At what level would you say the martial / caster 'flip' happens?


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Marthkus wrote:

Now a caster is different than a druid.

We have shown that a druid can do the job. That does not mean clerics or oracles can do the job.

Now I would be interested to see the numbers of a druid with 16 strength that puts level points into their 16 wis. It's unrelated to the discussion, but I would still like to see that. (Personally, I love the druid claas, the only downside is the paperwork.)

Take a human with Dual Talent racial trait, and you can have both the 18 str and 16 Wis.

Let's see other possible options for the melee role:

A 12th level Inquisitor with a +4 belt, 18 starting STR, and +1 greatsword, (so you can save gold for stuff like a +1 to hit Ioun Stone, or whatever,) would have:

+9 BAB
+1 Weapon focus
+3 enhancement (Greater MAgic Weapon)
+3 sacred (judgement, 4 full combats per day)
+7 str
-3 Power Attack
+2 Bane (12 rounds per day, or roughly 3-4 combats)

for +22/+17 to hit (not counting the ioun stone), and 6d6+27 damage, with no rounds spent buffing. Assuming he gets a flanking buddy (not so hard to get), he does +26/+21 to hit, and 7d6+27 damage, because of his Solo Tactics giving him extra bonus when flanking, and extra damage when flanking. That's 90 average damage per round, on par with a petless druid, and above the fighter. With a single spell like Divine Power, he goes to +29/+29/+24, for an average of 140+ damage per round. Double than the example fighter. Could add long duration buff spells like Heroism if you want to, to put his attack in +31/+31/+26. Like the druid or summoner or bard, he can do it on the move, because he can take a Teamwork feat that allow him to charge as immediate action when an ally charge (and then get his full round) He has buffing spells, healing and restorative spells, good skills, several big bonuses to intiative, crit confirmation, intimidate, track... And could have a pet too if he wants (through Animal Domain).

A Synth summoner is a pain in the ass to calculate, because there are a myriad options. But trust me, a guy with 5 attacks, 30+ STR, and the possibility to pounce, WILL do more damage than the fighter. Put him in the pouncing druid league, just easier to break if you want to. Also able to buff the party, cast spells, better skills than the fighter, and can use Summon monsters if needed.

Let's see a simple Bard. A 12th level dervish bard with +1 corrosive scimitar and +4 dex can do:

+9 BAB
+7 DEX
+6 Inspire Courage
+1 enhancement
+2 Heroism (cast for 4 hours each time with a lesser rod)
+3 Rain of blows
+1 Weapon focus
-3 from power attack

for a +26 to hit, and +26/+26/+21 attacks that do 1d6+22+1d6 damage (with 15+ crit chance), or an average of 78 damage, which can be done on the move. This is unbuffed. Greater Heroism can give him +4 to hit and damage for the whole adventuring day, putting him in the ~93 damage league. Again, more damage than the example fighter, again, able to do full damage on the move, and again, all that while being able to cast spells, buff the party, having a ton of skills and two good saves (and AC through the roof)

Convinced yet?


Both bard and inquisitor get a thumbs down for using so many rounds per day powers.

Especially the bard for depriving the group of a bard skillmonkey in favor of dervish.

You didn't calculate a Synth summoner.


Pathfinder Adventure Path Subscriber
Marthkus wrote:

Now a caster is different than a druid.

We have shown that a druid can do the job. That does not mean clerics or oracles can do the job.

Now I would be interested to see the numbers of a druid with 16 strength that puts level points into their 16 wis. It's unrelated to the discussion, but I would still like to see that. (Personally, I love the druid claas, the only downside is the paperwork.)

... what?

If a class with 9 caster levels isn't a caster, what is a caster?


Marthkus wrote:
Both bard and inquisitor get a thumbs down for using so many rounds per day powers.

The Inquisitor get 4 full combats of judgement (whatever the combat length is). How many combats per day does your GM ussually play in an average session? How many of those combats *need* you have +26 to hit?

The bard gets 26+CHA rounds of combat. Plus 6 for each extra feat. That's like ... the whole adventuring day.

Quote:


Especially the bard for depriving the group of a bard skillmonkey in favor of dervish.

This last sentence is what make me think you aren't watching it with the proper light.

Let's say we have a party of, say, a Cleric, Wizard, archer Ranger. We need a 4th character, prefferabily a melee.
Let's say I make a dervish dance. I "deprive the group of bard skillmonkey"? Fine, then I'll make a fighter. Oh, wait... I'm depriving the group of a bard skillmonkey too!! Actually, I'm *completelly* depriving the group of a bard skillmonkey, while the dervish still give them a bard with 6+Int skills, and spells. The fighter gives them... nothing. This bard is not trying to fill the skillmonkey niche (which is already covered by some other player, a ranger in this example), it's trying to fill the melee char niche. Which he can do, at *least* as well as the fighter. AND he has utility, skillmonkey, and spellcasting *for free*, compared to filling that melee slot with a dull fighter.

Quote:
You didn't calculate a Synth summoner.

Let's use a fast to-build example. Starting str 8, but fused, gain str 21, +6 for Ability Increase evolution (cost 12), +8 for large size (cost 4), +4 from belt, or str 39. Rake (2) and extra pair of limbs (2) and extra claws (1) and pounce (1), for a total of 6 attacks on charge, or 4 when not charging. Total 22 evolution (16+6 feats)

9 BAB
+14 STR
+2 AMoMF
-3 PAttack
+22 attack, which means +22/+22/+22/+22/+22/+22 for 2d6+22 when pouncing. Or 165 average damage in a pounce, including the charge bonus.


gustavo iglesias wrote:
Marthkus wrote:
Both bard and inquisitor get a thumbs down for using so many rounds per day powers.

