Just how much of a difference does being optimized for a fighter make anyway?


Advice


Continuing with my attempts to ground some of our ongoing flames/debates/arguments with a little verisimilitude/reality, let's look at what happens when our good friend Falchion Fred gets optimized.

Previously, our friend was doing 59.25 DPR. Fred without any magic items was clocking in at 35.64.

Now let's consider Fred as statted by an unrepentant min-maxer.
From RogueEidolon's most excellent Fighter guide, a 15 point human fighter would be statted
15 Point Buy:
Str 18 (10) Dex 14 (5) Con 14 (5) Int 7 (-4) Wis 13 (3) Cha 7 (-4)

Giving him a base 20 strength at level 10, he has a 24 strength with Fred's belt, making him +7 to hit from strength and +10 to damage with his falchion. this is a delta of +1 on hit and +1 on damage, how does this impact his expected DPR?
Well, he now hits base on a 3, with +21/+16 on his attack routine, and confirms a crit on anything but a 1 / 4 or better.

His DPR climbs to 64.79, representing a difference of 9 or 10% versus the less extremely optimized Fred. GM's would be well advised to consider this when deciding how punitive to be on dump stats---that is, consider just how much they're gaining in offensive output when deciding how often to drop the hammer on that INT of 7 or charisma of 7.

Now, let's consider Fred with a more generous GM---say, he's a 20 point PFS-standard build.

Again, leaning on RogueEidolon's work:
Str 19 (13) Dex 14 (5) Con 14 (5) Int 7 (-4) Wis 14 (5) Cha 7 (-4)
All increases in Str

Curiously enough, the 20 point unrepentant optimizer has the same DPR as the 15 point one. The only tangible difference here is that extra +1 on the will save. In addition, at 12th level, Fred will have a base strength of 22, which will lift him +1 to hit and +2 damage over his 15 point cousin at the same level.
Consider a less optimized 20 point build
Str 17 (7), Dex 14 (5), Con 14 (5), Int 10, Ws 13 (3), Cha 10
Same DPR as falchion fred---his dump stats are a little better, and he doesn't sink any level-gain increases into dex

Consider the 25 point version
Str 19 (13) Dex 16 (10) Con 14 (5) Int 7 (-4) Wis 14 (5) Cha 7 (-4)
All increases in Str

Once again, he's the same, except he'll have an AC that's one better.

Let's consider a 25 point less optimized character
Str 18 (10), Dex 14(5), Cn 14(5) Int 10 Ws 14 (5) Cha 10
This character would definitely walk in games I run, as I absolutely LOVE to punish characters with negative stat modifiers (ESPECIALLY 7s, where I'm downright punitive as I view a 7 as being two standard deviations below the mean in the stat in question---that's like 2nd percentile btw, really, really low).
Curiously enough, this character isn't really worse in DPR and only one worse in AC.

So, in terms of stats at least, it's not really so much the fighters that one needs to worry about being highly optimized. The nastiest optimization on their stats available results in only around a 10% push in DPR at level 10. At many point buy levels, it doesn't matter at all.

Liberty's Edge

Quite informative. I've been wondering about this sorta thing for a while actually :)


Austin Morgan wrote:
Quite informative. I've been wondering about this sorta thing for a while actually :)

Yes, I had as well, so I finally got around to crunching the numbers and figured I'd share them.


Allowing the sale of "dump stats" for SAD classes to run around
with multiple scores at basically physically and mentally handicap levels
is one change to Pathfinder I DON'T like.

The idea of multiple dump stat characters stinks to me.

Yeah, Fred is more Slingblade than Fred at 7 Intelligence/7 Charisma/Positive Wisdom modifier than what I typically think of a fighter to be. Yuck. You shouldn't get mechanical rewards for cheese like that.


Optimization for fighters is really more about feat choice then it is about stats - though, don't get me wrong, stats matter a lot.

A fighter who throws his feats around all willy nilly will do very poorly. Fighter ironically takes far more "optimization" then most other "more complex" classes do because of how variable on power feats are. It's hilariously one of the lesser new player friendly classes.


Well Cirno, point is that I never thought fighter as a newb class since 3.0.

IMHO, if you want a newb class, go barbarian. Level 1 power attack, cleave if human, and the rage power choice is delayed to level 2.

The 2 (3 if human) feats of the level 1 fighter could influence dramatically it's future gameplay (even if the fighter can retrain in PF).

Moreover, understand what weapon use, what maneuver are proper for the situation and how combine at best feat effects is far for being trivial.


