Okay so my group is average level 12 and it seems the damage they do is insane. Magic Item wise, they are about 40% where the Rules say they should be so they are not that overpowered.
I have 3 players that push over 100 damage a round if Hasted. About 70 if they arent.
It really sunk in last night, when they were facing a creature with over 350 hit points, AC 36, Spell Resist through the roof, DR10/-. It was a big stupid boss type tank boss creature and it took them two round to drop it.
I can create challenging encounters, but they have to avoid combat mechanics as a factor, otherwise I need to scale the monsters hit points into the thousands... or just kill off PCs left and right. Additionally, I can make my NPCs all have tons of Physical Reduction, but that is kind of a cheap, and it screws over the non-min/maxed characters in the group.
So my question is this, does anyone else feel the Melee/Ranged combat PF damage rules really start to break down around level 10+?
Just one example, when Raging the Fighter Barb hits Thrice a round for 1d12+24. Throw in Haste... even assuming he misses once, that is 99 Damage a round.
Also, one of my guys managed to get his AC close to 36 with core rules. (His actually AC is 40, but he is a bladesinger, and that isn't a core class so I stripped that out).
It just seems to me the rules were built for reasonable gamers.. but they didn't take into account Min/Max'rs.
Does anyone else run into this issue?