The Inquisitor get 4 full combats of judgement (whatever the combat length is). How many combats per day does your GM ussually play in an average session? How many of those combats *need* you have +26 to hit?

The bard gets 26+CHA rounds of combat. Plus 6 for each extra feat. That's like ... the whole adventuring day.

Funny I thought the adventuring day was longer than 5 minutes.


4 people marked this as a favorite.

wait which thread am I in
the martial vs. caster one
the martials are terrible one
the caster disparity one
the why martial hate one
or the good one

lol j/k
there are no good ones


Marthkus wrote:
gustavo iglesias wrote:
Marthkus wrote:
Both bard and inquisitor get a thumbs down for using so many rounds per day powers.

The Inquisitor get 4 full combats of judgement (whatever the combat length is). How many combats per day does your GM ussually play in an average session? How many of those combats *need* you have +26 to hit?

The bard gets 26+CHA rounds of combat. Plus 6 for each extra feat. That's like ... the whole adventuring day.

Funny I thought the adventuring day was longer than 5 minutes.

It is. But you don't have to spend performance rounds while moving from a place to another, search for traps, scout, heal, or loot corpses, just during combat. How many encounters per day does your GM play?


The oracle had significantly less unbuffed DPR.

7 combats per day is still far less than what a fighter can do.


Lamontius wrote:

wait which thread am I in

the martial vs. caster one
the martials are terrible one
the caster disparity one
the why martial hate one
or the good one

lol j/k
there are no good ones

If you find a good thread let me know.


Marthkus wrote:

The oracle had significantly less unbuffed DPR.

7 combats per day is still far less than what a fighter can do.

In your homebrewed Arena campaign where players fight dozens of fights per day, maybe. In everybody's else campaigns, included the published AP, not really. The fighter can't do much more than 7 encounters per day, because there aren't enough encounters

And just to point out, he could add other metamagic feats to use lvl 5 and level 6 slots, making it 16 combats per day. HOW MANY ENCOUNTERS PER DAY DOES YOUR GM USE ON AVERAGE?


gustavo iglesias wrote:
Marthkus wrote:

The oracle had significantly less unbuffed DPR.

7 combats per day is still far less than what a fighter can do.

In your homebrewed Arena campaign where players fight dozens of fights per day, maybe. In everybody's else campaigns, included the published AP, not really. The fighter can't do much more than 7 encounters per day, because there aren't enough encounters

And just to point out, he could add other metamagic feats to use lvl 5 and level 6 slots, making it 16 combats per day. HOW MANY ENCOUNTERS PER DAY DOES YOUR GM USE ON AVERAGE?

hell, finding a 2nd or 3rd encounter per session is difficult. unless it happens to be a noncombat encounter, which is still an encounter.

Wandering Monster Tables? Yay, these tables have many issues

the first of which, is that they cover so broad a level range, that a random percentile roll could spell the difference between an effortless victory and an impossibly difficult defeat

the second of which, is that they always tend to derail a party from the main plot, if sent to clear a kobold den, those random bugbears that showed up in the middle of the road could distract you into finding their lair and lead to eventually forgetting about the kobolds

the third of which, is that when they derail, they potentially lead to unexpected conclusions, like those bugbears they killed are in cahoots with the kobolds, which will make them wonder why there are no goblinoids in the kobold den. revealing that they were a random encounter

the fourth of which, is the need to come up with wandering monsters on the fly, which requires a lot of preplanning, fudging of numbers on the fly, or tedium because every random bugbear looks the damned same

the fifth of which, involves players doing what they can to bypass and sidestep the random encounters.


gustavo iglesias wrote:
Marthkus wrote:

The oracle had significantly less unbuffed DPR.

7 combats per day is still far less than what a fighter can do.

In your homebrewed Arena campaign where players fight dozens of fights per day, maybe. In everybody's else campaigns, included the published AP, not really. The fighter can't do much more than 7 encounters per day, because there aren't enough encounters

And just to point out, he could add other metamagic feats to use lvl 5 and level 6 slots, making it 16 combats per day. HOW MANY ENCOUNTERS PER DAY DOES YOUR GM USE ON AVERAGE?

Limited is still limited. The oracle did not come close to the fighter. The druid did, but the oracle did not.

EDIT: Also we calling campaigns home-brew now? You best be explaining that sort of nonsensical labeling.


Marthkus wrote:
Limited is still limited. The oracle did not come close to the fighter. The druid did, but the oracle did not.

Limited is not limited if the limit is beyond what is needed. If you only fight 4-5 encounters per day (as is the game's assumption), then being able to self-buff SIXTEEN times per day, as that oracle does, is not really limited.

Sort of how Bill Gates budget for Pathfinder Roleplaying Game isn't limited. Yes, his fortune is not infinite, so it is limited. But he has enough to buy every single pathfinder book ten thousand times, so in practice, his limitation is pointless.

Quote:
Also we calling campaigns home-brew now? You best be explaining that sort of nonsensical labeling

Your campaign is home-brewed, in contrast with Rise of Runelords, or Kingmaker, or Carrion Crown, which are official. That you could build a campaign that consist in 700 fights in a row in a straight corridor doesn't mean the game is assumed to be played like that. In a regular campaign, that sort of things don't happen, so it's not relevant for the discusion of when (in normal pathfinder) casters flip martials, and if martials are needed or not.

