
Chess Pwn |
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DPR olympics usually are at lv20 no? Fighter's DPR Skyrockets at lv20 with their capstone.
lv1
fighter has heavy armor and 1 combat feat
Barb can have heavy armor and rage
Paladin has heavy armor, smite and good will
Rangers only have light armor but gets +2 against some enemies.
fighter is the only one without a combat booster.
Fighter = 0
barb +2 attack and +3 damage
palaidn +cha attack and AC, and +1 damage at one target
ranger +2 against some enemies
At lv6
fighter has WT and armor training that does nothing if you don't have the dex and lets go with WS, bonus against fear
barb has heavy armor and moving faster than normal in armor, rage, great saves while raging, and increased AC from beast totem.
Paladin has heavy armor, smite x2, LoH, sacred bond, spells, Great saves, immunity to fear and disease.
Ranger has pre-req free feat and likely 5lv early access, spells, bond, and +4 fe and +2 fe.
So the fighter is now reaching +1 attack and +3 damage from class
Barb still has +2 attack and +3 damage while having better AC and saves
Paladin has +cha to attack and AC, and +6 damage twice, while having better saves and more effecting in combat health, and bond
Ranger has +4 to some and +2 to some better saves
Fighter does more damage than ranger and fighter at base, but has worse saves and worse spiking. Barb is better all the time since rage is effectively every round of every fight.
As you continue the fighter gloves, gloves of dueling, really help the fighter finally pull ahead in damage and accuracy. But it's two issues people complain about. That it's had to wait so long to finally be better at damage, and that it's overall combat stats are lower. Barbs, ranger, and paladins all have more survivability than fighter. Be it more AC, self healing, more HP, and better saves. AWT & AAT definitely helps in some of these areas, moving the complaint down to just takes a long time to finally come together. So much of the play range is untouched.

Chess Pwn |

kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
How is the fighter able to 1 round cr+3 enemies at all levels?

Letric |
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Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
The enemy walks up to the fighter and defensively uses a spell to buffs his Charisma in an attempt to talk her way out of a fight.
Fighter full attack kills.

Lemartes |
3 people marked this as a favorite. |

Chess Pwn wrote:Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
The enemy walks up to the fighter and defensively uses a spell to buffs his Charisma in an attempt to talk her way out of a fight.
Fighter full attack kills.
So the enemy is a complete moron?

Lemartes |
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DPR olympics usually are at lv20 no? Fighter's DPR Skyrockets at lv20 with their capstone.
lv1
fighter has heavy armor and 1 combat feat
Barb can have heavy armor and rage
Paladin has heavy armor, smite and good will
Rangers only have light armor but gets +2 against some enemies.fighter is the only one without a combat booster.
Fighter = 0
barb +2 attack and +3 damage
palaidn +cha attack and AC, and +1 damage at one target
ranger +2 against some enemiesAt lv6
fighter has WT and armor training that does nothing if you don't have the dex and lets go with WS, bonus against fear
barb has heavy armor and moving faster than normal in armor, rage, great saves while raging, and increased AC from beast totem.
Paladin has heavy armor, smite x2, LoH, sacred bond, spells, Great saves, immunity to fear and disease.
Ranger has pre-req free feat and likely 5lv early access, spells, bond, and +4 fe and +2 fe.So the fighter is now reaching +1 attack and +3 damage from class
Barb still has +2 attack and +3 damage while having better AC and saves
Paladin has +cha to attack and AC, and +6 damage twice, while having better saves and more effecting in combat health, and bond
Ranger has +4 to some and +2 to some better savesFighter does more damage than ranger and fighter at base, but has worse saves and worse spiking. Barb is better all the time since rage is effectively every round of every fight.
As you continue the fighter gloves, gloves of dueling, really help the fighter finally pull ahead in damage and accuracy. But it's two issues people complain about. That it's had to wait so long to finally be better at damage, and that it's overall combat stats are lower. Barbs, ranger, and paladins all have more survivability than fighter. Be it more AC, self healing, more HP, and better saves. AWT & AAT definitely helps in some of these areas, moving the complaint down to just takes a long time to finally come together. So much of the play range is untouched.
Good summary.
Barb does not have heavy armour.

