Ftr 1 and 8], Weapon Specialization – Battle Axe (+2 damage) [Ftr 4], Power Attack [1st level: -3 attack, +9 damage], Improved Critical – Battle Axe (threat 19-20/x3) [9th level], Toughness [3rd level], Weapon Training 1 (axes) (+1 attack, damage and CMB), rage 9 rounds / day gives 26 Str and 20 Con. Favored Class: Fighter for extra hit points, no traits assumed. 12 hp from Barbarian 1 and averaged hp per HD on the remaining 9 levels gives hit points of 110 (130 when raging) [62 from hit dice +8 favored class +10 toughness +30 Con]. Nekkid saving throw bonuses are +11 Fortitude, +2 Reflex, +2 Will (+4 raging or bravery +2 vs. fear, +6 raging vs. fear). Open feats: 5th, 7th, Ftr 2nd, Ftr 6th gives plenty of room for customization.

    Attack with mundane battle axe, raging, power attack: +18/+13 | 19-20, x3 (10 +1 weapon training +2 greater weapon focus +8 Strength -3 power attack) & damage 1d8+24, critical 3d8+72 (two-handed +12 Strength +1 weapon training +2 weapon specialization +9 power attack). Against a target AC of 24 Bubba hits 60% on his first swing, 35% on his second swing. Averaged damage per non-critical hit is 28.5 or 85.5 on a confirmed critical hit. (17.1 +9.975 = 27.075) (critical hits are 1 in 10, so I have to assume (.1 x2 = .2x.60 x85.5 [17.1 x0.6] = 10.26 / .x2x.35x85.5 [17.1 x0.35] = 5.985 + 10.26 = 16.245 + 27.075 =) 43.32 DPR total.

    Attack with mundane battle axe, raging: +21/+16 dealing 1d8+15 / 19-20, x3 = critical 3d8+45. Against a target AC of 24 Bubba hits 85% on his first swing, 60% on his second swing. Averaged damage per non-critical hit is 19.5 or 58.5 on a critical hit. 16.575 +11.7 = 28.275 +9.945 +7.02 = 51.815 DPR total. If “de-magic’d” against a foe that somehow has a 24 AC, clearly Bubba does not want to Power Attack.

    Adding in a +4 belt of Strength and the OP-standard +3 battle axe adds +5 to-hit and +6 damage, making the power attack a much more viable attack routine, *netting* an increase of +10% to-hit (95% on the first swing, 70% on the second swing) over the non-power attack accuracy. Raging Power Attack average damage increases to 33.5 or 101.5 on a confirmed critical hit. 31.825 +23.45 +19.285 +14.21 = 87.77 DPR total.

    EDIT: My DPR is off by a few fractionals due to gaining an additional point of damage per hit.

    RPG Superstar 2010 Top 32

    Treantmonk wrote:
    For the purpose of this thread switch hitting and standard attacks are not going to make you look good against the competition.

    No, they pretty much just suck. Waving your hands at the math doesn't really make it go away.

    Archery benefits from a devoted approach; you're buying lots of attacks (and the ability to attack at all, in the case of Precise Shot) with feats, then adding lots of +1s to hit and +1s to damage to those many shots. It gets markedly better the more you invest in it.

    On the other hand, 2h fighting is focused on just taking advantage of base damage and OMG multipliers on some bonuses that are easy to get. 2h fighting only requires a small investment, and, indeed, after WF/PA/IC there's not much more to take.

    Now, if you had areliable way to turn on large +hit/+damage bonuses that was somehow limited, but you could reliably apply it to your archery, switch-hitting wouldn't be such a bad idea, because you'd fire a bunch of boosted arrows then switch to the 2h with its respectable base numbers. But favored enemy isn't like that.


    A Man In Black wrote:
    Treantmonk wrote:
    For the purpose of this thread switch hitting and standard attacks are not going to make you look good against the competition.

    No, they pretty much just suck. Waving your hands at the math doesn't really make it go away.

    Except that the math you show in this thread only tells half the story. Don't pretend that Standard attack damage is irrelevant.

    It's very convenient in this thread that assumes that characters are always full attacking, even though that clearly isn't the case in actual gameplay. Then all the bulds can completely ignore the ability to do damage when full attacking isn't an option.

    So lets talk straight Math, from the other side of the equation:

    Jack B. Nimble - WITH flank and sneak attack. Standard: 19.25 DPR
    - Without - not worth even attacking.

    Falchion Fred - against a crit able enemy Standard attack: 33 DPR

    Tempest Ted - Standard attack: 16.5 DPR

    Farshot Fallon - Standard attack: 21.45 DPR

    Clarissa the Cleric - With divine favor - Standard attack: 14.85 DPR

    That's all your builds right?