First, standard point buy is 15, 20 becomes ridiculous and i won't even comment on 25.

Few things to consider, for 20 point optimized build i would lower Dex to 12 or dump wisdom to 11 and just grab Iron Will + trait instead (if you can work it into a story, otherwise forget it) and pump str to 18 base +2 race 20. This would make +12 on falchion damage and +8 to hit instead of +10 and +7 respectively.

Its late now, to search in DPR Olympics for Falchion Fred to see his exact build and rebuild him, but i do know he was made before APG - so furious focus, gloves of dueling and two handed fighter would all boost his DPR for at least 10, optimized Fred or not.


ProfessorCirno wrote:

Optimization for fighters is really more about feat choice then it is about stats - though, don't get me wrong, stats matter a lot.

A fighter who throws his feats around all willy nilly will do very poorly. Fighter ironically takes far more "optimization" then most other "more complex" classes do because of how variable on power feats are. It's hilariously one of the lesser new player friendly classes.

Yes, for a fighter, you really need to have almost all of your feat choices early on going to increasing your primary schtick until you've largely maximized it. Spreading your feats around really really hurts you. A 2handed fighter, for instance, absolutely needs to get weapon focus, power attack, improved critical, weapon specialization, and critical focus going as soon as the prereqs are there. Greater weapon focus is really important also, and living becomes very unpleasant without iron will pretty fast. Post level 10, getting the critical feats you plan to use and critical mastery becomes really important. There's really a lot less room for 'flavor' feats than I'd like because having the full stack for your build type is so important to your offensive output. Thankfully for the inexperienced, I have house rules for retraining feats in addition to the built-in fighter retraining. Basically every game year, during the winter, you can retrain 1 feat, or 2 if you're a fighter. In addition, if you get your clock cleaned seriously during a year, you can take a month to retrain and get another feat retrained, or two if you're a fighter. Cue the martial arts movie training montage Sam.


SPCDRI wrote:

Allowing the sale of "dump stats" for SAD classes to run around

with multiple scores at basically physically and mentally handicap levels
is one change to Pathfinder I DON'T like.

Please note that it isn't a change.


I find Optimisation of Melee'rs to be more about adding status effects to their attack routines.

A Fighter is gonna take weapon focus and spl.
Less likely the gtr versions.

What they do take are things with bigger payoffs, that can seriously inhibit foes or eliminate weaknesses.

Like- Iron Will, Improved
(if 3.5 allowed then Combat form, stability and combat vigor= win)

Dazing Assault- requires less feats than the crit line, is on /off when you like and works with all weapons.

Usually Improved/gtr trip early and retrained at around 13 (unless he has a reliable method of getting enlarged)

Being able to suck a -5 to hit and Daze or Stun an opponent is worth more to my fighter than another +2 to damage...


While this thread is generally accurate that optimization makes a decent difference, it's only accounting for one part of optimization. People overreacting to -2s vs 0s on a system where your skills improve by several RNGs over the course of the game aside the real point here is that a truly optimized melee character would make 'Falchion Fred' look like a tool.

So the answer to 'Just how much of a difference does being optimized make for a Fighter anyways?' is that the optimized character is at least three times better, if not more than that. As in about 200 damage a round, maybe higher. An only somewhat optimized build would do less than 200, but still more than 65 or so.

However it is also worth mentioning that the tools that do let you make genuinely effective melee characters do not exist in PF, and as such the guy doing 15 less damage per round than the bare minimum baseline for competence is about the best you can do. Which is half the reason why PF is called Caster Edition. They nerfed everyone else hard.


Abraham spalding wrote:


Please note that it isn't a change.

It slightly is -- 3.0/3.5's buy only let you dump a stat down to 8. PF allowing you to drop to 7 and get 2 more points back for it is new and (IMHO) not a great idea.


Dire Mongoose wrote:
Abraham spalding wrote:


Please note that it isn't a change.
It slightly is -- 3.0/3.5's buy only let you dump a stat down to 8. PF allowing you to drop to 7 and get 2 more points back for it is new and (IMHO) not a great idea.

Not true.

3.5 starts you at 8s across the board, and then improves at a 1:1 ratio to 14, then at a 2:1 ratio to 16, then at a 3:1 ratio to 18. As such an 18 cost 16 points out of 25/28/32.

PF starts you at 10s across the board, and then improves by a less linear formula. The end result is that an 18 costs 17 points out of 15/20/25... but making a 10 a 9 gives you back a point, making it an 8 gives you back 2 points and making it a 7 gives you back 4 points. Since Single Attribute Dependent characters are both the strongest as is, and have the most stats they can safely kick down to 7 the result is say... a Wizard, who has 7/10/16/18/7/7 or 7/10/16/18/11/7 or 8/10/16/18/10/10 depending on PB, all of which have the same power.