Bandw2 |

Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
any time they get within range, then you stand up and strike. If they charge you, then it's a real winner. surprise round for fighter means they get with in range too, it's easy to sneak in heavy armor as a fighter.
like seriously, everyone else wastes a turn on buffing, usually to get good at killing a single enemy. fighter? higher DPR over 3 rounds and can kill more opponents using things like lunge or simply threatening more opponents.
okay specifics, my go to items for any melee build are quick runners shirt for that moment YOU NEED TO FULL ATTACK, boots of haste or whatever, and on fighter duelist gloves which is +2 to weapon training.

Lemartes |

Lemartes wrote:Barb does not have heavy armour.can have heavy armor
Thought you mean core barb.

Johnnycat93 |
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Chess Pwn wrote:Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
any time they get within range, then you stand up and strike. If they charge you, then it's a real winner. surprise round for fighter means they get with in range too, it's easy to sneak in heavy armor as a fighter.
like seriously, everyone else wastes a turn on buffing, usually to get good at killing a single enemy. fighter? higher DPR over 3 rounds and can kill more opponents using things like lunge or simply threatening more opponents.
okay specifics, my go to items for any melee build are quick runners shirt for that moment YOU NEED TO FULL ATTACK, boots of haste or whatever, and on fighter duelist gloves which is +2 to weapon training.
Just popping in to remind everyone that they nerfed the runners shirt and now it ends your turn after you use it.

Chess Pwn |
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Chess Pwn wrote:Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
any time they get within range, then you stand up and strike. If they charge you, then it's a real winner. surprise round for fighter means they get with in range too, it's easy to sneak in heavy armor as a fighter.
like seriously, everyone else wastes a turn on buffing, usually to get good at killing a single enemy. fighter? higher DPR over 3 rounds and can kill more opponents using things like lunge or simply threatening more opponents.
okay specifics, my go to items for any melee build are quick runners shirt for that moment YOU NEED TO FULL ATTACK, boots of haste or whatever, and on fighter duelist gloves which is +2 to weapon training.
Are you using the errata'd quickrunners shirt?
And the three classes I'm comparing it to from core classes don't take any time buffing either.And I don't see how the fighter is doing enough damage to 1 round someone with just 1 full attack.
at lv5 a CR8 monster should have about 100hp. a d8 enemy should have about 70hp. 8+5*7+2*8+8=68hp
this means that you need to make 2 attacks(cause haste) each deal about 35 damage to have a chance of 1 rounding an enemy.
lv6 a CR9 monster has 115 hp and d8 class enemy would have about 75.
That is 25 damage a hit for any chance of 1 rounding an enemy. How are you consistently putting out that much damage a hit?

kyrt-ryder |
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Bandw2 wrote:Just popping in to remind everyone that they nerfed the runners shirt and now it ends your turn after you use it.Chess Pwn wrote:Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
any time they get within range, then you stand up and strike. If they charge you, then it's a real winner. surprise round for fighter means they get with in range too, it's easy to sneak in heavy armor as a fighter.
like seriously, everyone else wastes a turn on buffing, usually to get good at killing a single enemy. fighter? higher DPR over 3 rounds and can kill more opponents using things like lunge or simply threatening more opponents.
okay specifics, my go to items for any melee build are quick runners shirt for that moment YOU NEED TO FULL ATTACK, boots of haste or whatever, and on fighter duelist gloves which is +2 to weapon training.
Ugh Paizo why can't we have nice things? It was only once per encounter anyway.

Chess Pwn |
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Chess Pwn wrote:Thought you mean core barb.Lemartes wrote:Barb does not have heavy armour.can have heavy armor
Nah, just main hardcover RPG barb, compared to main hardcover RPG fighter.

