Archer DPR comparison help


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Scarab Sages

BigDTBone wrote:
Artanthos wrote:
wraithstrike wrote:

PS: I am also guessing. I have not run any numbers. :)

I've not run any numbers recently.

I remember Sohei pulled ahead of zen archer at some point, but I don't remember when or by how much.

I don't think either monk build beats a straight fighter at level 20.

It is hard to do at 20th level because the fighter is getting 19-20x4 auto-confirm crits with the longbow.

It's not that big of a difference, as any archer at 20 is going to be wearing bracers of the falcon for 19-20/x3 crits anyway. Auto-confirm is nice, but there are feats that give huge bonuses to that.


Maybe 15 levels of monk and 5 if fighter would lead to more damage from the full 3 attacks from flurry.


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Imbicatus wrote:
Rapid Shot and Manyshot give you two more attacks per round at the cost of an extra -4 to hit.

Manyshot doesn't take an extra penalty. You just have the -2 for Rapid Shot.

Manyshot is a free extra attack if the first attack hits. The nice thing about the Zen Archer/Fighter combo is that you can use Perfect Shot with the first attack each round, increasing the chances that your Manyshot arrow hits.


Gwen Smith wrote:
Imbicatus wrote:
Rapid Shot and Manyshot give you two more attacks per round at the cost of an extra -4 to hit.

Manyshot doesn't take an extra penalty. You just have the -2 for Rapid Shot.

Manyshot is a free extra attack if the first attack hits. The nice thing about the Zen Archer/Fighter combo is that you can use Perfect Shot with the first attack each round, increasing the chances that your Manyshot arrow hits.

I don't think you can Manyshot and Flurry with a Zen Archer, but this is nice if making a single attack.


dariusu wrote:
Gwen Smith wrote:
Imbicatus wrote:
Rapid Shot and Manyshot give you two more attacks per round at the cost of an extra -4 to hit.

Manyshot doesn't take an extra penalty. You just have the -2 for Rapid Shot.

Manyshot is a free extra attack if the first attack hits. The nice thing about the Zen Archer/Fighter combo is that you can use Perfect Shot with the first attack each round, increasing the chances that your Manyshot arrow hits.

I don't think you can Manyshot and Flurry with a Zen Archer, but this is nice if making a single attack.

Perfect Shot isn't connected to flurry. It's the Zen Archer variant of Perfect Strike, usable with a bow. You get to roll your attack roll twice and take the better.

You can't combine flurry with either Rapid Shot or Manyshot, but if you have Rapid Shot and Manyshot as normal feats, you can use Rapid Shot and Manyshot on a full attack action instead of flurry. (Technically, you can use Manyshot on a full attack action without Rapid Shot, too.)

So if you use Manyshot on a full attack action, you can use Perfect Shot on the first attack in the round, to increase the chances that your extra arrow hits.

Lantern Lodge

If you factor in mythic levels, and mythic feats, things may be a little different.

Mythic rapid shot and manyshot gives the fighter/ranger archer more arrows into the air (with no resource spending needed, aka ki).

Scarab Sages

Gwen Smith wrote:
You can't combine flurry with either Rapid Shot or Manyshot,

You cannot combite flurry with either rapid shot or manyshot when using the zen archer archetype.

Sohie does not have this limitation.


I did look at the Sohei and it honestly just looks like an oversight. At this point I'm debating Zen Archer or Zen Archer/Weapon Master multiclass.


I've got a crazy and revolutionary idea: rather than worrying about how much damage your character can do, think about the type of character that you want to play, and then pick the class that best fits it. Its just crazy enough that it might work.

Scarab Sages

Rowe wrote:
I did look at the Sohei and it honestly just looks like an oversight. At this point I'm debating Zen Archer or Zen Archer/Weapon Master multiclass.

You will loose two points of BAB multiclassing and will no longer be using Flurry of Blows.


How? I was thinking Zen Archer 15/Weapon Master 5. Still full BAB on a flurry, isn't it?