99.99999999999% of campaigns don't make the PC fight 17 tough combats in a rough without resting (because if the fights aren't tough, then bufffing is not needed) The oracle can self-buff as a swift action for 16 combats in a row (using 4th, 5th and 6th level spell slots. That means his ability is enough to surpass the fighter in 99.999999% of campaigns (all of them that are not either a Arena with a dozen combats per day, or a corridor with 700 encounters in a row.)

EDIT: Did the summoner come "close" to the fighter, like the druid did? By close I mean surpassing it in every single aspect of damage dealing while being more mobile, cast spells, have better skills, better saves, better defenses, supporting the party, adding resources, etc.


gustavo iglesias wrote:
Marthkus wrote:
Limited is still limited. The oracle did not come close to the fighter. The druid did, but the oracle did not.

Limited is not limited if the limit is beyond what is needed. If you only fight 4-5 encounters per day (as is the game's assumption), then being able to self-buff SIXTEEN times per day, as that oracle does, is not really limited.

Sort of how Bill Gates budget for Pathfinder Roleplaying Game isn't limited. Yes, his fortune is not infinite, so it is limited. But he has enough to buy every single pathfinder book ten thousand times, so in practice, his limitation is pointless.

Quote:
Also we calling campaigns home-brew now? You best be explaining that sort of nonsensical labeling

Your campaign is home-brewed, in contrast with Rise of Runelords, or Kingmaker, or Carrion Crown, which are official. That you could build a campaign that consist in 700 fights in a row in a straight corridor doesn't mean the game is assumed to be played like that. In a regular campaign, that sort of things don't happen, so it's not relevant for the discusion of when (in normal pathfinder) casters flip martials, and if martials are needed or not.

99.99999999999% of campaigns don't make the PC fight 17 tough combats in a rough without resting (because if the fights aren't tough, then bufffing is not needed) The oracle can self-buff as a swift action for 16 combats in a row (using 4th, 5th and 6th level spell slots. That means his ability is enough to surpass the fighter in 99.999999% of campaigns (all of them that are not either a Arena with a dozen combats per day, or a corridor with 700 encounters in a row.)

I think we're done. You just called the majority of games homebrew, insinuating that they are not valid.

Further conversation would be trying to find the arcane line that you have drawn where a DM changes things for his run from official to home-brew.

I'll pass on analyzing the depths of your prejudice.

Grand Lodge

2 people marked this as a favorite.

You were done a long time ago, M. You were just looking for an excuse.


Marthkus wrote:


I think we're done. You just called the majority of games homebrew, insinuating that they are not valid.

Further conversation would be trying to find the arcane line that you have drawn where a DM changes things for his run from official to home-brew.

I'll pass on analyzing the depths of your prejudice.

That's a strawman. I did not say the majority of games are not valid. I did say that a campaign that consist in nothing more that twelve fights per day in an Arena is not valid to measure the combat durability of a class. (BTW, 12 combats per day still fall under the 16 combats per day where the oracle is better than the fighter). Most campaigns don't follow that system, and most people don't fight 17+ combats per day.

You still haven't answered the question I've made SEVERAL times. How many encounters per day does your GM use on average? Judging out the 16 combat per day buffed oracle because "it might be" a campaign "somewhere" in which the oracle "could" have to fight 17 fights in a row (and thus fighting ONE fight with SLIGHTLY below damage, or... just spend ONE round buffing) is absurd.


TriOmegaZero wrote:
You were done a long time ago, M. You were just looking for an excuse.

:)

I can't pull a fast one on you can I?

Yeah I was more or less done after losing the druid comparison. Arguing about oracles is just semantics at this point.

Grand Lodge

Fast one? WHERE?


Marthkus wrote:
TriOmegaZero wrote:
You were done a long time ago, M. You were just looking for an excuse.

:)

I can't pull a fast one on you can I?

Yeah I was more or less done after losing the druid comparison. Arguing about oracles is just semantics at this point.

Woy, you actually admitted you were wrong about something, hold me I may faint. Of course you are still also wrong about both the Oracle and Sorcerer. Lets have a quick recap:

Quote:
Your level 12 fighter attacking at 22/17/12 for 41.4 average damage per swing. Average level 12 AC is 27 meaning you are getting 80/55/30% of your damage for an expected damage of 68.3 per round.
Quote:

The Oracle was attacking at +20/15 for an average of 35.65 with a single quickened Divine Favour and therefore no loss of economy. That's an expected damage output of 41 damage so at this point you are well ahead. Of course add one buff round for quickened enlarge person and Divine Power and the numbers change somewhat.

Now we are attacking at +24/24/19 with an average damage of 3d6+26, or 36.5 average per hit but a better hit chance. Expected damage per round is now 90 so we are well ahead with a single buff round. We use one level 4 and 5 spell slot and we can do this in 8 encounters per day before we run out. Also being large and therefore having reach makes it much more likely an enemy will provoke an Opportunity Attack giving the Oracle and even greater advantage.

Quote:
The sorcerer is using Empowered Scorching Ray out of level 3 spells slots for nearly 30 attacks every day, so easily between 7 and 10 combats. Each spell is averaging 94 damage per round and he brings the utility of a single classed primary spell caster. Round 3 still goes to the non martial.

Finally just for completeness the Druid numbers so everything is collected in one place.

