Sir Hexen Ineptus wrote:
By RAW the bonus point of damage would be multiplied. Only extra dice aren't (such as sneak attack). SRD wrote:
SleepingLizard wrote:
SleepingLizard wrote:
That's not bad either. Though, caster level may be a more appropriate limiter than BAB for the maximum bonus. Then again, maybe the limit isn't necessary at all (assuming the arcane spellcasting prereq is still in place). A warrior type has to dip into a spellcaster class to get it, lower his BAB by at least a point, which is worth about two points of damage. A full arcane spellcaster is suboptimal at best in combat, so removing the limit might increase the melee survivability of the bard at low levels by giving him his full charisma bonus to damage.
Has anyone used Arcane Strike in play yet? It seemd a little underwhelming for a combat feat. I'm thinking that a damage bonus equal to the highest level spell you have available to cast may be more appropriate. Are there plans to add additional combat feats in the Beta that have Arcane Strike as a prereq?
Pneumonica wrote:
I don't think you understand the problem I'm describing. A fighter's at will standard action attack should not be able to outperform the the same fighter's at will full round attack. The combat feat aspect, that only one can be used at a time, doesn't even come into play. Heck, I even compared two combat feats (Devastating Blow and Backswing). If that's not working for you, then try this:
Stances provide useful benefits, sometimes pair with a penalty. They are usually a little more powerful than a feat available at their level. The work almost exactly like combat feats. Maneuvers allow, among other things, powerful attacks as standard actions, in line with the kind of damage Devasting Blow can do in the hands of a greataxe or scythe wielder. However maneuvers are abilities that can per used once per encounter. So, is it a good idea to have feats that powerful that can be used every single round if the player so desires? There are plenty of complaints about power creep in the Tome of Battle. Should we have an ability that exceeds what that book can produce at that character level in damage output in PFRPG? I don't mind it being competetive with the Tome of Battle, but it's current form is too readily abused.
Pneumonica wrote: Isn't Devastating Blow a Combat Feat? I don't have my stuff in front of me now, so I can't say for sure, but if it is then the Combat Feat mechanics already limit it. You can't, for instance, use Devastating Blow with Mobility. The problem is that it's a standard action that you can use every single round to do more damage than if you used a full round action (such as Backswing), not that it can be combined with another feat. So, no, being a combat feat does not put a meaningful limit on its use.
With the current wording of Devastating it allows a warrior with a weapon with a x3 or x4 critical hit multiplier to do more damage with a single standard action than they could with a full round action (Backswing). The warrior can use this feat every round. It's an expensive, high-level feat, and it should be awesome. But not quite this awesome. The feat needs some type of limiting factor. So here are three thoughts on going about it: 1.) Instead of a critical the feat just does double damage (extra damage dice not multiplied, per usual). In case of a critical add multipiers normally. This brings the damage under the average damage for a Backswing. It also opens the door for powers activated on a critical. This is my favorite option. 2.) A combat feat cannot be used in the round proceeding a Devastating Blow. This adds a small risk/reward to using the feat, since it hampers your next turn. That scythe is still awfully impressive. 3.) Devasting Blow switched to a full round action. It would still a worthwhile feat, because you'll do better damagge with a greataxe or way better with a scythe. Greatsword wielders may waver, because the damage is about the same or less than Backswing, and it really only gives an advantage when facing DR that you can't bypass, or if you have an advantage on your next attack roll, but not the ones after it (invisibility). On the downside, one of the aspects I liked best about this feat was that it was a standard action. And before anyone posts that Devasting Blow can't possibly be as potent as I'm suggesting, here's an example using an 11th level barbarian (base strength 22, greater rage bringing it to 28) and the average damage he deals each round against a target with the given AC. Scythe regular full attack
Scythe with Devastating Blow
Scythe with Backswing
Greataxe full attack
Greataxe with Devastating Blow
Greataxe with Backswing
Greatsword full attack
Greatsword with Devastating Blow
Greatsword with Backswing
The Real Orion wrote:
I have to agree. We've been using 10+BAB in our game for a while and it's worked well.