    The only one that can do equivalent damage to Randy in a standard action attack is Falchion Fred - and that's only if Randy doesn't have a Cleave option and is not fighting a favored enemy. In either of those situations, Randy has a clear mathematical advantage.

    Your thread assumes full attacks, which is perfectly appropriate for comparing full attack damage. However, none of your builds are skirmishers, so naturally when a skirmisher is compared, the numbers aren't as high. (Randy does a bit over 40 DPR in a Full attack routine when not flanking or fighting a favored enemy)

    However, that is this thread only. In actual gameplay, standard action attacks are a reality, unless you have another option. What other option does Jack have if a move is required to enter melee? What about Ted? Druid Dan, Falchion Fred and Randy the Ranger are the only builds that can move a full move and do more than 30 damage on average.

    It has nothing to do with ignoring the math, it's about accepting that this thread isn't an all encompassing snapshot of damage potential.

    As for Archery vs. Melee - clearly Archery has the higher damage potential. This is true of Fighters, Clerics, Bards, Paladins, and Rangers. However, there are tactical disadvantages for your party to lack melee options that this thread also is not meant to deal with.


    Treantmonk wrote:


    [...]

    However, that is this thread only. In actual gameplay, standard action attacks are a reality, unless you have another option. What other option does Jack have if a move is required to enter melee?
    [...]

    Amen to that, in my experience higher level combat mostly means that one side does his best to avoid full attacks. With the nerf of the floating shield enchantment 2-handed melee types don't have that high AC's anymore and slugging it out with full attacks against an big bad melee type monster means you will get clobbered really hard. Ok, a good cleric can keep you alive but It'll cost him a lot of resources. On the other hand the more squishy enemies will do their best to get and stay out of your reach. That makes good movement feats like (Greater) Vital Strike and Deadly Stroke more important than some people might think.

    Ultimately player and group tactics are more important than a few more points of damage per round.

    But, that is not the focus of this thread and that is fine by me. So far I got some good suggestions out of it.


    A Man In Black wrote:
    Archery benefits from a devoted approach; you're buying lots of attacks (and the ability to attack at all, in the case of Precise Shot) with feats, then adding lots of +1s to hit and +1s to damage to those many shots. It gets markedly better the more you invest in it.

    Actually, my understanding from reading the numbers you posted was that there are three feats that give a lot of return (Precise Shot, Deadly Aim and Manyshot -- maybe Improved Precise Shot, too), and lots of feats that give diminishing returns (Point Blank Shot, Improved Critical, Weapon Focus, etc.). Am I misreading your results?

    RPG Superstar 2010 Top 32

    Treantmonk wrote:

    Except that the math you show in this thread only tells half the story. Don't pretend that Standard attack damage is irrelevant.

    It's very convenient in this thread that assumes that characters are always full attacking, even though that clearly isn't the case in actual gameplay. Then all the bulds can completely ignore the ability to do damage when full attacking isn't an option.

    You're right. Most melee characters don't get full attacks all the time in real games. But archers do. In fact, unless he get rushed, a switch-hitting archer is almost always making the decision between making an archery full attack and running in and making one sword swing.

    That's a non-decision, because it's very rare that being in melee and risking your neck is more valuable than dropping the target. Nobody in D&D is actually a skirmisher in the sense that moving and attacking is a better strategy than standing and attacking if the latter is an available choice. The only real choices are between standing and full attacking or attacking and running away.

    Switch hitting insofar as taking the very juiciest plums of another style to use it when forced? That's a good idea.

    Switch hitting insofar as taking all you need to make one situational style awesome when stacked with a limited-used ability? Also a good idea. (e.g. a mostly-melee paladin who gets Mounted Combat and maybe Spirited Charge)

    Actually planning to drop a perfectly safe full-attacking position in order to run into melee when you're not even optimized for it? Bad idea.

    Why on earth would an archer with a perfectly good shooting position want to run into melee? And if he's running out of melee, why doesn't he just run away and shoot?

    hogarth wrote:
    Actually, my understanding from reading the numbers you posted was that there are three feats that give a lot of return (Precise Shot, Deadly Aim and Manyshot -- maybe Improved Precise Shot, too), and lots of feats that give diminishing returns (Point Blank Shot, Improved Critical, Weapon Focus, etc.). Am I misreading your results?

    Improved Critical gives great results no matter what it is that you do. It's just a style-specific feat for whatever style you apply it to, because it's a weapon-specific feat. The weaker feats, like Weapon Focus, get better the more archery feats you take, though, because the archery feats all let you make more attacks and make full attacks more practical.