Quote:

Dire Tiger (Large)

AC 30, Ref +8, Init +2, Speed 50, Low Light Vision, Scent, Pounce
Str 30, Dex 10, CMB 26, CMD 33

Bite: +18, 2d6+19 plus Grab average 26 (4d6, average 33)
2 Claws: +18, 2d4+19, average 24 (2d8, average 28)
Rake (2 claws): +18, 2d4+19 average 24 (2d8, average 28)

Average damage unbuffed: 0.1*244 +0.85*122 = 128.1
Average damage with Strong Jaw: 0.1*290 +0.85*145 = 152.25

Expected damage per round 77, or 91 with one buff cast.

Allosaurus (Huge)
AC 30, Ref +7, Init +1, Speed 60, Low Light Vision, Scent, Pounce
Str 32, Dex 8, +6 NA, CMB 27, CMD 33

Bite: +18, 2d6+20 (19-20) plus grab, average 27 (4d6, average 34)
2 Claws: +18, 1d8+20, average 24 (3d6, average 30)
Rake (2 talons): +18, 1d8+20, average 24 (3d6, average 30)

Average damage unbuffed: 0.2*54 +0.1*192 +0.75*27 +0.85*96 = 131.85
Average damage with Strong Jaw: 0.2*68 +0.1*240 +0.75*34 +0.85*120 = 165.1

Expected damage per round against AC27 is 79, 99 with Strong Jaw.

Although these numbers are slightly skewed as the Rake attack is dependant on the Bite hitting.


Finally before I leave this rather circular discussion I thought I would post some possible straight fighter builds since Marthkus hasn't. I am going to look at possible damage output for dual wielding, two handed and archery fighters. Feel free to comment on or suggest improvements for the builds, I fully accept that Fighters are not something I commonly play so they are very likely to be better options.

First up Mobile Fighter dual wielder. Fighters really suffer from a lack of Pounce, losing a lot of damage output as they run from one dead enemy to the next target. Mobile Warrior gives you a mini pounce affect at level 11 but you lose your highest attack. this is bad for two handed weapon users but not so bad for dual wielding. However each attack hits for less damage making DR a potential; problem. make sure to carry some Oils of Bless Weapon.

Finally you will note that I don't dump Int on any of these characters. While you can get better numbers by doing so I am not a fan of the trade off of having no effective means of doing non combat stuff. I do the same thing with my Sorcerers and Oracles.

So, Mobile two-weapon fighter.

Is making 5 attacks at +19/19/14/14/9 for 1d4+23 each provided he at least takes a 5'step before starting his full attack. Average damage per hit is 25.5. Critical range is 15-20 giving an average of 0.3*51 + 0.65*25.5, or 32 damage per hit. It is likely to be lower as you are not certain to confirm all of those crits but I will work with 32.

Against AC27 you are expecting damage per round to be in the region of 72 so slightly better than the numbers provided by Marthkus but still behind. If you hit with both weapons at least once then Two Weapon Rend will add another average 14.5 average damage which is looking at bit more respectable. Defences are reasonably decent with AC27 and Fort/Ref/Will of 14/12/11. The clear spindle makes me less concerned about boosting Will more.

Dual Wield Fighter:
Human (Varisian) Fighter (Mobile Fighter) 12
N Medium Humanoid (human)
Init +8; Senses Perception +21

--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 22 (+11 armor, +4 Dex +1 Deflection, +1 Natural)
hp 100 (12d10+24)
Fort +14, Ref +12, Will +11; +3 bonus vs. effects that cause paralyzed, slowed, or entangled conditions

--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 Adamantine Kukri +17/+12/+7 (1d4+21/15-20/x2) and
+3 Adamantine Kukri +17/+12 (1d4+17/15-20/x2)
Ranged +1 Composite longbow (Str +6) +17/+12/+7 (1d8+7/x3)
Special Attacks leaping attack +2, rapid attack

--------------------
Statistics
--------------------
Str 22, Dex 18, Con 14, Int 10, Wis 12, Cha 7
Base Atk +12; CMB +18; CMD 32

Feats: Combat Reflexes (5 AoO/round), Double Slice, Greater Weapon Focus (Kukri), Greater Weapon Specialization (Kukri), Improved Critical (Kukri), Improved Initiative, Improved Two-weapon Fighting, Iron Will, Pin Down, Power Attack -4/+8, Two-weapon Fighting, Two-weapon Rend, Weapon Focus (Kukri), Weapon Specialization (Kukri)

Traits: Captain's Blade (Acrobatics), Underbridge Dweller (Magnimar)

Skills: Acrobatics +19, Climb +15, Escape Artist +3, Fly +3, Handle Animal +2, Intimidate +13, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +21, Ride +7, Stealth +3, Survival +5 (+8 to avoid becoming lost), Swim +9
Languages Common, Varisian

Gear +2 Mithral Full plate, +1 Composite longbow (Str +6), +3 Adamantine Kukri, +3 Adamantine Kukri, Belt of giant strength +4, Cloak of resistance +4, Eyes of the eagle, Feather step slippers, +1 Ring of protection, +1 Amulet of Natural Armour, Ioun stone (clear spindle), Wayfinder (1 @ 0 lbs)


Next up the Archer Fighter. Unlike most Archers this one wants to be right up in melee. We aren't provoking OA's and we like the bonus hit and damage from Point Blank Shot. Similarly we threaten a 15' area around us and can take 9 Opportunity Attacks per round. That can add up to a whole load of extra damage.

Anyway, basic attack routine looks like:

+22/22/17/12 with rapid shot, manyshot adds an extra damage roll to the first attack. Damage is 1d8+19, average 23.5. With crits we are looking at 0.2*47 + 0.75*23.5 or 27 damage per hit.