This is an interesting idea. Vital Strike and Improved Vital Strike do something similar to what your Combined Attack does (that is, reduce the number of attack rolls). Though, they're really only useful with high level monsters. If the BAB requirements reduced it would certainly be a boon for the GM (though, usually a bad idea for PC's before you have three iterative attacks). Maybe simplifying Combined Attack to just an attack bonus increase equal to the natural attacks given up would probably be sufficient, since attack bonuses are usually about twice as valuable as damage bonuses, and harder to get. In most cases this would outshine multiattack, and since you are only modifying the attack roll it will be easier to add the feat on the fly to published non-Pathfinder adventures. That way you could use Vital Strike/Improved Vital Strike for monsters with lots of attacks and a good attack bonus, and Combined Attack for mosters with lots of attacks and poor attack bonuses. Perhaps for your teamwork feat we could allow a number of attackers to make a full round action so that they act like a swarm. The target takes automatic damage equal to the weakest attacker's primary attack plus one point per two attackers, and faces becoming distracted, similar to the swarm mechanic (DC = 10 + numer of attackers + lowest Con modifier of attackers). Or something like that.
Maezer wrote: Unless pathfinder choose to alter this. Actions that require a 'move action' are not considered movement (and thus would provoke still). That's the WotC stance on it, and they address standing as a free action directly its in the official FAQ. I tend to doubt that Paizo will make an exception. The standing from prone rules don't really spell out that that action is not movement. Can you give me an example that shows a "move action" that actually involves movement (such as standing from prone) that WotC calls out as not being actual movement? Otherwise the wording seems to support BERTG's assessment.
Xaaon of Xen'Drik wrote:
The Fighter, with his full BAB bonus, while not taking advantage of flanking can consistently out-damage the rogue in Pathfinder. The fighter will generally have a better armor class (because of Armor Training) and more hit points on top of that, putting it in a better position to make full attacks than the rogue. Also, the fighter gets the same attack bonus benefit from flanking, so it's not necessarily relevent. So, no, we haven't had a problem with a melee rogue doing a lot of sneak attack damage as compared to other melee classes, since he does less damage on a round-by-round basis. If you want to see a break down of how this works go up to post 101 of this thread.
Dean Kimes wrote: Well, given that the fighter in your example must take an attack bonus penalty in order to do extra damage (power attack) while the rogue does not...and that the difference in attack bonus at 15th level is only 4... I think you already proved that point. Since the fighter was able to out damage the rogue in this instance I most certainly did not. Dean Kimes wrote: It's easy enough to show that if the fighter takes off the same amount to hit as the difference in bab in order to add dmg, then they will both hit the same number of times on average. So a rogue using only one wpn would get an extra 8d6 per attack (avg dmg +28) which is more than the +8 the fighter gains using power attack. Admittedly the rogue cannot always sneak attack, but in reality it is not at all difficult unless a mojority of battles are fought against people with blur potions, rogues, oozes, in the middle of forest fires, on foggy hills, etc.... In order to make the rogue not out damage the fighter you have to take special measures which quickly become irritating as they begin to make less and less sense when you have you 23rd battle on a foggy morning... No, you are incorrect, in my example the 15th level fighter generally out-did the 15th rogue using the rules presented in Pathfinder. I'll reprint the pertinent parts of that post: 15th Level Rogue
15th Level Fighter
Keep in mind that I chose 15th level because it put the rogue at an advantage in iterative attacks and the fighter at a disadvantage. The rogue is just getting his 3rd and the fighter will get his 4th next level. What you'll need to come up with is a situation that positively affects the rogue's attack bonus without giving the same edge to the fighter, and still allows the rogue a full attack. Otherwise the damage levels stay the same.
David Fryer wrote:
The duskblade and beguiler wouldn't gain much benefit anyway, since if you're using those classes, chances are you're allowed the Battle Caster feat. If you institute these feats and ditch Battle Caster the duskblade who wants to wear heavy still has the same feat cost, and can't use combat feats in the same round. And since the beguiler generally benefits from stealth and can already wear light armor this feat chain is undesirable for them. I agree that this is all about being able to play the fighter-mage out of the box, without having to leave the core Pathfinder book. This is an important archetype of the fantasy genre, and deserves some attention.
