Dealing over 1,000DMG with mythic abilities?


Rules Questions


So just for kicks, I made a lvl 20 Fighter with Mythic Tier 3: Champion. Designed specifically to deal as much dmg as the game can potentially allow. While I was building him I came across Mythic Vital Strike and Mythic Power Attack feats. So while calculating his possible max dmg I realized he could deal over 1000 dmg if my math was right.

He has a STR of 31 for a mod of +10

So a Mighty Sword that deals 2d8 dmg. Factor in Impact and this does 3d6. He can also use Righteous Might 1/PD, so increase that to 4d6.
Now add in GTR Vital Strike that comes out to 16d6 dmg.

Now for the base dmg bonuses.
With a two-handed weapon and Mythic Power Attack, his base dmg comes out to about +39. (+15 from str while wielding a Two-Handed WPN, +24 from MPW)
Now factor in Mythic Vital Strike. From what I understand from the wording and from looking at a bunch of other threads and forums,that +39 would increase to +624 base dmg. (+39 x 16 from number of weapon dmg dice rolled from using Mythic Vital Strike in conjunction with GTR Vital Strike.)

Now for the kicker, say the sword has Foe-Biting. Now say you roll 16d6+624 dmg and get a 650. Multiply that by 2 and it comes out to 1,300 dmg.

I have gone over this in my head a dozen times and looked up a dozen different threads on how all the mythic stuff works with each other. I'm pretty sure this is right, but I might be wrong. Any factual evidence to refute my math would be appreciated.
Oh, I dont want to see ambiguities and the like, I want specific wording in the rules that can refute this. Not just opinions on what something might have intended or whatever.


Sounds about right.

There was a thread that actually resulted in a Mythic Vital Strike Power Attack critically-hitting a maximum level boss for ~1,247 damage, one-shotting him instantly. That GM was pretty miffed about the Mythic rules after that.

It's also the reason why I don't play Mythic rules; they're complex (about on the same complexity scale as Psionic characters in Occult Adventures), add an absurd power boost (that enemies can't emulate unless they're likewise made into Mythic creatures, which then devalues the aspect of Mythicism into simply being a required norm), and just makes the game not a challenge at all.

Even if they're meant to be applied as a sort of "Epic Level" additive to your game, it's ridiculous, because even Epic Level games back in 3.X were not that broken in power.


Yeah, Mythic rules are broken and suck.


Consider that this damage would be negligible against DR 1000/-


Mythic rules aren't really that OP, if you regard each tier as being worth about 1.5 levels. And most of us accept that Pathfinder balance breaks down around level 12. So mythic just lets you get to effective 12+ faster.


Quote:
(+39 x 16 from number of weapon dmg dice rolled from using Mythic Vital Strike in conjunction with GTR Vital Strike.)

I might be off here, but the number of damage dice from mythic vital strike is 4, not 16. Your single damage dice is 4d6, and mythic vital strike allows for 4 sets of that 4d6.

Could be wrong though.


Darksol the Painbringer wrote:
That GM was pretty miffed about the Mythic rules after that.

I'm sure that GM was also miffed by the existence of save-or-die spells too.

The ability to do massive amounts of damage isn't especially... special. Sure "save or die has a saving throw" and "what about SR?", but both of those are fairly easy to arrange in your favor, and "massive damage has AC" and "what about blur or mirror image?"

Mythic is many things, and absolutely, positively ramps up the game of rocket-tag, but the particular sentence I've quoted makes me laugh.


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You can't:
Dungeon Master's Guide is listed as Product Identity by WotC, and so cannot be used alongside the OGL without a separate license.


Quote:


(+39 x 16 from number of weapon dmg dice rolled from using Mythic Vital Strike in conjunction with GTR Vital Strike.)

I checked, you only get x4 here, not x16. I built your guy in Hero lab with a half-giant wielding a large nodachi, and was able to get 12d8+232/15-20/x3 + 2d6 (Bane) + 2d6 Holy/axiomatic, etc.

With a 33 strength. But I didn't factor in Righteous might at all. Which would only change the base weapon damage. The multiplier of x4 for Mythic Vital strike stays the same.

So...not so obscene.


In fairness, Mythic Vital Strike is often agreed to be broken - to the point it may actually be a problem for the game. XD The Mythic Solutions PDF offers a variety of solutions for this and other problems, and should DEFINITELY be read by anyone planning to play or run a mythic game.

(And let's face it... how many times can you one-shot everything in your path without trouble before it gets boring? XD The fact that you CAN optimize for utterly insane damage doesn't mean it's a good idea to. Not for every table, anyway.)


Anguish wrote:
Darksol the Painbringer wrote:
That GM was pretty miffed about the Mythic rules after that.

I'm sure that GM was also miffed by the existence of save-or-die spells too.

The ability to do massive amounts of damage isn't especially... special. Sure "save or die has a saving throw" and "what about SR?", but both of those are fairly easy to arrange in your favor, and "massive damage has AC" and "what about blur or mirror image?"

Mythic is many things, and absolutely, positively ramps up the game of rocket-tag, but the particular sentence I've quoted makes me laugh.

Unless I am missing something, the big difference is that you can now do over 1000 damage every round. Save or Dies at least have limited uses per day.


johnlocke90 wrote:
Anguish wrote:
Darksol the Painbringer wrote:
That GM was pretty miffed about the Mythic rules after that.

I'm sure that GM was also miffed by the existence of save-or-die spells too.

The ability to do massive amounts of damage isn't especially... special. Sure "save or die has a saving throw" and "what about SR?", but both of those are fairly easy to arrange in your favor, and "massive damage has AC" and "what about blur or mirror image?"

Mythic is many things, and absolutely, positively ramps up the game of rocket-tag, but the particular sentence I've quoted makes me laugh.

Unless I am missing something, the big difference is that you can now do over 1000 damage every round. Save or Dies at least have limited uses per day.

It'd be ~650 damage per standard action, 1,300 on a critical. There's also Mythic Abilities that allow you to basically get extra standard actions, so you can basically Vital Strike as many times as you need to per round. You can't really do that with save-or-die spells on regular rules; at best, you have Quicken Spell with Persistent Spell on top of it.

Also, save-or-die spells don't scale too well in the late game, because at best you'll have a DC 30, against a creature which has good Fort/Will saves (12) plus a ridiculous amount of Wisdom/Constitution (easily +10), and have some sort of buff or item that improves it further (Cloak of Resistance, Protection from X, and so on), making the odds of them failing the save pretty damn slim, even if you target the least favorable.

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