In 3.5 a 16 and an 18 are 26 points which is impossible in the first point buy. So you get something like 8/11/14/18/8/8 or 8/10/16/18/8/8 or 8/10/16/18/12/8 if you wanted a similar array. The PF system is considerably more favorable to SAD characters, and most 3.5 characters stop at 14 Con and start filling out their fluff stats.

Now if you're a Multiple Attribute Dependent character? Good luck even getting 14s. Much less an actually good number.


Mistah Green wrote:
stuff

Wait, what did that have to do with the post you were replying to?


Please correct me if I'm wrong. The standard deviation for a 3d6 distribution is 3.0, which means that 7.5 is exactly one SD away.
The SD for IQ is estimated at 15 points, so someone one SD below average has an IQ of 85.
Someone with an IQ of 85 is generally considered "dull" or "dim", but borderline retardation is usually put somewhere in the 70s (where we're actually getting near two SDs down). Someone with an IQ of 85 is mentally competant, just not very bright.
So I think you may be punishing the 7 Int fighter more than is proper.

Grand Lodge

SPCDRI wrote:

Allowing the sale of "dump stats" for SAD classes to run around

with multiple scores at basically physically and mentally handicap levels
is one change to Pathfinder I DON'T like.

That's not something to blame on Pathfinder. I've been seeing that behavior ever since 3.0 came out. It might have been around in 2nd edition, but I had skipped that one during my decade absence from the game.

Dark Archive

Zoddy wrote:
First, standard point buy is 15, 20 becomes ridiculous and i won't even comment on 25.

Roll 4d6 drop lowest averages on 21 points, so 15 points is a little bit low, actually.


Dire Mongoose wrote:
Mistah Green wrote:
stuff
Wait, what did that have to do with the post you were replying to?

You said 3.5 only lets you dump down to 8. It's not dumping down if you start at that number.


Mistah Green wrote:


You said 3.5 only lets you dump down to 8. It's not dumping down if you start at that number.

Sillyness.

There's no difference between:

A> 'Starting' at 8s with a 28pt buy (as in 3e).
B> 'Starting' at 10s with a 16pt buy but gaining a 1-1 point from lowering 10s down to 9s or 8s.

-James


But there is a difference between starting at 8s, and starting at 10s, with a lower PB but that returns 1/2/4 for dumpstats with no limit.

There's also a difference between a PB that is mildly punitive to MAD (14s cost 6, out of 25/28/32) and one that is severely punitive to MAD (14s cost 5, but you only get 15/20/25 and don't really have much room to trade meaningless penalties for more points).

3.5 25 PB gives you something like 14/14/14/13/10/8 on an MAD character, which can result in things like a weak but passable tripper.

PF 15 PB? You get 3 14s and 3 10s. Have fun.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
the David wrote:
Zoddy wrote:
First, standard point buy is 15, 20 becomes ridiculous and i won't even comment on 25.
Roll 4d6 drop lowest averages on 21 points, so 15 points is a little bit low, actually.

The math doesn't work out exactly, there are some minor remainders, but 4d6 drop the lowest works out to about 15 or 16, not 21. That's why the standard is 15. If you play with the method any more, then yes you push the average points up, but 15 is mathematically correct. Many, many places on the intarwebs will demonstrate this. This post isn't meant to pick on you, specifically, but I keep seeing posts (lots o' them) that indicate that 4d6 drop the lowest is around 20 points or so. It isn't, it's around 15.


EWHM wrote:

Previously, our friend was doing 59.25 DPR. Fred without any magic items was clocking in at 35.64.

Now let's consider Fred as statted by an unrepentant min-maxer.

The difference between "somewhat optimized" and "well-optimized" is much smaller than the difference between "somewhat optimized" and "not optimized at all".

Unfortunately, I've seen a number of level 10+ melee fighters who would do something like 15 damage per round.


hogarth wrote:
EWHM wrote:

Previously, our friend was doing 59.25 DPR. Fred without any magic items was clocking in at 35.64.

Now let's consider Fred as statted by an unrepentant min-maxer.

The difference between "somewhat optimized" and "well-optimized" is much smaller than the difference between "somewhat optimized" and "not optimized at all".

Unfortunately, I've seen a number of level 10+ melee fighters who would do something like 15 damage per round.