YULDM wrote:
If, when you come back, you (or anyone else) could show a way within the Pathfinder rules that a rogue could consistently equal or exceed the attack bonus of a same level fighter and still perform a full attack action then it would lend a great deal of credibility to your argument that sneak attack needs to be fixed.
And yes, it is a big loss. Because the solution you propose of downscaling sneak attack damage on iterative attacks adds needless complication to an already complex game in an attempt to address a problem that does not, in my estimation, exist. Average damage per round -- where attack rolls, a range of level appropriate target ACs, and the potential for critical hits are all factored in -- is the only way I can see to get a reasonable picture of the rogue's sneak attack ability as compared to other melee oriented classes. And by that measure, there is no iterative sneak attack problem.
YULDM wrote:
No, I intentionally left those out, and gave the rogue the ability to automatically hit every time, as a means to demonstrate the statistical meaninglessness of being concerned about someone actually rolling maximum damage on a sneak attack four times in a row.
The percentage chance of a 13th rogue rolling maximum sneak attack damage on four consecutive hits:
The percentage chance of the 13th half-orc barbarian rolling 6 consecutive 20's, in order to automatically hit and critical 3 times in one round, doing a minimum of 492 points of damage with a scythe:
I don't understand why I should care about an incredibly unlikely occurrence, like a two-weapon rogue hitting with all attacks, rolling a critical threat with all attacks, confirming the critical with all attacks, and then rolling maximum damage on all weapon and sneak attack dice. The odds against this actually occurring at the table are staggering. This is why, up above, I focused on the likely average damage per round against a range of ACs that characters of the level would face. It seems a lot more useful to judge the efficacy of the two melee damage builds, and how they actually balance against one another. But since the maximum damage of a combat routine, however unlikely, seems to be the concern I’ll give you the 13th level SRD half-orc barbarian: Weapon: Scythe
Minimum damage if all three attacks hit: 123
By the logic above the barbarian should only be able to attack with a scythe as a standard action.
Mechanically I don't see a reason to shift sneak attack to a standard action. And thematically I'm just fine with how it works now. Here's are a couple examples of damage-deal melee builds and how they break down mechanically. Note that I've also factored in the chance of a critical hit, and that the fighter is not being given the benefit of flanking: 15th level fighter. Strength 21, Weapon Training (heavy blades) at 5th level, Weapon Focus (greatsword), Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Power Attack, Overhand Chop, Backswing, Devastating Blow, Improved Critical (greatsword). Wields a +4 greatsword. Greatsword attack bonus: +29 (+15 BAB, +5 strength, +3 weapon training, +2 feats, +4 enhancement)
Average damage against an opponent per round by AC and attack type: Standard attack (w/Power Attack)
Devastating Blow (w/Power Attack)
Standard Full Attack (w/Power Attack)
Full Attack with Backswing (w/Power Attack)
15th level rogue. Dexterity of 21, Strength of 14. Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (short sword), Weapon Finesse, Improved Critical (short sword), Double Slice. Wields a pair of +3 short swords (he's been pocketing treasure behind the fighters back). Short sword attack bonus: +20 (+11 BAB, +5 dexterity, +1 feat, +3 enhancement)
Average damage against an opponent per round by AC and attack type (assumes flanking and sneak attack): Standard attack
Full Attack (Double Slice)
Two-Weapon Rend in place of Greater Two-Weapon Fighting
Vital Strike in place of Greater Two-Weapon Fighting
Locworks wrote:
I like it. Making an exotic weapon of your choice a martial weapon lines up pretty well will how weapon familiarity works for other races. Though moving back to how the Alpha 1.1 treated Weapon Training works fine, too. It allowed the Varisian rogue in our party to pick up proficiency with bladed scarf and try to hinder some mooks (though not very well given the high CMB DCs).