RPG Superstar Season 9 Top 16

Here's an older thread about the same topic


I've read through that one as well, I was just unsure of how it may have changed over two years.


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Artanthos wrote:
Gwen Smith wrote:
You can't combine flurry with either Rapid Shot or Manyshot,

You cannot combite flurry with either rapid shot or manyshot when using the zen archer archetype.

Sohie does not have this limitation.

I would run this past your GM before making a build of it. Since flurry specifically says you can't combine it with two-weapon fighting to get an extra attack and since the Zen Archer archetype (the one that specifically defines flurry with bows) says that you can't combine flurry with Rapid Shot or Manyshot to get an extra attack, I wouldn't allow it: it seems to go against intent, to me.

That being said, with the Sohei, you still have to qualify for the feats that aren't on your bonus feat list. That means that

  • You can't get Manyshot until level 8 (BAB 6)
  • You can't get Improved Precise Shot until level 15 (BAB 11)
  • You can't get Weapon Specialization or Point Blank Master at all (requires 4th level fighter, but the Sohei doesn't get to count his monk levels as fighter levels to qualify for feats)

I have two basic "rules" for my ranged fighters:
1) Get Point Blank Master as soon as possible.
Despite all the talk about "standing back out of combat" or "raining death on your enemies from 100 feet away", I've only seen this happen a few times, and there was usually a wall or a ship involved. If there's nothing between you and the bad guys, you have one, maybe two rounds before they close on you and you're in the middle of melee.
In a DPR calculation, you should probably eliminate the bonus from Point Blank Shot until you have Point Blank Master: if you're planning to just "stay out of melee", you need to be more than 30 feet away.

2) Get Improved Precise Shot as soon as possible.
Cover sucks. Cover is everywhere. On a strict reading, any creature between you and your target is -4 to hit (soft cover). A nice GM might give it to you as partial cover, which is only -2, but that's usually only when you're targeting a large creature.
You know you need Precise Shot from 1st level because you're always going to be shooting into melee. If you're shooting into melee, there's a 75-85% chance you're shooting past another creature.

Any advice I give on ranged characters is based on these two rules. If you don't see these as an issue, then the only advice I can give you is don't ever trade out weapon training: it's the fighter's biggest advantage in damage over any other class.

Scarab Sages

I agree, the sohei is much slower to about coming online. It's not until the late teens that the sohei becomes competitive.

The only reason sohei is competitive vs fighter is number of attacks. The fighter will always deal more damage per arrow, though not by as wide a margin as with the zen archer.


Artanthos wrote:
Rowe wrote:
I did look at the Sohei and it honestly just looks like an oversight. At this point I'm debating Zen Archer or Zen Archer/Weapon Master multiclass.
You will loose two points of BAB multiclassing and will no longer be using Flurry of Blows.

Monk Flurry BAB and any other BAB stack so you are still at full BAB when making a Flurry. It's true that your Flurry doesn't advance anymore though and I don't see much of an oversight with Sohei. They have been ruled on before with concern to wearing light armor during Flurry and their ability to Flurry with bows and Rapid Shot wasn't ruled on.

Scarab Sages

dariusu wrote:
Artanthos wrote:
Rowe wrote:
I did look at the Sohei and it honestly just looks like an oversight. At this point I'm debating Zen Archer or Zen Archer/Weapon Master multiclass.
You will loose two points of BAB multiclassing and will no longer be using Flurry of Blows.
Monk Flurry BAB and any other BAB stack so you are still at full BAB when making a Flurry. It's true that your Flurry doesn't advance anymore though and I don't see much of an oversight with Sohei. They have been ruled on before with concern to wearing light armor during Flurry and their ability to Flurry with bows and Rapid Shot wasn't ruled on.

With only 6 levels of monk, your flurry puts three arrows in the air.