Johnnycat93 |
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Johnnycat93 wrote:Ugh Paizo why can't we have nice things? It was only once per encounter anyway.Bandw2 wrote:Just popping in to remind everyone that they nerfed the runners shirt and now it ends your turn after you use it.Chess Pwn wrote:Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
any time they get within range, then you stand up and strike. If they charge you, then it's a real winner. surprise round for fighter means they get with in range too, it's easy to sneak in heavy armor as a fighter.
like seriously, everyone else wastes a turn on buffing, usually to get good at killing a single enemy. fighter? higher DPR over 3 rounds and can kill more opponents using things like lunge or simply threatening more opponents.
okay specifics, my go to items for any melee build are quick runners shirt for that moment YOU NEED TO FULL ATTACK, boots of haste or whatever, and on fighter duelist gloves which is +2 to weapon training.
For what it's worth I'm fairly confident that at this point Paizo has no real interest in "fixing" the fighter, as it were. I wouldn't be surprised if it wasn't functioning close to how they intended.

Bandw2 |
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Bandw2 wrote:Just popping in to remind everyone that they nerfed the runners shirt and now it ends your turn after you use it.Chess Pwn wrote:Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
any time they get within range, then you stand up and strike. If they charge you, then it's a real winner. surprise round for fighter means they get with in range too, it's easy to sneak in heavy armor as a fighter.
like seriously, everyone else wastes a turn on buffing, usually to get good at killing a single enemy. fighter? higher DPR over 3 rounds and can kill more opponents using things like lunge or simply threatening more opponents.
okay specifics, my go to items for any melee build are quick runners shirt for that moment YOU NEED TO FULL ATTACK, boots of haste or whatever, and on fighter duelist gloves which is +2 to weapon training.
I thought the nerf was you couldn't have like 12 in your closet that you could keep putting on, because i'm using that version(just 1 swift action movement per day).
has this thing been nerfed multiple times.
edit: looked it up, WHAT? omg that's actually severely lame. like it was already nerfed why did they nerf it again. what was 1 swift action per day movement breaking.
like now, this thing gives you basically no advantage except once per day you can add 30 feet to a sprint action.
like basically, why not just remove the item if they're going to do s%%& like this.

Lemartes |
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This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet.
Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions.
A character must wear this shirt continuously for 24 hours before he can activate this ability.

Bandw2 |

Bandw2 wrote:at lv5 a CR8 monster should have about 100hp. a d8 enemy should have about 70hp. 8+5*7+2*8+8=68hpChess Pwn wrote:Bandw2 wrote:How is the fighter able to 1 round cr+3 enemies at all levels?kyrt-ryder wrote:Fighting is far more than dpr.it's not really
people need to use readied actions and the like more often, also step up and strike line is(should be anyway) a common thing. also I mean fighters are the ones ones really capable of consistently 1 rounding CR+3 across all levels.
any time they get within range, then you stand up and strike. If they charge you, then it's a real winner. surprise round for fighter means they get with in range too, it's easy to sneak in heavy armor as a fighter.
like seriously, everyone else wastes a turn on buffing, usually to get good at killing a single enemy. fighter? higher DPR over 3 rounds and can kill more opponents using things like lunge or simply threatening more opponents.
okay specifics, my go to items for any melee build are quick runners shirt for that moment YOU NEED TO FULL ATTACK, boots of haste or whatever, and on fighter duelist gloves which is +2 to weapon training.
level 5 is the worst/best level you could have picked, though everything at around that level gets weird since the game knows an extra attack suddenly happens at 6th level. I find levels 1-5 to be a poor area to find "balance" in since back then everything dies REALLY quickly and suddenly CR 6 expects 2 'full' attacks to withstand.