Against AC27 we are looking at nearly 80 damage per round. Again better than the numbers Marthkus has posted but still behind. On the plus side he barely cares about DR, which is just as well as he cant yet afford a +3 weapon. AC is better at 30 but saves are weaker at 13/16/9.

Archer Fighter:
Male Human (Varisian) Fighter 12
N Medium Humanoid (human)
Init +8; Senses Perception +22

--------------------
Defense
--------------------
AC 30, touch 20, flat-footed 22 (+9 armor, +8 Dex, +1 natural, +1 deflection)
hp 88 (12d10+12)
Fort +13, Ref +16, Will +9 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +3

--------------------
Offense
--------------------
Speed 30 ft.
Ranged +2 Seeking Composite longbow (Str +2) +22/+22/+17/+12 (1d8+19/19-20/x3)
Special Attacks weapon training abilities (heavy blades +3, bows +4)
Spell-Like Abilities Light (At will)

--------------------
Statistics
--------------------

Str 14, Dex 26, Con 12, Int 12, Wis 12, Cha 7
Base Atk +12; CMB +12; CMD 34 (38 vs. Disarm, 38 vs. Sunder)

Feats: Clustered Shots, Combat Reflexes (9 AoO/round), Deadly Aim -4/+8, Improved Critical (Longbow), Improved Precise Shot, Improved Snap Shot, Manyshot, Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow)

Traits: Eyes and Ears of the City, Highlander (hills or mountains)

Skills: Acrobatics +20, Climb +6, Handle Animal +2, Intimidate +13, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +22, Ride +12, Sleight of Hand +13, Stealth +24 (+26 in hilly or rocky areas), Survival +5 (+7 to avoid becoming lost), Swim +6; Racial Modifiers highlander (hills or mountains)

Languages Common, Gnoll, Varisian

Special Qualities seeking

Gear: Jingasa of the fortunate soldier (1/day), Celestial armor, +2 Seeking Composite longbow (Str +2), Amulet of natural armor +1, Belt of incredible dexterity +4, Cloak of resistance +4, Eyes of the eagle, Feather step slippers, Gloves of dueling, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (empty)


Pathfinder Adventure Path Subscriber

Gotta admit, those fighters look solid. Nice work!

Digital Products Assistant

Removed a few posts. Please revisit the messageboard rules.


andreww wrote:
Marthkus wrote:
TriOmegaZero wrote:
You were done a long time ago, M. You were just looking for an excuse.

:)

I can't pull a fast one on you can I?

Yeah I was more or less done after losing the druid comparison. Arguing about oracles is just semantics at this point.

Woy, you actually admitted you were wrong about something, hold me I may faint. Of course you are still also wrong about both the Oracle and Sorcerer. Lets have a quick recap:

Quote:
Your level 12 fighter attacking at 22/17/12 for 41.4 average damage per swing. Average level 12 AC is 27 meaning you are getting 80/55/30% of your damage for an expected damage of 68.3 per round.
Quote:

The Oracle was attacking at +20/15 for an average of 35.65 with a single quickened Divine Favour and therefore no loss of economy. That's an expected damage output of 41 damage so at this point you are well ahead. Of course add one buff round for quickened enlarge person and Divine Power and the numbers change somewhat.

Now we are attacking at +24/24/19 with an average damage of 3d6+26, or 36.5 average per hit but a better hit chance. Expected damage per round is now 90 so we are well ahead with a single buff round. We use one level 4 and 5 spell slot and we can do this in 8 encounters per day before we run out. Also being large and therefore having reach makes it much more likely an enemy will provoke an Opportunity Attack giving the Oracle and even greater advantage.

Quote:
The sorcerer is using Empowered Scorching Ray out of level 3 spells slots for nearly 30 attacks every day, so easily between 7 and 10 combats. Each spell is averaging 94 damage per round and he brings the utility of a single classed primary spell caster. Round 3 still goes to the non martial.

What part of quicken Divine Favour and scorching ray doesn't seem limited to you? Thumbs down.

You showed what a druid can do, but now you are getting ahead of yourself.


OK, last of the fighters, this time the two handed Greatsword user. I went Oni spwawn tiefling for the Darvkvision and good stat mods. Alter Self also isn't bad as an optional extra self buff.

I took the two handed weapon wielder archetype to max out damage but it leaves him with no form of Pounce. Once he gets into melee however step up should help him stay there and he hits very hard. Defences are OK for hanging out in melee, 28AC and 14/9/13. HP are a little low but he cant afford to upgrade to a 4/4 Str/Con belt.

Attack routine is 27/22/17 for 2d6+33 (37 for hits two and three) damage per hit. Average is 44.5 per blow, with crits 0.2*89 + 0.75*44.5 = 51 per hit/ Against CR12 AC27 we are looking at an expected damage value of 112 per round. It is slightly lower due to not counting the extra strength on the first attack but I really cant be arsed to figure that out. I suspect it gets forgotten a lot as a fiddly minor effect.

That is actually very respectable. BUT the lack of any form of pounce means you wont be getting that damage every round, more probably every other round as you move between defeated opponents. You also still don't bring any extra utility and you are only slightly ahead of the casters on a single round comparison. As an outsider you also cant be affected by certain buff spells, Enlarge Person in particular which is a common low level method of significantly increasing two handed weapon wielder damage. On the plus side you also have a quite respectable ranged attack despite only having a Dex of 12.