Guppy wrote:
Your feat is pretty close to the PHBII options. Though I'm not sure if letting a wizard or sorcerer wear armor is as huge of a problem as it's made out to be. Thematically it's weird for the traditional point-hat types, but mechanically light armor is almost a non-issue (mage armor). Maybe I'm over-thinking the combat feat aspect. Maybe something like this is balanced enough: Armored Mage
My logic hear is that mage armor takes up a first level spell slot. You're spending two feats for what amounts to one first level spell slot if you don't multiclass. If you multiclass the price in spell progression is more painful. Then do this: Arcane Armor Training (Combat)
Arcane Armor Mastery (Combat)
I have not seen these feats in play yet, but I did play a shield-bash fighter in 3.5. I'm a optimizer by nature, and the build still couldn't compete with a two-weapon fighter. I would really like to see Improved Shield Bash brought back, and the Dex requirement gone, at the least. I'd also like to see one-hand weapon users not interested in shield bashing get some combat feat trees. Really, I think Backswing and Devastating Blow could have Overhand Chop replaced with Cleave as a prereq and the two-handed weapon requirement taken out of Backswing. (you could even add an Improved Overhand Chop to replace them that allows Overhand Chop as a standard action and as the attack at the end of a charge with e prereq of BAB+6).
David Fryer wrote:
I'll buy that. And though we disagree a little on whether or not they should be combat feats, I definitely agree that a fighter/wizard should be a viable class choice, with more feat support. I think that multiclass spellcasting needs a tweak. Like a claster level boost and a few 1st and 2nd level spells with warrior-arcanists as their target audience. The choice to multiclass this way should be interesting and viable at lower levels. I'm okay with a prestige class taking up the slack at mid to high levels. But there need to be some high-level feats, maybe chained off of Arcane Strike or Arcane Armor Training, for those who stick it out to 20th level after their PrC runs out.
David Fryer wrote:
I'd disagree that just because something isn't OGL it isn't a concern in the design of Pathfinder. One of the goals of Pathfinder is to let you use all of the books you've purchased for 3.x over the last several years, and the Spell Compendium is in a lot of our libraries along with many of the Complete books. And Paizo could be planning on adding a few new spells similar to the numerous swift action spells being used at some of our tables. An arcane channeling combat feat is a cool idea for mid to high level warrior-mages though. Maybe using Arcane Strike and Arcane Armor Training as prerequisites. You cannot, at present, trade in a move or standard action to get another swift action in the round. This rule is used as a balancing factor for a number of spells and abilities (particularly stuff out of the Tome of Battle). Backswing, maybe not without metamagic, but you could certainly use Improved Vital Strike, Cleave, or any other full round action combat feat that you can use with a one-handed weapon after casting a swift action spell.
I'm starting to warm up to the idea of Arcane Armor Training and Arcane Armor Mastery being Combat Feats. It prevents a warrior-mage type character from combining some swift action spells (e.g. the infamous wraithstrike) with some of the more potent Combat Feats (Backswing, Two-Weapon Rend, Devastating Blow), if you still want the benefit of wearing armor. I'm not sure if the feat requirements really need to be that steep, since most arcanists who suffer from ASF already have access to mage armor. And those who don't have the spell can wear light armor without ASF. I agree that getting rid of the percentage reduction of ASF and just allowing casting in a certain armor type is a good idea. It's just plain easier to implement.
Spiral_Ninja wrote:
Well, I'd say they're just about there. With the weapon and armor training class features the Pathfinder fighter can now consistantly out-damage the 3.5 barbarian (and probably the warblade), and resist a bit more punishment than the 3.5 fighter. Various combat feats allow interest Bo9S-like abilities (without the wuxia names). Heck, I've been debating restating up my warblade as a fighter in our playtest.
fray wrote:
This is what we did, and for the same reasons. And it's working fine so far.
Foofer wrote: They've added quite a few neat new feats for shield users, and two weapon fighters. Personally I like the the idea of there being feats targeted at Two-handed weapon users. There hasn't been many before, and it adds more variety between the fighting styles. They've added a three feats for and removed one for shield users that like shield-bashing, but nothing for those who want to use a weapon and buckler, don't want to use the shield offensively, or just use a one-handed weapon without a shield. Two-handed weapon wielders already some nice stuff, so I don't see a problem with sharing.