18 BAB + rapid shot + many shot = 6 arrows.


Artanthos wrote:
dariusu wrote:
Artanthos wrote:
Rowe wrote:
I did look at the Sohei and it honestly just looks like an oversight. At this point I'm debating Zen Archer or Zen Archer/Weapon Master multiclass.
You will loose two points of BAB multiclassing and will no longer be using Flurry of Blows.
Monk Flurry BAB and any other BAB stack so you are still at full BAB when making a Flurry. It's true that your Flurry doesn't advance anymore though and I don't see much of an oversight with Sohei. They have been ruled on before with concern to wearing light armor during Flurry and their ability to Flurry with bows and Rapid Shot wasn't ruled on.
You're going to drop down to three arrows per round instead of 7?

I don't understand what you mean by that. Rowe's example was Zen Archer 15/Weapon Master 5 which would be +18/+18/+13/+13/+8/+8/+3 on a Flurry I believe.


Sohei 15/Weapon Master (or even regular Fighter) 5 on the other hand with Rapid Shot while Flurrying could be +16(+Manyshot)/+16/+16/+11/+11/+6/+6/+1, before bonuses of course. 9 arrows? If the DM ruled that Rapidshot/Manyshot worked with Flurry, that is. This character would also have access to weapon specialization which would allow point blank master and have weapon training 3. Also, with QiGong Monk taken for the right spell-like ability you can have an arcane caster level that can give +4 damage with Arcane Strike.

Scarab Sages

dariusu wrote:
Also, with QiGong Monk taken for the right spell-like ability you can have an arcane caster level that can give +4 damage with Arcane Strike.

I currently have a Sohei/Qinggong monk with Arcane Strike.

She's not an archer....

It is a choice between spending ki for an extra attack or using Arcane Strike.


Artanthos wrote:
dariusu wrote:
Also, with QiGong Monk taken for the right spell-like ability you can have an arcane caster level that can give +4 damage with Arcane Strike.

I currently have a Sohei/Qinggong monk with Arcane Strike.

She's not an archer....

It is a choice between spending ki for an extra attack or using Arcane Strike.

Very true, but you don't run out of Arcane Strikes.


At low levels Arcane Strike could be an excellent boost. Later on with Ki Leech it may be less useful. Still definitely something to consider that I hadn't thought of.

Dark Archive

Anti Power gaming Crusader! wrote:
I smell corruption in this thread...are we theory crafting or is someone looking for advice on being a filthy oily power gaming break monster?

So we meet again at last for the first time


On the Rapid Shot/Flurry issue... There is nothing preventing a normal Monk from flurrying with shurikens and using Rapid Shot on top of that. In general, you can use Rapid Shot and Two-weapon Fighting with ranged weapons in a few cases, such as an Alchemist with Fast Bombs discovery or light crossbows (if you have the right feats and number of arms). A Ninja could throw like 5 shurikens by 3rd level if he/she has Rapid Shot, Two-Weapon Fighting and takes the Flurry of Stars trick, or takes a level of Monk in place of getting Two-Weapon Fighting.

My point is that Rapid Shot is not usually incompatible with Flurry probably because Two-Weapon Fighting works with Rapid Shot. Flurry is like Two-Weapon Fighting in design but obviously changed with how that works and archtypes like Sohei and Zen Archer make changes to or replaces the Flurry feature. Zen Archer points out that Rapid Shot/Manyshot doesn't work with Flurry as an exception.


Artanthos wrote:

I agree, the sohei is much slower to about coming online. It's not until the late teens that the sohei becomes competitive.

The only reason sohei is competitive vs fighter is number of attacks. The fighter will always deal more damage per arrow, though not by as wide a margin as with the zen archer.

I was curious, so I did a quick and dirty draft of a Sohei 8/Fighter 5.

Im kind of impressed. Being able to put 7 or 8 arrows in the Air in one round is impressive. I got something like +25(x2,manyshot)/+25/+25/+25/+20/+20/+15 for 1d8+22 if he spends a Ki point.

EDIT: He definitely starts out slow, and can't get Improved Precise Shot until level 13. I think at 13 he would be very competitive.


Why does noone throw in Samurai?

Fighter4 (weapon master), rest samurai will provide a lot of damage, enough feats, some cool abilities and a mount (yeaaaay!)


