CampinCarl9127 wrote:
Ok, the comment I made about doubling a double does not apply here, because you aren't doubling your strength bonus to damage originally, you're adding double you strength bonus, which is fundamentally different. baja1000 was correct, and I'll break it down.
Strength 26, using two-handed fighter archetype and mythic power attack at level 10 with a +3 weapon.
No feats used
2d6 (base weapon) +16 (double strength bonus) +3 (magic weapon) = 1d12+19
Mythic power attack will add 13 to that damage for a total of 1d12+32.
Mythic vital strike will basically double everything at that point, base damage dice and bonuses included.
2d12+64
So basically mythic vital strike just allows him to attack once and do damage twice. He doubles the base damage dice, and the doubles his bonuses.
Also I think you're forgetting that two-handed fighters have weapon training that at this level should give them +2 to hit and damage. Which means his base damage should be 2 higher which means his vital strike damage will be 4 higher
Yup. I forgot the weapon training thing... Thank you for breaking it down for me. I really appreciate it.
baja1000 wrote:
The way the combo works is, normally: two handing a weapon adds 1.5 damage of strength. You can add power attacks, vital strikes, critical hits and all that jazz all normally.
Overhand chop changes the 1.5 to 2x Str. Everything else still applies as normal. Power Attack adds damage (1.5 the damage listed on the feat if two handing a weapon) and Vital Strike doubles the dice rolled.
Mythic Power Attack changes the base damage bonus to 3 and two handing adds 1.5 of that amount.
Lv's 1-3: -1/+3 or two handing is -1/+4
Lv's 4-7: -2/+6 or two handing is -2/+9
this is by the specific wording of Mythic Power Attack
and Mythic Vital Strike lets you double not just the dice, but the bonuses you normally would add to this are doubled also if they would normally be with a Critical hit. (ie. Strength, Power Attack and base damage, but not precision or elemental)
All together its really dumb, AND if the player has a legendary weapon with Foe-biting. They can double the end result damage AGAIN. Welcome to my world >.>
Thank you for elaborating. In the very beginning during character generation process I felt that Mythic Vital Strike might cause issues and I wanted to ban it, but the player persuaded me to let him take it anyway... Now the group steamrolls through pretty much every straightforward combat encounter with nearly no efforts. Only custom made monsters manage to pose a serious threat to them. I wouldn't say it breaks the game (it makes it different certainly), but I'm really tired of building monsters from ground up or even just modifying the existing ones. It takes so much more prep time and fiddling with numbers takes this precious time from working on the plot, npcs and all the nice things which define ROLEplaying game.
Now every time the player wishes to use Mythic Vital Strike he has to expend 2 power points. Maybe it's a bit harsh, but it's only fair. Vital Strike is like a special ultimate power now, which is not used in every fight (it is still overpowered though).
Anyways, thank you for helping me out with this. If you have anything to add (like how you fixed it or how would you deal with it if it comes up in your game), by all means please feel free to do it.