    If melee and ranged had more synergy, then switch-hitters would be better. But they want two different stats, rangers rely heavily on the damage from their feats since their class-based bonus damage isn't reliable, and there's zero feat overlap.

    The good switch hitters are paladins and clerics, who aren't married to one weapon, who get most of their damage from class abilities that apply to any weapon, and who aren't relying on feats to make them good at fighting. The more feats you have, the more resources you're spending on specialization. It's counterintuitive, but it's true.


    Quote:
    You're right. Most melee characters don't get full attacks all the time in real games. But archers do.

    Not all the time, but certainly more often than melee characters.

    Archers don't need to worry about being a certain range to get full attack like melee characters do. However, occassionally movement is required in combat for other reasons.

    Archers are especially vulnerable to battlefield controls, or the most simple skirmish tactics, especially with a skirmish build. A simple fog cloud, or targets who move into full cover can ruin their day without any save, making movement a necessity.

    This thread isn't meant to take that stuff into account, but it happens, and it doesn't hurt to take it into consideration in the character build.

    And in Pathfinder, standard action archery blows hard. See Farshot Fallon's standard action sucking in my previous post.

    Quote:
    a switch-hitting archer is almost always making the decision between making an archery full attack and running in and making one sword swing.

    You are assuming a single target in a clear battlefield? In that case, yes. However, lots of encounters don't have that sterile an environment. You've never had an archery target simply move behind a corner before? Some of the rest of us have.

    If the opponent moves behind a rock or tree you can move and shoot an arrow, or you can move and swing a sword. In fact, the sword swing, with cleave, is the only standard action attack option that gives the possibility of two attacks depending on the positioning of the enemy.

    However, sometimes even without cover or concealment the sword swing is better than the ranged attack. Also not taken into account in this thread is that swords threaten and bows don't. Also Sword users flank, and bow users don't. Bow users provoke, and sword users don't.

    Archery and Melee have different advantages, and one is not always better than the other.

    Quote:
    Nobody in D&D is actually a skirmisher in the sense that moving and attacking is a better strategy than standing and attacking if the latter is an available choice. The only real choices are between standing and full attacking or attacking and running away.

    Never been attacked by a spring attacker before? Full melee attacks only happen in a mutual agreement between both sides. Skirmishing can provoke, just as firing a bow can, but often an attack/withdraw, attack/withdraw routine can be tactically effective - especially if you have multiple party members employing the same tactic.

    Quote:
    If melee and ranged had more synergy, then switch-hitters would be better. But they want two different stats, rangers rely heavily on the damage from their feats since their class-based bonus damage isn't reliable, and there's zero feat overlap.

    If you intend to concentrate on archery, then indeed, melee should be ignored pretty much entirely.

    However, if you intend to use a melee weapon, taking the bonus archery feats really doesn't hurt since you are probably just as well off with a 2 handed weapon than a TWF style (except in the case of fighting a favored enemy, but in those cases, you are in pretty good shape regardless)


    A Man In Black wrote:


    hogarth wrote:
    Actually, my understanding from reading the numbers you posted was that there are three feats that give a lot of return (Precise Shot, Deadly Aim and Manyshot -- maybe Improved Precise Shot, too), and lots of feats that give diminishing returns (Point Blank Shot, Improved Critical, Weapon Focus, etc.)
    Improved Critical gives great results no matter what it is that you do.

    (Note: I forgot Rapid Shot from the "must have" list above, mea culpa.)

    Define "great results". For "Farshot Fallon":

    • losing Rapid Shot costs ~19 damage
    • losing Precise Shot costs ~18 damage (assuming you're shooting into melee)
    • losing Manyshot costs ~15.5 damage
    • losing Deadly Aim costs ~9 damage
    • losing Improved Critical costs ~4 damage
    • losing Greater Weapon Focus costs ~4 damage

    To me, that looks like diminishing returns. Four damage per round is not really a significant amount when you're fighting creatures with 130 hp.

    RPG Superstar 2010 Top 32

    hogarth wrote:

    Define "great results". For "Farshot Fallon":

    • losing Rapid Shot costs ~19 damage
    • losing Precise Shot costs ~18 damage (assuming you're shooting into melee)
    • losing Manyshot costs ~15.5 damage
    • losing Deadly Aim costs ~9 damage
    • losing Improved Critical costs ~4 damage
    • losing Greater Weapon Focus costs ~4 damage

    To me, that looks like diminishing returns. Four damage per round is not really a significant amount when you're fighting creatures with 130 hp.