hogarth wrote:
For completeness I will calculate in critical hit chance, since Vital Strike gets a reduced benefit. In the first instance average damage would be 6.143 for a full attack with the morningstar. Weapon Focus bumps it up to 7.166. Alternately Vital Strike bring its to 9.626. In the second the base average is 1.365, Weapon Focus gets 1.706, and Vital Strike comes in at 1.699. Keep in mind that you specifically picked the "sweet spot" of Vital Strike for your first example. Also, it might be nice for there to be a bigger benefit for a third string melee character, being that this cleric is at least 15th level and doing damage on par with a 1st level fighter with his full attack isn't necessarily helpful. And Weapon Focus will work out better when he brings down the Turning Smite on the Lich/Death Knight/Archfiend while under the influence of righteous might. Usually, spellcasters who want to enter melee seem to get a bigger bang out of spells and feats tied to single attacks. Though there are a few swift action 1 round buffs that might pair well with Vital Strike. It's definitely something to think about if you're playing a multiclass fighter/spellcaster.
Joey Virtue wrote:
Actually, giants are much better off with Backswing, since they're weapon users with high Strength scores. Here's the cloud giant (CR 11) from the SRD with each feat: Backswing
Vital Strike
Regular Full Attack
hogarth wrote:
Actually the lower the chance of hitting the bigger the boost in average damage a bonus to attack gives you over a bonus to damage. Vital Strike, because it gives your lowest attack ends up on a bell curve instead of a sliding scale, where it usually peaks against things you can hit about half the time on your first attack but becomes weaker if you go in either direction from there.
And finally a 16th level fighter, stats as above, except Dex 22 and with Greater Weapon Specialization, Greater Two-Weapon Fighting and Improved Vital Strike Improved Vital Strike [+3 short swords]
Two-Wepon Rend [+3 short swords]
In general it appears that Two-Weapon Rend is the better choice. Perhaps Improved Vital Strike should just be rolled into Vital Strike so that it scales better. For each attack you give up you add 1d6 to the damage of your remaining attacks. And limit the number of attacks that can be given by character level or BAB (though, mechanically, I'm not sure the limit would be necessary as you'd quickly hit a point of diminishing returns).
Witchelf wrote:
If the rogue in my example switched out the rapier for a pair of short swords, and picked up TWF and ITWF: Regular Full Attack
Vital Strike
The rogue can't get Improved Vital Strike until epic levels if he continues to play a rogue. Now an 11th level fighter, with a Dex of 20, and a Str of 14 wielding a pair of shortswords (assumed that light blades as first choice for weapon training), Weapon Focus, Weapon Specialization, Greater Weapon Focus, and Double Slice, otherwise same feats as above: Regular Full Attack [+2 short swords]
Vital Strike [+2 short swords]
Double Slice [+2 short swords]
Two-Weapon Rend [+2 short swords]
Note, an 11th level fighter will generally face opponents with a lower AC range. *I'm not 100% sure I calculated the chance of a rend occurring correct, though it tracks as expected. If someone more familiar with this type of math check my work I would be grateful. Here's my formula for chance of a successful rend: a = % chance of an unsuccessful first attack with the primary weapon
Rend Chance = (1-abc)*(1-de)
hogarth wrote:
Interesting ideas. A juvenile red dragon is 16HD and could pick up both feats. He's size large and gets lots of attacks. Being in a situation were a dragon can full attack wouldn't be highly desirable, so he wouldn't want to spend a lot of feats in that direction, but a few, just in case, would be good. Since he's CR 10, the ACs of the adventures he'll be dining on should be roughly between 20 and 35. So here's the average damage per round for the beast: Regular Full Attack (1 bite, 2 claws, 2 wings, 1 tail slap)
Improved Vital Strike (as above, except the 2 wing buffets are sacrificed)
Full Attack with Multiattack
Improved Vital Strike and Multiattack
Well, looks like we have a winner as a dragon feat. So, if your a monster and you've got one or two big natural attacks and a lot of littles ones, this is the feat for you. As a feat for the feat starved, there are better ways to boost your characters combat ability with a single feat. Weapon Focus, which can be taken as early as first level, has a similar pay out, isn't a combat feat, and works with every attack, though it is limited to one weapon (generally not an issue). Characters that rely on "extra" damage, such as the rogue, will occasionally be punished for using these feats. Here's the average damage per round for a 15th level rogue with Weapon Finesse and a Dex of 22 and Str of 10 flanking an enemy (sneak attack +5d6), weilding a rapier: Regular Full Attack [+3 rapier]
Vital Strike [+3 rapier]
Weapon Focus (Rapier) [+3 rapier]
As the feats stand now I think they should allow earlier entry, BAB +6 for Vital Strike, and BAB +11 for Improved Vital Strike. They just don't give a big enough boost to justify their Combat feat status at high levels. Either that, or they should have a standard damage bonus instead of multiplying damage dice (say +2d6 on each attack for VS and +4d6 on each attack for IVS), making them a useful option for high Dex, low Str warriors that aren't rogues, and maybe the occasional sword and board type, who's spend his feats elsewhere (as a paladin might).