Two Handed Fighter:
Male Oni-Spawn Tiefling Fighter (Two-Handed Fighter) 12
LN Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +19

--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 28 (+13 armour, +1 Dex, +3 natural, +1 deflection)
hp 112 (12d10+36)
Fort +14, Ref +9, Will +13; +4 vs. effects that cause you to lose your grip on weapons
Resist cold 5, electricity 5, fire 5

--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 Adamantine Greatsword +27/+22/+17 (2d6+37/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +19/+14/+9 (1d8+14/x3)

Special Attacks backswing, overhand chop, piledriver, shattering strike +3, weapon training abilities (heavy blades +4, bows +3)
Spell-Like Abilities Alter Self (1/day)

--------------------
Statistics
--------------------
Str 26, Dex 12, Con 14, Int 12, Wis 14, Cha 5
Base Atk +12; CMB +20 (+23 Sundering); CMD 32 (36 vs. Disarm, 39 vs. Sunder)

Feats: Armor of the Pit, Dazing Assault (DC 22), Critical Focus, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Improved Critical (Greatsword), Improved Initiative, Iron Will, Power Attack -4/+8, Step Up, Toughness +12, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)

Traits: Defender of the Society, Indomitable Faith

Skills: Acrobatics -4 (+1 to jump), Climb +7, Disguise -1, Escape Artist -4, Fly -4, Intimidate +14, Knowledge (dungeoneering) +5, Knowledge (engineering) +11, Perception +19, Ride +0, Sense Motive +14, Stealth -4, Survival +6 (+8 to avoid becoming lost), Swim +7

Languages Abyssal, Common, Infernal

Gear: Jingasa of the fortunate soldier (1/day), +3 Full plate, +1 Adaptive Composite longbow (Str +0), +3 Adamantine Greatsword, Amulet of natural armor +1, Belt of giant strength +4, Boots of striding and springing, Cloak of resistance +4, Ring of protection +1, Eyes of the eagle, Gloves of dueling, Ioun stone (clear spindle), Wayfinder (1 @ 0 lbs)

He has about 5k of cash free to buy consumables.


Marthkus wrote:

What part of quicken Divine Favour and scorching ray doesn't seem limited to you? Thumbs down.

You showed what a druid can do, but now you are getting ahead of yourself.

When you can do it for 8-10 combats a day, even more as you level up, then it is going to cover the vast majority of peoples games. Go ahead, set up a poll on here asking people how many combats they have on average in a game day. I will happily wager that the vast majority don't do more than 4.


Pathfinder Adventure Path Subscriber
Wiggz wrote:

It goes without saying that at 1st level a tyical Martial is infinitely more powerful than a typical Caster... and at 20th level a typical Caster is infinitely more powerful than a typical Martial - so where does the flip happen? Where is that 'sweet spot' where the two character's effectiveness are in sync?

For the sake of argument, let's compare a traditional Fighter to a traditional Wizard, since martial classes that can cast spells tend to blur the line a bit...
(good stuff snipped)
The biggest disparity is in the late game, but don't you find that high level play tends to be pretty rare? PFS tops out at 12th, and even AP's usually cut off somewhere between 14th and 17th... so it seems like the lower level disparities are a more needed fix, wouldn't you say?

TL;DR

In a baseline (15 point buy) Core assumption game, I think the balancing stick works fairly well till 3rd level spells come in. And then it gets really bad with 5th level spells and higher. I mean raising the dead is kind of a game changer that no martial can do.

With all Pathfinder (Paizo source no third party)...martials are equaled or exceeded at level 1. One example is the proliferation of Supernatural abilities for casters which greatly mitigate some of their biggest disadvantages such as silence, grapple, spell resistance, etc. In some cases the Su are only limited by the number of foes you face per day. In others you get Su abilities that are as good or better as a corresponding 1st level spell...only you start with more uses/day of them.

While I would like the old spontaneous spell slot conversion to raw damage of 3.5...really casters don't need it. If a caster wants to focus on damage, he will be pretty good and still have a bag full of tricks for times when "boom" is not enough. Take a look at Brewer's Guide to the Blockbuster Wizard. Very good at boom...and he still has access to other wizard spells as needed. And with the Paragon Surge 3rd level spell trick...he will know any spell he can normally cast as long as it is on his spell list.


andreww wrote:
Marthkus wrote:

What part of quicken Divine Favour and scorching ray doesn't seem limited to you? Thumbs down.

You showed what a druid can do, but now you are getting ahead of yourself.

When you can do it for 8-10 combats a day, even more as you level up, then it is going to cover the vast majority of peoples games. Go ahead, set up a poll on here asking people how many combats they have on average in a game day. I will happily wager that the vast majority don't do more than 4.

Limited to X many slots a day prevents you from doing what martials are suppose to do. Atleast a barbar has rounds of rage. That way the 1 round encounter doesn't cost you the same amount of resources as the 10 round encounter.


Marthkus wrote:

What part of quicken Divine Favour and scorching ray doesn't seem limited to you? Thumbs down.

You showed what a druid can do, but now you are getting ahead of yourself.

So here's a question. Do you consider archer martials to fall under this same "thumbs down" as you claim casters do?

Because after all, arrows are a limited resource!!!

Or are you going to say: "the fact that it's technically limited doesn't matter much in practice, because they have enough of that resource that they don't need to worry about running out of it for any reasonable number of consecutive encounters"?


andreww wrote:

OK, last of the fighters, this time the two handed Greatsword user. I went Oni spwawn tiefling for the Darvkvision and good stat mods. Alter Self also isn't bad as an optional extra self buff.