    I'm not sure about your math. Losing Rapid Shot is much less than ~19 DPR, because you lose an attack and gain +2 to hit, putting it at about ~10 DPR. Imp Crit is about ~6 DPR. 6 DPR on top of 60 DPR is a lot.

    But there are always soft feats; GWF and Critical Focus are almost always the weakest feat you've got. But what are you going to take instead to make switch-hitting work? Power Attack is only good if you've got decent to-hit. So now you've got to switch your stats around. Suddenly you're dropping +2 or +3 to hit for better melee, and losing ~9-13 DPR there, then losing ~10 DPR from dropping two feats, and you need a better melee weapon so your defenses or offense is worse...

    It's nickels and dimes but it adds up.

    RPG Superstar 2010 Top 32

    Treantmonk wrote:

    Never been attacked by a spring attacker before? Full melee attacks only happen in a mutual agreement between both sides. Skirmishing can provoke, just as firing a bow can, but often an attack/withdraw, attack/withdraw routine can be tactically effective - especially if you have multiple party members employing the same tactic.

    No, I understand hitting and running away is a good strategy. But running away and shooting is also a good strategy, because it forces the enemy to stay on you or face eating a full attack. If you're forcing a running battle, archers win those fights more quickly, more safely, and more decisively even though they do less damage when forced to move. And when enemies run around corners? They're running away. That's generally considered winning a fight.

    Anyway. Back on topic, I'm fiddling with a dex version of Pete. Coincidentally, he seems like he won't be a half-bad archer.

    -edit- Okay, he's the same guy with +1 to hit and -3 damage. That's just always worse at melee. If you really want to make him, switch the belt to dex from str, straighten out dex to 22, str to 14, con to 14, and drop Toughness for Weapon Finesse. He's really bad at doing damage when not smiting. I'm gonna work on a 2h paladin instead.


    A Man In Black wrote:
    And when enemies run around corners? They're running away.

    Depends on the battlefield. Assuming the archer is behind meleers, often an enemy can move behind a corner and continue to cast at or target those in front. The meleers are then forced to pursue or retreat. When things like Rage, short duration buffing or Smite evil are in play, pursue becomes the obvious option to get the value from the consumable.

    Then the archer moves or becomes irrelevant.

    RPG Superstar 2010 Top 32

    Treantmonk wrote:
    Then the archer moves or becomes irrelevant.

    Into melee? Or into a new firing position?

    Anyway. Someone do an inquisitor so I don't have to. Three conditional +damage abilities? AAAAAAAAAARGH.


    A Man In Black wrote:
    Treantmonk wrote:
    Then the archer moves or becomes irrelevant.

    Into melee? Or into a new firing position?

    For the example I was thinking new firing position (I was thinking of examples that mean standard attack for the archer - which in Pathfinder sucks for archers [in 3.5 you at least had swift hunter manyshot archers who were decent at move-fire options])

    I suppose I could think of some instances that would be melee or nothing - Obscuring mist for example, which is a first level spell with no save or SR.


    Throwing a Barbarian into the mix.

    Barbara Barbarian:
    Barbara Barbarian
    10th level Half Orc Barbarian

    Ability Scores:
    STR: 22 (+6) (15 base, +2 racial, +1 level, +4 Belt), 26 (+8) when raging
    DEX: 14 (+2)
    CON: 14 (+2) (13 base, +1 level), 18 (+4) when raging
    INT: 10 (0)
    WIS: 12 (+1)
    CHA: 8 (-1)

    Hit dice: 10d12 +30 (99hp) (+20hp when raging)

    Saving Throws:
    Fort +10, Reflex +6, Will +5
    (When raging, +2 to Fort saves, +2 to Will saves, +3 to all saves vs. spells and spell-like abilities, reroll failed Will saves once)

    Armor Class:
    Normal: 24 (10 base, +10 armor, +2 DEX, +1 Ring, +1 Amulet)
    Raging: 22, or 24 when activating Guarded Stance

    Feats:
    Weapon Focus (Greatsword), Intimidating Prowess, Dazzling Display, Power Attack, Skill Focus (Intimidate)

    Rage (25 rounds/day) – Rage Powers: Intimidating Glare, Superstition (+3), Guarded Stance (+2 to AC), Clear Mind, Terrifying Howl (Will save DC 22)
    (Improved Uncanny Dodge, DR 2/-, etc. blah blah)

    Skills:
    Intimidate: +29 (10 ranks, +2 racial, +3 class skill, -1 CHA, +6 STR, +6 Skill Focus, +3 magic)
    -- +31 when raging due to increased STR
    30 points to spend