Bandw2 |

It's just too much to allow things to move AND attack in the same turn.
Blame the resident dev team soothsayer in charge of making these sorts of decisions.
yeah once per day, even once per year is too much. once again, just remove the item since it provides no benefit in any situation ever. regardless of what you intend to do, you only ever plan to spend a swift action to make an additional move, if you need to do something THIS TURN. oh need to move and heal someone before they die and they're slightly out of range for a single movement? nah, too broken.

Chess Pwn |
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Johnnycat93 wrote:yeah once per day, even once per year is too much. once again, just remove the item since it provides no benefit in any situation ever. regardless of what you intend to do, you only ever plan to spend a swift action to make an additional move, if you need to do something THIS TURN. oh need to move and heal someone before they die and they're slightly out of range for a single movement? nah, too broken.It's just too much to allow things to move AND attack in the same turn.
Blame the resident dev team soothsayer in charge of making these sorts of decisions.
It's still great for casters now. Need to cast a metamagic spell as a sorcerer and move? well you still can!
Want to move from behind a wall, cast a spell, and then run back behind the wall? you're in luck because you still can!

Blackwaltzomega |
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They basically just removed the psudo pounce aspect which really only impact's melee characters (who arguably benefited the most).
A good 90% of the shirt's appeal was that once a day it let melee characters close the gap with a dangerous enemy and lay into them at full power on the first round, the way ranged and magic builds do in EVERY combat. Frankly I feel like the only change that needed to be made to the shirt was the "attunement" rule so you can't just swap out a dozen of them over the day, but errata "fixes" tend to be pretty scorched-earth in making sure no one will touch an item that got too popular again.
I suppose that kinda ties into my biggest gripe with melee combat in general, which casts a poor reflection on the Fighter who is so focused on it; Full Attacks are awful and Stand Still Or Suck Syndrome is easily the most asinine combat rule in the game. 5th Edition lets you move around while you make attacks and, having played both, I'm happy to build melee characters in 5e and hate building melee characters in Pathfinder unless I can use something like Spheres Of Power to get around the mobility issue.

Blackwaltzomega |
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I figure putting pounce on a magic item would be a good idea, but it probably shouldn't be a 1k gold magic item that requires you to change your shirt several times through the day.
While I agree with that, if they had ended their revision with "You must wear the shirt for 24 hours to use this ability," the problem is solved.
You get to do it once, and can't just put on another shirt to get a new one. It's still extremely useful and far from broken in this arrangement.

Blackwaltzomega |
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Especially since you don't get the benefits from having charged using the shirt.
I think the big hang-up is that a lot of encounters breakdown when the melee guy can move and attack in one turn, more so in PFS. PF Combat is kind of one dimensional like that.
I don't play PFS, but hearing the things that make its combat break down makes me wonder if every encounter is against a single creature that can only make one melee attack per turn and is wearing cement shoes...

Johnnycat93 |
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Johnnycat93 wrote:I don't play PFS, but hearing the things that make its combat break down makes me wonder if every encounter is against a single creature that can only make one melee attack per turn and is wearing cement shoes...Especially since you don't get the benefits from having charged using the shirt.
I think the big hang-up is that a lot of encounters breakdown when the melee guy can move and attack in one turn, more so in PFS. PF Combat is kind of one dimensional like that.
That's a bit of an overstatement obviously, but you've got the sentiment down. PFS sacrifices a lot for the sake of streamlining the experience. Few of their encounters will utilize rules like weather or will include areas with different light levels, difficult terrain, or concealment. There is certainly benefits to designing with the lowest common denominator of characters in mind but such a method is not without its drawbacks.

Johnnycat93 |
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It's not, but since it is so incredibly rare on the players side of things very few people take it into account when designing encounters so it ends up breaking things. At the core of things its probably an overreaction to some of the Shocktrooper-Power Attack-Pounce exploits that were available in 3.5.