Its not even like the player has to be doing something foolish to pull it off. Something as simple as 'I want to have a guy that fences with a rapier in one hand' is a direct path to that 15 damage per round at level 10. Seriously, I am actually looking at playing that sort of character and it is VERY challenging to make that a worthwhile construct with our without optimization.


ElCrabofAnger wrote:
the David wrote:
Zoddy wrote:
First, standard point buy is 15, 20 becomes ridiculous and i won't even comment on 25.
Roll 4d6 drop lowest averages on 21 points, so 15 points is a little bit low, actually.
The math doesn't work out exactly, there are some minor remainders, but 4d6 drop the lowest works out to about 15 or 16, not 21. That's why the standard is 15. If you play with the method any more, then yes you push the average points up, but 15 is mathematically correct. Many, many places on the intarwebs will demonstrate this. This post isn't meant to pick on you, specifically, but I keep seeing posts (lots o' them) that indicate that 4d6 drop the lowest is around 20 points or so. It isn't, it's around 15.

This has been discussed a lot. The general consensus is that it is between 18 and 21, depending on if you throw out stats considered not valid and how you adjust for stats below 7. 15 is if you roll average on all stats. The probability that you roll average 6 times is rather low. 16s 17s and 18s bring up the average point buy. To find the point buy, multiply the points for any given number by the probability that that number can occur:

maths:

roll / probability / points / weight
3 / 0.001 / -16 / -0.016
4 / 0.003 / -12 / -0.036
5 / 0.008 / -9 / -0.072
6 / 0.016 / -6 / -0.096
7 / 0.029 / -4 / -0.116
8 / 0.048 / -2 / -0.096
9 / 0.07 / -1 / -0.07
10 / 0.094 / 0 / 0
11 / 0.114 / 1 / 0.114
12 / 0.129 / 2 / 0.258
13 / 0.133 / 3 / 0.399
14 / 0.123 / 5 / 0.615
15 / 0.101 / 7 / 0.707
16 / 0.073 / 10 / 0.73
17 / 0.042 / 13 / 0.546
18 / 0.016 / 17 / 0.272
total of the weight = 3.139, multiply by 6 for total stats: 18.834

You can do more math to eliminate sets that are not valid because the don't have a total ability modifier that is positive, which will raise the number.


hogarth wrote:
EWHM wrote:

Previously, our friend was doing 59.25 DPR. Fred without any magic items was clocking in at 35.64.

Now let's consider Fred as statted by an unrepentant min-maxer.

The difference between "somewhat optimized" and "well-optimized" is much smaller than the difference between "somewhat optimized" and "not optimized at all".

Unfortunately, I've seen a number of level 10+ melee fighters who would do something like 15 damage per round.

It's true that I'm assuming an implicit degree of optimization here. Most players in games that I run have builds similarly optimized to Falchion Fred...Farshot Fallon, and the other guys from the DPR olympics but not dumpstat optimized. My retraining rules for feats make the optimization environment that they face a fair bit less punitive than RAW.

Dark Archive

The difference is, strictly... 8 points. The GM says he takes a personal wrath to anyone who has negative stats, but that's not an in-game reason (I have similar sentiments, but I solve it by giving 5 extra points and disallowing dump stats).

So say the guy brings in Int and Chr up to 10, lowering Wus. and Str a bit. What did this gain him? The Int gave him 1 skill point, which fighters rarely care about (most cross-class the one they have for perception). Cha gives him... Literally nothing. Even with 10 he's not an effective party face, and Cha doesn't feed into any derived bonuses.

So given that +1 +1 to his primary role (or more often, +1 / +2, as he'll be either two-weaponing or two-handing), +1 hp / level and +1 will save / 1 to perception vs 1 skill point, I'd say off hand dumping is the way to go.

Again, given the impartial GM.


Mistah Green wrote:

But there is a difference between starting at 8s, and starting at 10s, with a lower PB but that returns 1/2/4 for dumpstats with no limit.

Obfuscation.

There's no difference between having 10 be a 'default' and letting one get more points by lowering stats and starting at the bottom and charging those same amount of points to buy it up giving (in the case of PF) 24 more points from which to spend.

Now beyond that yes, PF did change the paradigm by charging more for a 14, 16 and 18 in a stat. I can believe that they believed that they were encouraging a more spread out set of stats while they didn't fully take into account the difference between SAD and MAD classes.

-James


james maissen wrote:
Mistah Green wrote:

But there is a difference between starting at 8s, and starting at 10s, with a lower PB but that returns 1/2/4 for dumpstats with no limit.

Obfuscation.