    Attacks:
    +3 Greatsword: (crit 19-20 x2)
    -- Normal +20/+15, 2d6+11 dmg
    -- Normal Power Attack +17/+12, 2d6+21 dmg
    -- Raging +22/+17, 2d6+15 dmg
    -- Raging Power Attack +19/+14, 2d6+24 dmg

    Gear (62,000gp)
    +3 Greatsword (18,050)
    +4 Chain Mail (16,150)
    +4 Belt of Giant Strength (16,000)
    Circlet of Persuasion (4500)
    Ring of Protection +1 (2000)
    Amulet of Natural Armor +1 (2000)
    Handy Haversack (2000)
    Cloak of Resistance +1 (1000)

    300gp remaining

    If I'm doing the math correctly, she has an average DPR of 50.22 for a full attack when raging and using Power Attack. This would go up by 3.63 DPR if she took the Animal Fury rage power for the bite attack. Powerful Blow would let Barbara add +3 to one damage roll, and Surprise Accuracy would let her add +3 to one to-hit roll, but since she could only do either ability once per rage, I didn't bother taking them.

    Is my math correct?


    Dessic wrote:
    If I'm doing the math correctly, she has an average DPR of 50.22 for a full attack when raging and using Power Attack.

    Ouch. I knew the Barbarian wasn't going to look great, but that's still lower than I expected.

    Wonder how much Improved Crit might help? I'll look at the numbers. Is the skill focus really necessary? He's pretty good at intimidation anyways...

    P.S.: I just added Improved Crit (to raging/power attacking) and came up with 50.22 exactly. Looks like you used a .20 crit modifier for your crit calculations. Without improved crit you should use .10.

    The correct DPR I believe for your build is 46.04. Wow. That's definitely less than I was expecting. More than 20 less than Falchion Fred.

    Hmmm...speaking of Falchion...nope, 51.77 with improved crit, no big diff.

    I knew the barbarian would be behind the fighter, but that's a bigger difference than I was expecting. I was thinking maybe 60 DPR.

    Is there anything we can do to pick up the damage a bit more?


    Treantmonk wrote:
    Dessic wrote:
    If I'm doing the math correctly, she has an average DPR of 50.22 for a full attack when raging and using Power Attack.

    Ouch. I knew the Barbarian wasn't going to look great, but that's still lower than I expected.

    Wonder how much Improved Crit might help? I'll look at the numbers. Is the skill focus really necessary? He's pretty good at intimidation anyways...

    P.S.: I just added Improved Crit (to raging/power attacking) and came up with 50.22 exactly. Looks like you used a .20 crit modifier for your crit calculations. Without improved crit you should use .10.

    The correct DPR I believe for your build is 46.04. Wow. That's definitely less than I was expecting. More than 20 less than Falchion Fred.

    Hmmm...speaking of Falchion...nope, 51.77 with improved crit, no big diff.

    I knew the barbarian would be behind the fighter, but that's a bigger difference than I was expecting. I was thinking maybe 60 DPR.

    Is there anything we can do to pick up the damage a bit more?

    No, I'm using .1 as my crit multiplier... Not sure where we're diverging. Maybe average damage, but even adjusting that I'm not coming up with the same numbers as you are.

    Man in Black wrote:

    The damage formula is h(d+s)+tchd.

    h = Chance to hit, expressed as a percentage
    d = Damage per hit. Average damage is assumed.
    s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
    t = Chance to roll a critical threat, expressed as a percentage.
    c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

    With a target AC of 24, someone with a +19 to-hit will miss only on a 1-4 out of 20, giving an 80% chance to hit (.8). A +14 to-hit means a miss on a 1-9 out of 20, which drops your chance to hit down to 55% (.55).

    Damage is 2d6+24. I was calculating average damage to be 31 (7+24), but even running through it with a 30.5 or 30 average damage the numbers weren't matching yours. I was doubling all damage on criticals, which only happened on a 19 or 20 (a 10% chance, or .1 multiplier).

    With an average damage of 31, my calculations looked like this:

    h(d+s)+ tchd + h(d+s)+tchd = DPR
    .8(31) + (.1)(1)(.8)(62) + .55(31) + (.1)(1)(.55)(62) = DPR
    24.8 + 4.96 + 17.05 + 3.41 = 50.22

    (Edit: I think I got it. Don't double the damage automatically... 46.485 is what I get now.)


    Treantmonk wrote:
    Dessic wrote:
    If I'm doing the math correctly, she has an average DPR of 50.22 for a full attack when raging and using Power Attack.

    Ouch. I knew the Barbarian wasn't going to look great, but that's still lower than I expected.