I took the two handed weapon wielder archetype to max out damage but it leaves him with no form of Pounce. Once he gets into melee however step up should help him stay there and he hits very hard. Defences are OK for hanging out in melee, 28AC and 14/9/13. HP are a little low but he cant afford to upgrade to a 4/4 Str/Con belt.

Attack routine is 27/22/17 for 2d6+33 (37 for hits two and three) damage per hit. Average is 44.5 per blow, with crits 0.2*89 + 0.75*44.5 = 51 per hit/ Against CR12 AC27 we are looking at an expected damage value of 112 per round. It is slightly lower due to not counting the extra strength on the first attack but I really cant be arsed to figure that out. I suspect it gets forgotten a lot as a fiddly minor effect.

That is actually very respectable. BUT the lack of any form of pounce means you wont be getting that damage every round, more probably every other round as you move between defeated opponents. You also still don't bring any extra utility and you are only slightly ahead of the casters on a single round comparison. As an outsider you also cant be affected by certain buff spells, Enlarge Person in particular which is a common low level method of significantly increasing two handed weapon wielder damage. On the plus side you also have a quite respectable ranged attack despite only having a Dex of 12.

** spoiler omitted **...

Oh my I should just let you argue yourself. Here I was using a human vanilla greatsword fighter build. When you apply the same level of opt to a fighter his full attack at lvl 12 is doing as much damage as meteor swarm.


Meteor Swarm is a terrible damage spell.


andreww wrote:
Meteor Swarm is a terrible damage spell.

Amen. I houseruled it so that it does more damage, and the meteor impact leaves big pits in the ground that nearby people can then fall into.


claymade wrote:
Marthkus wrote:

What part of quicken Divine Favour and scorching ray doesn't seem limited to you? Thumbs down.

You showed what a druid can do, but now you are getting ahead of yourself.

So here's a question. Do you consider archer martials to fall under this same "thumbs down" as you claim casters do?

Because after all, arrows are a limited resource!!!

Or are you going to say: "the fact that it's technically limited doesn't matter much in practice, because they have enough of that resource that they don't need to worry about running out of it for any reasonable number of consecutive encounters"?

I don't even have to talk about the arrow limit. Archers fail filling the martial role more than anyone.

They don't get close.
They are completely shutdown by effects like windwall.

Archery is probably what the group skill monkey wants to be doing. The extra damage should help them keep up.


andreww wrote:
Meteor Swarm is a terrible damage spell.

Still you just made a fighter that does more at 12 than a 9th level spell.

Still the best damage spell in the game before meta-magic.


Yeah and do you know what blasting focused spell casters take, yes that's right, Metamagic feats. Things get sadder and sadder for the Fighter as the levels grow. Consider the two handed fighter at level 16:

Level 16 Two Hander:
Male Oni-Spawn Tiefling Fighter (Two-Handed Fighter) 16
LN Medium Outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +25

--------------------
Defense
--------------------
AC 40, touch 19, flat-footed 37 (+15 armor, +3 Dex, +6 natural, +4 deflection)
hp 180 (16d10+80)
Fort +20, Ref +14, Will +18; +4 vs. effects that cause you to lose your grip on weapons
Resist cold 5, electricity 5, fire 5

--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 Adamantine Falchion +34/+29/+24/+19 (2d4+52/15-20/x2)
Ranged +1 Adaptive, Seeking Composite longbow (Str +0) +27/+22/+17/+12 (1d8+23/x3)

Special Attacks backswing, overhand chop, piledriver, shattering strike +4, weapon training abilities (heavy blades +5, bows +4, pole arms +3)
Spell-Like Abilities Alter Self (1/day)

--------------------
Statistics
--------------------
Str 27, Dex 16, Con 18, Int 12, Wis 18, Cha 5
Base Atk +16; CMB +26 (+30 Sundering); CMD 43 (47 vs. Disarm, 51 vs. Sunder)

Feats: Armor of the Pit, Blinding Critical (DC 26), Critical Focus, Critical Mastery, Dazing Assault (DC 26), Greater Weapon Focus (Falchion), Greater Weapon Specialization (Falchion), Improved Critical (Falchion), Improved Initiative, Improved Iron Will (1/day), Iron Will, Power Attack -5/+10, Staggering Critical (DC 26), Step Up, Toughness +16, Weapon Focus (Falchion), Weapon Specialization (Falchion)

Traits: Defender of the Society, Indomitable Faith

Skills: Acrobatics +0 (+5 to jump), Climb +9, Disguise -1, Escape Artist +0, Fly +0, Intimidate +18, Knowledge (dungeoneering) +5, Knowledge (engineering) +15, Perception +25, Ride +4, Sense Motive +20, Stealth +0, Survival +8 (+10 to avoid becoming lost), Swim +9
Languages Abyssal, Common, Infernal

Gear Jingasa of the fortunate soldier (1/day), +5 Mithral Full plate, +1 Adaptive, Seeking Composite longbow (Str +0), +5 Adamantine Falchion, Amulet of natural armor +4, Belt of physical perfection +4, Boots of striding and springing, Cloak of resistance +5, Eyes of the eagle, Gloves of dueling, Headband of inspired wisdom +4, Ioun stone (clear spindle), Ioun stone (dusty rose prism), Ioun stone (pale green prism (cracked, Attack), Ioun stone (pale green prism (cracked, saves), Ring of protection +4, Wayfinder (1 @ 0 lbs)

I am not going through the calculations yet again but he is reliably putting out around 210 damage per round, not enough to one round kill a CR16 creature but not very far off. He is also auto staggering for at least 1 round on a critical which gives him some protection from return full attacks. His AC is respectable and his saves aren't bad either.