There's no difference between having 10 be a 'default' and letting one get more points by lowering stats and starting at the bottom and charging those same amount of points to buy it up giving (in the case of PF) 24 more points from which to spend.

Now beyond that yes, PF did change the paradigm by charging more for a 14, 16 and 18 in a stat. I can believe that they believed that they were encouraging a more spread out set of stats while they didn't fully take into account the difference between SAD and MAD classes.

-James

Even if you argue a hypothetical 3.5 game in which all stats start at 10, and the PB is 13/16/20 there is still a very significant difference in being able to make a 10 an 8 for 2 points, and being able to make a 10 a 7 for 4 points. However there is very little difference between a 7, an 8, or a 10 on any stat that doesn't matter to your character. And if it is a stat that matters to your character it will not be that low. As such, the original point (PF PB is more abusable for SAD characters) remains true.


Mistah Green wrote:
there is still a very significant difference in being able to make a 10 an 8 for 2 points, and being able to make a 10 a 7 for 4 points.

True you can pick up 2 more points for each dump stat, while you pay a point more for each 14, 16, and 18 that you take cumulatively.

So if you can have 3 dump stats you have 6 more points from which to play. With them you can pick up the slack from a 18 and a 16, or an 18 and two 14s and in either case have 1 point to spare.

When you figure that a 28pt buy in 3e is about a 16pt buy in Pathfinder (once you've paid for all those 10s). That one point is lost by simply not getting it.

Bottom line is that it doesn't seem like much of a difference for SAD characters. Though the racial penalty combined with the dump stat can lead to VERY low scores (i.e. a 5) which can start to affect the PC.

Where it does hurt is in the builds that don't have dump stats as then you don't get the extra 2 points there to make up for say the cost of a 16 in a stat.

So I would argue that PF encourages taking a 'dump' stat with a character in order to maintain the status quo so to speak.

-James


james maissen wrote:
Mistah Green wrote:
there is still a very significant difference in being able to make a 10 an 8 for 2 points, and being able to make a 10 a 7 for 4 points.

True you can pick up 2 more points for each dump stat, while you pay a point more for each 14, 16, and 18 that you take cumulatively.

So if you can have 3 dump stats you have 6 more points from which to play. With them you can pick up the slack from a 18 and a 16, or an 18 and two 14s and in either case have 1 point to spare.

Don't you mean 12?


james maissen wrote:
Now beyond that yes, PF did change the paradigm by charging more for a 14, 16 and 18 in a stat. I can believe that they believed that they were encouraging a more spread out set of stats while they didn't fully take into account the difference between SAD and MAD classes.

+1


Mistah Green wrote:


Don't you mean 12?

Nope, I meant 6. Lowering an 8 to a 7 yielding 2 points, and that occurring 3 times. Thus 3x2=6.

I think you're still being confused with starting at 10 with less points rather than starting at 8 with more points...

There are 2 differences in the PF point buy from 3e besides the amount of base points.

First is that you can go with a 7 in a score rather than an 8 giving you 2 points to spend on other stats.

Second is that scores of 14, 16, and 18 each cost an additional point in PF over what they cost in 3e.

Go back, read my prior post, maybe it will make more sense to you now,

-James

Dark Archive

Pathfinder does help MADs a bit; both by making 18s stupidly expensive and letting them dump what few stats they can. Trying to take a prejudice stance against 7s only helps the SADders gain even more of a lead; they don't need the extra precious points nearly as much.

So you're making the powerful more powerful by saying "take a dump stat and I'll be mean to you.". In essence you make the monk EVEN WORSE.

Scarab Sages

Mistah Green wrote:

While this thread is generally accurate that optimization makes a decent difference, it's only accounting for one part of optimization. People overreacting to -2s vs 0s on a system where your skills improve by several RNGs over the course of the game aside the real point here is that a truly optimized melee character would make 'Falchion Fred' look like a tool.

So the answer to 'Just how much of a difference does being optimized make for a Fighter anyways?' is that the optimized character is at least three times better, if not more than that. As in about 200 damage a round, maybe higher. An only somewhat optimized build would do less than 200, but still more than 65 or so.

However it is also worth mentioning that the tools that do let you make genuinely effective melee characters do not exist in PF, and as such the guy doing 15 less damage per round than the bare minimum baseline for competence is about the best you can do. Which is half the reason why PF is called Caster Edition. They nerfed everyone else hard.