I'm not sure who this feat is intended for. Two weapon and two-handed wielders get the most punch out of it. However a two weapon wielder will will do better with Two-Weapon Rend and a two-handed wepon wielder will do way better with Backswing. For a sword and shield warrior or archer this feat boosts average damage per round about the same as Weapon Specialization. However, it requires a full round action, and is a combat feat. Cleave/Great Cleave will often be a better choice for the melee guy, and Rapid Shot more useful for the archer. So, who would gain an advantage taking this feat?
To the original post, it probably was intended for use with a two-handed weapon, as you had to use Overhand Chop and then Backswing in the rounds immediately prior to using Devastating Blow in Alpha 1.0. That said, I'd rather see the two-handed weapon requirementss go away for Overhand Chop and Backswing than have them added to Devastating Blow. All three are interesting options for the sword'n'boarders. Note that Overhand Chop would probably need its word changed to accomodate one-handed weapons if this was to be done (double Str for 2-handed, 1.5 Str for one-handed).
Quijenoth wrote:
Vital Strike, like Backswing, requires a full round action. Devastating Blow does not, making it significantly more valuable, even doing less damage, and is a cool choice for a high level fighter-type. This has nothing to do with a feat favoring a weapon, it has to do with a feat allowing you to sustainably do more significantly damage than a full attack with a standard action. And since you brought up Vital Strike, I think it could use a boost. The feat is not particularly impressive, Only a little better than Weapon Specialization when using a geatsword, and about equal with a long or shortsword. It's similar to sneak attack at +1d6 or +2d6. Given the minimum level of entry is 11 I'd like to see it do a little more than that. If it did more it might be a good choice for two-weapon fighters. And for completeness' sake I'll compare our barbarian weilding the flaming burst scythe with the with Devastating Blow and Vital Strike: Vital Strike
Davastating Blow
Locworks wrote:
Actually, that Devastating Blow is a standard action is one of the things I really like about the feat. It gives an interesting high level option warriors. And it has a similar mechanical feel to the stuff in the Tome of Battle. I just wanted to suggest a small way to tighten up the balance of the feat so we don't find all high-level Shoanti barbarians ditching their ancestral earth breakers and picking up scythes at 11th level.
As a player the idea of a feat every level has definite appeal. Particularly, in a game with a low instance of magical items/treasure. As a DM wanting to run a relatively unmodified purchased adventure it makes me cringe just a little. I think it may be going too far for ease of backwards compatibility, and therefore out of scope for Pathfinder.
Locworks wrote:
Except the numbers don't show that to always be the case. Particularly, with weapons that have a high critical hit multiplier and a small threat range Devasting Blow has the greater damage potential. And yet you get to keep your move action. And you can do it again the next round. If you cap the multiplier on the feat to x2, then it's still a little better than Backswing some of the time, but Backswing will usually be superior. And Devasting Blow would still always be better than Backswing in a round that you need to move more than 5' (mostly because Backswing can't be used in that situation).
My thinking is that a standard action attack that you could use every round shouldn't net you significantly more damage than a regular full attack could. Limiting it to double damage seemed like a fair solution to me. Originally it was limited so that it could only be used every third round, at best. So, maybe noting in the feat that it can't be used two rounds in a row would work just as well. Heck, if you limit how often it can be used I don't think allowing the benefit of a critical hit would be an issue. Backswing, on the other hand, requires a full attack to gain its benefit.
hogarth wrote:
Very true. I'm going to have to examine the formula in the excel spreadsheet I built to calculate this. I'll have the correct numbers up in a few. EDIT: All better now.
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