    He invested 3 out of 5 feats on things that don't improve his damage per round (at least in this test). Not to mention short-changing himself by one feat for not being a human (or half-elf, for that matter, since he ended up taking Skill Focus).

    Redoing the barbarian as a (cheesy) two-weapon fighter (with two-handed weapon + armor spikes) might be a bit better.


    Treantmonk wrote:
    Dessic wrote:
    If I'm doing the math correctly, she has an average DPR of 50.22 for a full attack when raging and using Power Attack.

    Ouch. I knew the Barbarian wasn't going to look great, but that's still lower than I expected.

    Wonder how much Improved Crit might help? I'll look at the numbers. Is the skill focus really necessary? He's pretty good at intimidation anyways...

    P.S.: I just added Improved Crit (to raging/power attacking) and came up with 50.22 exactly. Looks like you used a .20 crit modifier for your crit calculations. Without improved crit you should use .10.

    The correct DPR I believe for your build is 46.04. Wow. That's definitely less than I was expecting. More than 20 less than Falchion Fred.

    Hmmm...speaking of Falchion...nope, 51.77 with improved crit, no big diff.

    I knew the barbarian would be behind the fighter, but that's a bigger difference than I was expecting. I was thinking maybe 60 DPR.

    Is there anything we can do to pick up the damage a bit more?

    i already posted a barb earlier in the thread, and had basically the same numbers.


    hogarth wrote:
    He invested 3 out of 5 feats on things that don't improve his damage per round (at least in this test). Not to mention short-changing himself by one feat for not being a human (or half-elf, for that matter, since he ended up taking Skill Focus).

    True, but there aren't many other feat options to improve damage at 10th level. A half elf could get nearly the same Intimidate check (only losing the +2 racial bonus) plus take Improved Critical at 9th level, but as we've seen wouldn't be a huge boost.

    Now, 11th level would be significant since the rage boost to STR and CON go up to +6, and the Barb could also take Critical Focus, which will mean an even greater likelihood of critting.


    Treantmonk wrote:
    Dessic wrote:
    If I'm doing the math correctly, she has an average DPR of 50.22 for a full attack when raging and using Power Attack.

    Ouch. I knew the Barbarian wasn't going to look great, but that's still lower than I expected.

    Yes. They do suck. If there is one class that should be focused on bashing out damage it is the Barbarian, but they don't. The fighter is more versatile in battle and they do more damage. And a ranging Barbarian vs a smiting Paladin is just sad and now I have the proof to prove it.

    At level 11 they get a little better? At level 12/13 fighters get a lot better. And both the fighter and the paladin has a great ac.


    Dessic wrote:
    hogarth wrote:
    He invested 3 out of 5 feats on things that don't improve his damage per round (at least in this test). Not to mention short-changing himself by one feat for not being a human (or half-elf, for that matter, since he ended up taking Skill Focus).
    True, but there aren't many other feat options to improve damage at 10th level.

    Improved Critical, Two-Weapon Fighting (greatsword + armor spikes), Double Slice. There's three. Of course you end up with a completely one-dimensional character, but that's not a bad thing for this exercise.


    Dessic wrote:


    h(d+s)+ tchd + h(d+s)+tchd = DPR
    .8(31) + (.1)(1)(.8)(62) + .55(31) + (.1)(1)(.55)(62) = DPR
    24.8 + 4.96 + 17.05 + 3.41 = 50.22

    (Edit: I think I got it. Don't double the damage automatically... 46.485 is what I get now.)

    Yes, the crit "bonus" damage is only 31 because you already did 31 with the original hit. The correct formula becomes:

    .8(31) + (.1)(1)(.8)(31) + .55(31) + (.1)(1)(.55)(31) = DPR

    That's why we came up with the same number when I added Improved Critical.


    Roger, Human Ranger 10

    Spoiler:

    Ability Scores:

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

    HP: 79 HP (10d10+20)

    Saving Throws
    Fort: +10 Ref: +11 Will: +8

    AC: 23 - Touch 13, Flatfooted 22 (+10 +1 full plate, +1 dex, +1 Amulet of Natural Armor, +1 Ring of Protection)

    Attacks: Kukri +17/+17/+12/+12, d4+8 dmg (15-20/x2)

    Class Abilities:
    Two Weapon Fighting
    Improved Two Weapon Fighting
    Two Weapon Rend
    +some other class abilities

    BAB: +10 CMB: +16 CMD: 28

    Feats:
    Power Attack
    Weapon Focus (kukri)
    Double Slice
    Improved Critical (kukri)
    Heavy Armour Proficiency
    Iron Will

    Skills:
    Some stuff

    Gear:
    Two +2 kukris
    Belt of +4 str
    +1 Mithral full plate
    Cloak of Resistance +2
    Handy Haversack
    Amulet of Natural Armor +1
    Ring of Protection +1

    Ok, so here we are. Christmas, colds and over-indulgence have done their best to stop me posting this but I finally got there...