See, I just don't get this. In EVERY game my group has run or played in, the casters dink and plink away for maybe max 30 damage (and we are talking 10d6 fireball/lightningbolt) while even the lvl 5 fighters are doing way way WAY more damage consistently. Just the other night, lvl 11 characters, 5 players, 5 enemies, the fighter per capita blew the rest of us away. Granted, after dropping 2 selective fireballs, the flame oracle killed 3 guys to the fighters 2, but still. The fighter killed 2 bad guys by herself, while the oracle had to use the help of the bard, the inquisitor and the cleric to dispose of the 3 he killed.

Last night in PFS, the barbarian did WAY more damage than the sorceror. As a bone oracle, I did way more too, between me and the zombie I owned.

In every game that I have played in so far, melee consistently out damages and out performs casters, except for sheer versatility.


Bomanz wrote:


See, I just don't get this. In EVERY game my group has run or played in, the casters dink and plink away for maybe max 30 damage (and we are talking 10d6 fireball/lightningbolt) while even the lvl 5 fighters are doing way way WAY more damage consistently.

Essentially, your casters are doing it wrong. (For values of wrong such that wrong = not tactically smartest, not wrong = not fun).

About the best thing you can do as a caster player to try to improve your game is to avoid spells that deal or heal damage like the plague. There are some uses for these spells, but it's too easy to use them as a crutch and never get better unless you force yourself to make a clean break of it. Playing a specialist wizard that picks evocation as a barred school isn't a bad way to start.


Dire Mongoose wrote:
Bomanz wrote:


See, I just don't get this. In EVERY game my group has run or played in, the casters dink and plink away for maybe max 30 damage (and we are talking 10d6 fireball/lightningbolt) while even the lvl 5 fighters are doing way way WAY more damage consistently.

Essentially, your casters are doing it wrong. (For values of wrong such that wrong = not tactically smartest, not wrong = not fun).

About the best thing you can do as a caster player to try to improve your game is to avoid spells that deal or heal damage like the plague. There are some uses for these spells, but it's too easy to use them as a crutch and never get better unless you force yourself to make a clean break of it. Playing a specialist wizard that picks evocation as a barred school isn't a bad way to start.

Haste and Slow are both better than fireball for foes at CR or higher. Fireball shines when you're using it against CR-2 or lower foes. You can also make ae damage spells work if your party is built specifically for such---i.e., your party consists of 2 ae mages, a crowd controlling druid or cleric, and perhaps a 'street sweeper' style fighter (the kind with lunge, enlarge, great cleave or whirlwind attack and a reach weapon backed with armor spikes or something to threaten in close). I've seen parties like this work---basically they burn everything down all at once while the crowd controller keeps the enemy from focus firing or getting out of the kill zone. The street sweeper also mixes in trips with his cleaves or whirlwinds to keep the enemy nicely bunched for the aes do the killing.

But, in my experience, a SOD/SOS or god approach works much better for most folks---you really need everyone on the same page in terms of builds and tactics both to make an AE group work.

Scarab Sages

I reject the idea that casting "haste" kills an enemy, in much the same way that I reject the idea that full casters are more uber than melee.

Dark Archive

Haste does far more damage; it even makes the front line's primaries do more (+1 to hit). Yes the line looks like heroes, but make no mistake, the spell does the damage.

Spells like web/black tentacles/ etc similarly "win", in the sense they eliminate damage, even with a save they cut people off.

Wall of stone properly placed can cut off half of the enemies, too. No save, nothing.


Bomanz wrote:
I reject the idea that casting "haste" kills an enemy, in much the same way that I reject the idea that full casters are more uber than melee.

Haste does not kill the enemy, but it does make them die faster. Haste is the ketchup to the french fry. It is not the meal itself, but it makes the meal better.


wraithstrike wrote:
Bomanz wrote:
I reject the idea that casting "haste" kills an enemy, in much the same way that I reject the idea that full casters are more uber than melee.
Haste does not kill the enemy, but it does make them die faster. Haste is the ketchup to the french fry. It is not the meal itself, but it makes the meal better.

Haste jacks up the DPR of Falchion Fred, a popular spec around 10th level from about 60 to about 100. So you can look at it as adding about 40 points of damage per round that it's up, if Fred is your ONLY person gaining benefits from it. Fred's also getting +1 to his AC and Reflex saves, which makes him a little crunchier as well.

Now if Fred has buddies---say you've got a 3 melee front with a paladin and a rogue as well, and maybe an animal companion also if your divine type is a druid instead of a cleric, and you're talking a lot of extra damage, each and every round, for a duration in rounds equal to your level. This is the beauty of haste. If I had a party of nothing but melees for some unfortunate reason, I'd absolutely love to have the rogue spring for a wand of haste and high UMD. Slow also rocks, staggered is an insanely useful condition to apply to your foes, dropping their DPR through the floor, and also making kiting them much easier as well.