Here is an example fighter:

Weapon Master Archer:

Weapon Mater Longbow Guy
Male Human Fighter (Weapon Master) 20
LG Medium humanoid (human)
Init +21; Senses Perception +31
--------------------
Defense
--------------------
AC 41, touch 27, flat-footed 32 (+9 armor, +8 Dex, +5 natural, +5 deflection, +1 dodge, +1 insight)
hp 242 (20d10+118)
Fort +25, Ref +29, Will +20; +4 vs. effects that cause you to lose your grip on weapons, +5 bonus vs. effects targetting a Longbow held by you
--------------------
Offense
--------------------
Speed 60 ft.
Melee +1 light pick +32/+32/+27/+22/+17 (1d4+9/×4)
Ranged +5 adaptive corrosive burst holy composite longbow +43/+43/+43/+38/+33/+28 (1d8+37/19-20/×4+3d10 acid+2d6 vs. Evil+1d6 acid)
Special Attacks critical specialist, deadly critical, reliable strike, unstoppable strike, weapon training
--------------------
Statistics
--------------------
Str 26, Dex 36, Con 18, Int 10, Wis 16, Cha 7
Base Atk +20; CMB +35; CMD 61 (70 vs. disarm, 70 vs. sunder)
Feats Blind-Fight, Clustered Shots, Combat Reflexes, Critical Focus, Deadly Aim, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Hammer the Gap, Improved Critical (longbow), Improved Initiative, Improved Precise Shot, Iron Will, Manyshot, Point Blank Master, Point-Blank Shot, Precise Shot, Rapid Shot, Staggering Critical, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, reactionary
Skills Acrobatics +19 (+31 jump), Appraise +4, Bluff +2, Climb +15, Diplomacy +6, Disguise +2, Escape Artist +16, Fly +19, Heal +7, Intimidate +2, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Perception +31, Ride +16, Sense Motive +9, Stealth +16, Survival +7 (+9 to avoid becoming lost, +9 to avoid becoming lost, +9 to avoid becoming lost, +9 to avoid becoming lost, +9 to avoid becoming lost), Swim +15
Languages Common
SQ weapon guard, weapon mastery
Combat Gear jingasa of the fortunate soldier; Other Gear celestial armor, +1 light pick, +5 adaptive corrosive burst holy composite longbow, amulet of natural armor +5, belt of physical perfection +6, boots of speed, cloak of resistance +5, gloves of dueling, handy haversack, headband of inspired wisdom +6, ioun stone (clear spindle), ioun stone (dark blue rhomboid), ioun stone (dusty rose prism), ioun stone (dusty rose prism, cracked), ioun stone (pale green prism), ioun stone (pale green prism, flawed), manual of gainful exercise +4, manual of quickness of action +5, ring of protection +5, swallowtail bracers, wayfinder, wayfinder, wayfinder, wayfinder, wayfinder, 2,700 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Boots of speed (10 rounds/day) Affected by haste
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (14 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Specialist: Longbow (Ex) Increase the save DC of any critical hit effects by +4 for your chosen weapon.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Critical: Longbow (3/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Fate's Favored Increase luck bonuses by 1.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (pale green prism) (2/day) This stone grants the bearer a +1 competence bonus on attack rolls, saves, skill checks, and ability checks.

A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform.

These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.

Resonant Power:
Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued).

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 15,000 gp
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reliable Strike: Longbow (4/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Staggering Critical (DC 30) Critical hit staggers target
Unstoppable Strike: Longbow (Ex) Standard action: a single attack with your chosen weapon is a touch attack that ignored DR or hardness.

Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Weapon Guard +5: Longbow (Ex) +5 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Mastery (Longbow) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training +7: Longbow (Ex) +7 to hit and damage with your chosen weapon.


His dpr against an average cr20 opponent is 364.06, and this is including free action activated haste. It is actually higher than that, because it does not include reliable strike or Weapon Mastery. That is a lot of dpr imo! And I think he is mostly maximized

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