    My manual calculations seemed to be about right although I was forgetting the extra DPR from improved critical.

    Normal DPR is 41.5 rising to a pretty impressive 92 against 1st favoured enemy (72.8 versus 2nd and 55.88 versus 3rd).

    41.5 DPR gives +1 to hit: +2.73 DPR, +1 to damage: 2.99 DPR
    92 DPR gives +1 to hit: +5.46 DPR, +1 to damage: 3.77 DPR

    Power Attack is switched off for favoured enemy higher than 3rd as it supplies higher DPR.

    I've probably forgotten a couple of details here and there but the DPR should be correct.

    Hap


    The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.


    Zark wrote:
    The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.

    mithral full plate is medium.

    Hap Hazard wrote:


    ...snip...

    Power Attack is switched off for favoured enemy higher than 3rd as it supplies higher DPR.

    I've probably forgotten a couple of details here and there but the DPR should be correct.

    Hap

    are you sure you don't have that backwards? power attack should give more benefit to first favored enemy and less to third.

    also, shouldn't there only be two levels of favored enemy? if you have one +6, you should have two +2's.


    Quote:

    Elven Curve Blade Elcurblian

    (aka Falchion Fred updated for more money)
    Spoiler:

    Str 24 (base 15, +2 racial, +1 level, +6 items)
    Dex 14 (base 13, +1 level)
    Con 14

    HP 85 (10d10+30)

    AC 23 (+1 full plate, +2 dex, +1 dodge)

    weapon training heavy blades +2
    weapon training something-else +1

    Feats:
    1 power attack
    1 exotic weapon elven curve
    1 weapon focus elven curve
    2 dodge
    3 stuff
    4 weapon spec elven curve
    5 stuff
    6 stuff
    7 stuff
    8 improved crit elven curve
    9 greater weapon focus elven curve
    10 critical focus

    Equipment:
    62000 g starting wealth
    belt of str 4 16000
    handy haver 2000
    full plate +1 2650
    +4 elven curve 32380
    +2 str ioun 8000

    =970 g left for misc

    Attack: +25/+20 1d10+18 (15-20/x2)

    Power Attack: +22/+17 1d10+27 (15-20/x2)

    Power attack is an increase so he uses it.

    DPR: 71.66
    +1 attack: 2.11
    +1 dmg: 2.21
    Extra Attack: +40.14

    Critical Focus is only worth 1.95 so probably better off with another feat.

    Edit: Though personally I'd rather have a +3 weapon and buy Boots of Speed and Amulet of Natural Armor +1 (for the same price). This would give you DPR 65.84 most of the time and DPR 108.36 for 10 rounds out of the day (as well as +1 AC all the time and another +1 AC for those 10 rounds), but this violates the thread no-consumables rule.


    Hap Hazard wrote:

    Roger, Human Ranger 10

    I had mentioned this before. Buff yourself with Barkskin for Natural Armor bonus of +3. No reason to let the fighters out AC you.


    note, the new rules for mithril plate is it counts as medium but needs the heavy proficiency feat to wear


    CaspianM wrote:
    note, the new rules for mithril plate is it counts as medium but needs the heavy proficiency feat to wear

    The Ranger has taken heavy armor prof as one of his feats - so that shouldn't be an issue with the previous build.

    Good point though.

    RPG Superstar 2010 Top 32

    Zeroth, that's a fighter with a +6 will save, c'mon. Also, your gear is illegal.

    zerothbase wrote:


    belt of str 4 16000
    +2 str ioun 8000

    Those don't stack.


    A Man In Black wrote:

    Zeroth, that's a fighter with a +6 will save, c'mon. Also, your gear is illegal.

    zerothbase wrote:


    belt of str 4 16000
    +2 str ioun 8000
    Those don't stack.

    Apparently, you didn't notice the "stuff" blanks for feats? There is a lot of room for Iron Will or whatever you like to take it back up to the same (+8 will w/ a re-roll) as Falchion Fred. I was being lazy in not fully fleshing out an entire character. This is the DPR olympics, not build an entire character for people to copy. I put in all the relevant items for DPR - anyone can copy the rest from Falchion Fred as they like.

    My apologies about the stacking. I knew about certain buffs (like size increases) not stacking but I didn't realize it applied to all items as well. After reading pg 13 of the PFPHB I can see how it is generalized. Though that implies a lot of things don't stack that I previously thought did stack - such as why would 2 things that give +1 to attack stack then?