So I'd say your melee front is like a chicken breast sandwich---functional, but not too exciting by itself, but a good spicy hot Dijon mustard really adds a lot of zest. Haste is that hot Dijon, and then some.

Scarab Sages

Oh, I understand perfectly what EWHM, Wraithstrike, and Thalin are saying. I have RP'd for years, I am 37, and a vet from even 1e days.

But the dijon mustard/ketchup argument is very apt here.

I contend that the chicken breast sammich/french fries are what kill the hunger, not the ketchup/mustard.

Granted, with ENOUGH mustard, you could kill just about anything.

Its the DD spells that do damage, and not the buff. Buffing spells simply add to the potential damage that can be created.

Damage kills things. Potential MAY kill things.

***EDIT***

And when it comes to damage, I find that melee characters, with static damage mods like STR and +/ weapons and PA feats and other things like that continually out damage the casters.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

This is all I have to say about battlefield control VS buffs/debuffs VS direct damage. I suggest you all continue the discussion there as well, since it is off-topic here in a thread about fighter optimization.


Bomanz wrote:

Damage kills things. Potential MAY kill things.

***EDIT***

I wrote a more detailed response which the forum ate; I'll attempt to capture the essense of it though I apologize if it's more direct.

To turn your phrase around, damage will eventually kill things, but as long as they retain 1 hp they still can kill PCs; control / status spells remove them as a threat immediately.

Imagine a fight between a level 5 group and a pair of dire lions; compare the effects of casting Slow on both vs. casting Fireball on both. (There's almost no chance that both make the save.) The most likely outcome of the first is that both will fail their saves, and the fight is over -- there's no longer any reasonable chance of a PC being dropped, much less killed.

Does that honestly not seem more powerful to you than dealing damage?


Fighter optimization doesn't stop at abilities, and feats, as it extends into magical equipment, as they are on the opposite side of the spectrum in regards to a wizard, cleric or druid. It is true all classes use magic items, but it is even more important for a fighter.


Bomanz wrote:

Oh, I understand perfectly what EWHM, Wraithstrike, and Thalin are saying. I have RP'd for years, I am 37, and a vet from even 1e days.

But the dijon mustard/ketchup argument is very apt here.

I contend that the chicken breast sammich/french fries are what kill the hunger, not the ketchup/mustard.

Granted, with ENOUGH mustard, you could kill just about anything.

Its the DD spells that do damage, and not the buff. Buffing spells simply add to the potential damage that can be created.

Damage kills things. Potential MAY kill things.

***EDIT***

And when it comes to damage, I find that melee characters, with static damage mods like STR and +/ weapons and PA feats and other things like that continually out damage the casters.

Consider a very simplified party of wizard, cleric, and the Falchion Fred triplets. Let's say you're facing a pair of fire giants, an EL12 encounter.

option 1: wizard blasts, hits giants for around 35 damage if they fail their save (he's in luck here because he can cone of cold for about 52 if they fail their save because they're cold vulnerable)---often he'll hit both giants.
The falchion brothers chew up one giant and start chewing the second one with their combined 180 DPR. If both giants were hit & failed their saves and there's little damage overkill, they might kill both in one round.
Option 2: wizard hastes the party. Falchion brothers chew up both giants with their combined 300 DPR. They also receive less damage in so doing because of the +1 ac. If reinforcements are on the way, well, they're still hasted for 9 more rounds. Start the cuisinart Sam.
Option 3: wizard slows the giants: No extra dpr here, but if the spell sticks it totally tanks the DPR of the giants.

It should be clear that in option 2, the haste did kill the giants that extra 120 DPR practically did one of them in by itself, and did it with a level 3 slot instead of a level 5. What's more, it did it and probably made the Falchion triplets feel extra mighty and avoided creating intra-party or GM aggro.


Bomanz wrote:

Oh, I understand perfectly what EWHM, Wraithstrike, and Thalin are saying. I have RP'd for years, I am 37, and a vet from even 1e days.

And when it comes to damage, I find that melee characters, with static damage mods like STR and +/ weapons and PA feats and other things like that continually out damage the casters.

Okay, but if as you say (and you are correct) caster DD spell DPR is abysmal, WHY DO IT? Rather than something that no only contributes, but makes the encounter utterly trivial. Grease, Glitterdust, Web (as long as someone has a bow), Slow, Haste, Stinking Cloud, Black Tentacles. Those spells win combat, plain and simple. All DD does is tickle.