Compare that to the Level 16 Blockbuster Wizard. This is actually quite a weak version of the Blaster Wizard, skipping the level dip of crossblooded sorcerer. With the dip at this level Intensified Empowered Fireball is coming out as 22d6+51 damage and he can launch two per round using quicken. That is an average damage per round of 256.

Due to Spell Perfection, Magical Lineage and Metamagic Master they are using up a spell slot of level 3 and 4. Given you have up to level 8 spells that is hardly an issue. Spell DC is likely to be around:

10 +11int (18 base, +4level, +2racial, +6headband, +2inherent) +3spell level +4 (doubled spell focus) or 28. Reflex DC tends to be lowest at high CR meaning you are facing a save bonus of around +14 so average damage is likely to be:

0.65*256 +0.35*128 = 211

Great you might think. We are competitive with each other and I can swing my sword forever while you will run out of spell slots. Several problems with this of course.

Firstly all of your damage is single target. If I can include even a single extra target in my area of effect I have just doubled your damage output. But what about Spell Resistance you might say? Well Spell Perfection doubles the effect of my Spell Penetration feats so that isn't much of an issue. Fire Resistance I hear you say? If I am putting out over 200 damage per round to everything I don't really care about resistance 20. If it is much more than that then I simply change element. But what about Fire Immune creatures! Well they are great as they are often vulnerable to cold so I will lose that 44 point overall damage bonus but gain a 50% increase in damage done from the vulnerability.

And I will do all of this while flying and invisible, undetectable by magical vision and with defences equivalent to the fighters. And once again we are talking about the very weakest version of the spellcaster. I would be much more effective throwing a single nigh unbeatable DC Dazing Chain Lightning and then walking off while the Druid's summoned dinosaurs reduce everything to mush. This is the path my sorcerer takes with DC 33 Dazing Chain Lightning from a level 6 spell slot which he can throw 18 times per day at level 16.

No need to bring along any fighters, they just get in the way of real actual characters.


andreww wrote:
No need to bring along any fighters, they just get in the way of real actual characters.

God help your party if you fight too many creatures that aren't standing next to each other.

I love how your fighter and super damage wizard do the same damage per round. Sure your wizard has AOE but he is also limited by slots. The fighter is not.


A 20' radius aoe requires everyone to stand next to each other? Actually enemies being spread out makes life significantly worse for the two handed fighter who has a low speed and no way to pounce. Against higher CR enemies, especially outsiders he is unlikely to ever get a single full attack as they mostly get to greater teleport at will. Good luck running backwards and forwards across the battlefield failing to hit anything while the casters deal with the threat.

For someone who harps on so much about the limitations on spell casters you certainly manage to ignore the limitations of martial characters which are far more significant given they bring next to nothing but damage and maybe one skill. Given you seem particularly immune to any sort of reasonable discussion I think I am done with you now. Enjoy living in your bubble.


Considering a fighter with boots of speed has haste and can charge 120ft per turn. I think we are good.

Your wiz build has many slots per attack. This is even worse than your oracle who had so many slots per combat.

Additionally your fireball is useless once those outsider with teleport are near the party. Unless you feel like killing everyone, the fighter has more precision than your fireball.

Now to counter that you have to prepare some single target spells too.

Slowly you eat up all your slots and turn into something that resembles an archer build. Yay!


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Selective Spell

Boots of Speed work for 10 rounds per day. Aren't you the person who says we cant consider limited use abilities? Also you give up the Feather Step Slippers, good luck charging anything if there is a rock in your way. The two handed archetype also loses armour mastery so your base speed is 20'. Also you aren't getting full attacks, great DPR you have there with one attack per round.

Seriously, why do I continue to reply to your idiocy.


3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Man, Marthkus just wears you down with his combination of being wrong and persistent. But you've been a trooper for hanging around as long as you have. Personally I don't know how to respond to a statement like "34 spell slots IS LIMITED SPELL SLOTS" beyond just shaking my head and moving on.


Magic Butterfly wrote:
Man, Marthkus just wears you down with his combination of being wrong and persistent. But you've been a trooper for hanging around as long as you have. Personally I don't know how to respond to a statement like "34 spell slots IS LIMITED SPELL SLOTS" beyond just shaking my head and moving on.

The fighter has more than 34 attacks in one day.

Grand Lodge

Does he need all 34+ attacks in one day? Mine don't.


andreww wrote:
Seriously, why do I continue to reply to your idiocy.

Because you know if you tell your party that you are playing a martial and bring a blaster wizard, they will be mighty confused as their party tank goes down before clearing the first few rooms of the first dungeon.


Pathfinder Adventure Path Subscriber
Marthkus wrote:
Magic Butterfly wrote:
Man, Marthkus just wears you down with his combination of being wrong and persistent. But you've been a trooper for hanging around as long as you have. Personally I don't know how to respond to a statement like "34 spell slots IS LIMITED SPELL SLOTS" beyond just shaking my head and moving on.

The fighter has more than 34 attacks in one day.

So? How many does it take to win a fight? I just don't understand why you don't understand that mid to high level characters have more resources then they can reasonably expend in one day.

I'm honestly convinced that you've never actually played a game with a mid to high level caster. Or heck, even a barbarian or other class with "limited" resources.


TriOmegaZero wrote:
Does he need all 34+ attacks in one day? Mine don't.

Mine do. And I don't have to conserve them for combat. I don't need to waste a spell to kick down a door.

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