    So pretty much Elcurblian is stuck at 65.84 unless someone can find a cheaper way to get another +1/+1 out of the gold after giving back the Ioun stone.


    zerothbase wrote:


    So pretty much Elcurblian is stuck at 65.84 unless someone can find a cheaper way to get another +1/+1 out of the gold after giving back the Ioun stone.

    Nope, but how about multiclassing into Barbarian? A Fighter 9/Barbarian 1 would loose one fighter bonus feat at level 10 but gets a +2/+2 when raging. DPR would go up to aproximately 78.5. For a fully fleshed out build swap out your pale blue ion stone(+2 Str) to a pink ion stone(+2 Con) and take Extra Rage at least once. Due to the lower AC while raging taking Toughness and possibly Endurance/Die Hard might be a good idea too.

    Edit: I just realized that this thread was about what each class is capable off dishing out. So multiclassing isn't really in the spirit of the thread.


    zerothbase wrote:
    A Man In Black wrote:

    Zeroth, that's a fighter with a +6 will save, c'mon. Also, your gear is illegal.

    zerothbase wrote:


    belt of str 4 16000
    +2 str ioun 8000
    Those don't stack.

    Apparently, you didn't notice the "stuff" blanks for feats? There is a lot of room for Iron Will or whatever you like to take it back up to the same (+8 will w/ a re-roll) as Falchion Fred. I was being lazy in not fully fleshing out an entire character. This is the DPR olympics, not build an entire character for people to copy. I put in all the relevant items for DPR - anyone can copy the rest from Falchion Fred as they like.

    My apologies about the stacking. I knew about certain buffs (like size increases) not stacking but I didn't realize it applied to all items as well. After reading pg 13 of the PFPHB I can see how it is generalized. Though that implies a lot of things don't stack that I previously thought did stack - such as why would 2 things that give +1 to attack stack then?

    So pretty much Elcurblian is stuck at 65.84 unless someone can find a cheaper way to get another +1/+1 out of the gold after giving back the Ioun stone.

    They don't stack because they both give enhancement bonuses, and same type bonuses don't stack.


    Yes, when I was using a Belt and Ioun stone earlier, they were giving bonuses to different stats. Enhancement bonuses don't stack with other enhancement bonuses.


    A Man In Black wrote:
    Zeroth, that's a fighter with a +6 will save, c'mon

    Realized after I posted what you meant - the lack of a Cloak of Resistance +2.

    So you've obviously got some minimums in mind that you've arbitrarily setup and not shared with anyone. Can you please explain your math as to why a +8 is just fine, but a +6 deserves a "c'mon"?

    Is this the "DPR Olympics" or "Post an optimized character that can only be approved if it meets all the hidden guidelines that AMIB internally demands"?

    You've got guidelines like:

    A Man In Black wrote:
    Magic items will be prioritized for doing damage without adversely affecting survivability.

    Which really mean nothing because there is a shifting scale between offense and defense.

    One person may think a +6 (with 1 reroll) is okay for a level 10 fighter, whereas another may demand the following for AC to be "survivable":

    • Full-plate+1
    • Tower Shield+1
    • Ring of Protection
    • Amulet of Natural Armor
    • Cloak of Resistance
    • Shield Focus Feat
    • Greater Shield Focus Feat
    • Combat Expertise Feat
    • And always fighting defensively


    AMIB, I'm curious.....how did you come onto that formula?


    zerothbase wrote:
    A Man In Black wrote:
    Zeroth, that's a fighter with a +6 will save, c'mon

    Realized after I posted what you meant - the lack of a Cloak of Resistance +2.

    So you've obviously got some minimums in mind that you've arbitrarily setup and not shared with anyone. Can you please explain your math as to why a +8 is just fine, but a +6 deserves a "c'mon"?

    Is this the "DPR Olympics" or "Post an optimized character that can only be approved if it meets all the hidden guidelines that AMIB internally demands"?

    well, i'm not amib, but i think if you look at it like this:

    spellcaster with a 16 primary casting stat
    5th level spell
    save DC = 18

    now, reasonably, would you really expect a character to not invest anything in an item to up their will save if it was only +6? +8 isn't super either, but it's better. i'd say 18 is a fairly conservative save DC at that level, and a +6 fighter is failing 55% of the time. not sure that one reroll looks that hot under those circumstances.

    i don't think these builds are meant for people to copy necessarily, but it is meant to give a reasonable baseline for a character that you might actually expect to see in play. we could get higher DPR going balls out offense, but that's not really the point of this exercise.

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