Scarab Sages

meatrace wrote:
Bomanz wrote:

Oh, I understand perfectly what EWHM, Wraithstrike, and Thalin are saying. I have RP'd for years, I am 37, and a vet from even 1e days.

And when it comes to damage, I find that melee characters, with static damage mods like STR and +/ weapons and PA feats and other things like that continually out damage the casters.

Okay, but if as you say (and you are correct) caster DD spell DPR is abysmal, WHY DO IT? Rather than something that no only contributes, but makes the encounter utterly trivial. Grease, Glitterdust, Web (as long as someone has a bow), Slow, Haste, Stinking Cloud, Black Tentacles. Those spells win combat, plain and simple. All DD does is tickle.

Right....nobody is arguing that DD spells "tickle" the bad dudes.

What you all seem to forget is the initial statement of "casters are way more OP than melee!" or that "melee is weaker than casting!".

When it comes to sheer damage output, hate to say it, but melee wins, pure and simple.

And its not as if melee doesn't have control options either. Tanglefoot bags, tripping, grappling, bull rushing, sundering, bleed, stunning, dazzling display, and any other variety of ways to make the BBEG kind of suck.

I am addressing the notion that melee somehow is weaker than casting, and I respectfully disagree with anyone who thinks that.

My point again, succinctly is thus: On pure damage output, melee wins hands down. Both melee and casting have a variety of ways to control a battlefield/opponent and win combat.

Now, since Ravingdork has asked, I will drop the issue.


The french fries kill the hunger, not the ketchup, yes, but wizards don't have french fries. They have a few spots of nasty greasy batter left over.

Would you rather have that with your french fries, or some ketchup?

Dark Archive

Mistah Green wrote:

While this thread is generally accurate that optimization makes a decent difference, it's only accounting for one part of optimization. People overreacting to -2s vs 0s on a system where your skills improve by several RNGs over the course of the game aside the real point here is that a truly optimized melee character would make 'Falchion Fred' look like a tool.

So the answer to 'Just how much of a difference does being optimized make for a Fighter anyways?' is that the optimized character is at least three times better, if not more than that. As in about 200 damage a round, maybe higher. An only somewhat optimized build would do less than 200, but still more than 65 or so.

However it is also worth mentioning that the tools that do let you make genuinely effective melee characters do not exist in PF, and as such the guy doing 15 less damage per round than the bare minimum baseline for competence is about the best you can do. Which is half the reason why PF is called Caster Edition. They nerfed everyone else hard.

I agree.

In 3.5 you only need these feats to crush anyone...

Power attack / Power lunge / Leap attack / Combat brute and Shock trooper

that and 10 ft to charge.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Caineach wrote:
ElCrabofAnger wrote:
the David wrote:
Zoddy wrote:
First, standard point buy is 15, 20 becomes ridiculous and i won't even comment on 25.
Roll 4d6 drop lowest averages on 21 points, so 15 points is a little bit low, actually.
The math doesn't work out exactly, there are some minor remainders, but 4d6 drop the lowest works out to about 15 or 16, not 21. That's why the standard is 15. If you play with the method any more, then yes you push the average points up, but 15 is mathematically correct. Many, many places on the intarwebs will demonstrate this. This post isn't meant to pick on you, specifically, but I keep seeing posts (lots o' them) that indicate that 4d6 drop the lowest is around 20 points or so. It isn't, it's around 15.

This has been discussed a lot. The general consensus is that it is between 18 and 21, depending on if you throw out stats considered not valid and how you adjust for stats below 7. 15 is if you roll average on all stats. The probability that you roll average 6 times is rather low. 16s 17s and 18s bring up the average point buy. To find the point buy, multiply the points for any given number by the probability that that number can occur:

** spoiler omitted **
You can do more math to eliminate sets that are not valid because the don't have a total ability modifier that is positive, which will raise the number.

Fair enough, and it look good. I don't like the part about eliminating the sets that don't have a positive ability modifier, though. I'm not saying you're wrong, just rolling one set of rolls that can be thrown out does not imply that the next set will be any better. I understand that it does, in fact, push the average up, I just don't like to include it in the math for a particular set of rolls. You have convinced me of the 18 point thing, though, relative to PF point buy. That being said, use of the strict (if not entirely accurate) mathematical average of 15 points is used as the basis for a great many things in the game. I would like to see some of the other threads on the math of this. Eh, no more threadjacking, I'm done here, have fun all.

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