Milo v3 |
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I disagree. The Fighter's problem isn't that he's only good at combat (hint: he's not). It's that he's not good enough at combat to justify not being good at anything else. And I don't mean him not having big enough numbers (although they would be nice too). I mean that he's not versatile in combat. Combat isn't just one thing. There's many ways to do combat and a good Fighter should be effective at at least a couple at the same time, with minimal optimization.
They are good at combat, though I agree that they aren't good enough at combat to justify not being good at anything else.... which is why I say fighters should gain an "anything else" to also be decent at.

kyrt-ryder |
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It's not, but since it is so incredibly rare on the players side of things very few people take it into account when designing encounters so it ends up breaking things. At the core of things its probably an overreaction to some of the Shocktrooper-Power Attack-Pounce exploits that were available in 3.5.
I've GM'd for characters that exploited that material to the fullest, with DPR over 1,000 per round when it worked.
Still found well-played full casters far more difficult to challenge, because in the end the fact will always remain.
Damage is only damage.

Snowlilly |
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Bandw2 wrote:Johnnycat93 wrote:yeah once per day, even once per year is too much. once again, just remove the item since it provides no benefit in any situation ever. regardless of what you intend to do, you only ever plan to spend a swift action to make an additional move, if you need to do something THIS TURN. oh need to move and heal someone before they die and they're slightly out of range for a single movement? nah, too broken.It's just too much to allow things to move AND attack in the same turn.
Blame the resident dev team soothsayer in charge of making these sorts of decisions.
It's still great for casters now. Need to cast a metamagic spell as a sorcerer and move? well you still can!
Want to move from behind a wall, cast a spell, and then run back behind the wall? you're in luck because you still can!
Dropped the guy you were fighting a want to move up to threaten the caster?

Blackwaltzomega |
3 people marked this as a favorite. |
Chess Pwn wrote:Dropped the guy you were fighting a want to move up to threaten the caster?Bandw2 wrote:Johnnycat93 wrote:yeah once per day, even once per year is too much. once again, just remove the item since it provides no benefit in any situation ever. regardless of what you intend to do, you only ever plan to spend a swift action to make an additional move, if you need to do something THIS TURN. oh need to move and heal someone before they die and they're slightly out of range for a single movement? nah, too broken.It's just too much to allow things to move AND attack in the same turn.
Blame the resident dev team soothsayer in charge of making these sorts of decisions.
It's still great for casters now. Need to cast a metamagic spell as a sorcerer and move? well you still can!
Want to move from behind a wall, cast a spell, and then run back behind the wall? you're in luck because you still can!
The nice thing about the original shirt or my proposed "fix" to close the shirt-changing loophole is you could still do that OR, and this is important, once a day, when you really needed it, you could position yourself on the battlefield without sacrificing 60% or so of your damage output.
Seriously, I will bang on this drum forever. Full attacks suck. They need all the help they can bloody get.

Arbane the Terrible |
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This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet.
Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions.A character must wear this shirt continuously for 24 hours before he can activate this ability.
Have they nerfed the similar-to-the-old-version-but-better Battle Oracle power, Surprising Charge?
* Looks it up on http://www.d20pfsrd.com/ *
Not according to the PFSRD, they haven't. CASTER SUPREMACY 4EVAR, even at things martials SHOULD be good at!

Ryzoken |
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Lemartes wrote:This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet.
Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions.A character must wear this shirt continuously for 24 hours before he can activate this ability.
Have they nerfed the similar-to-the-old-version-but-better Battle Oracle power, Surprising Charge?
* Looks it up on http://www.d20pfsrd.com/ *
Not according to the PFSRD, they haven't. CASTER SUPREMACY 4EVAR, even at things martials SHOULD be good at!
*Tactfully refrains from pointing out how spell combat and bladed dash can be combined for pseudo pounce as early as Magus 4.*
...*Also doesn't mention how one can combine a 4500 gp wand of bladed dash with spell combat using the wand wielder arcana to do this without spending spell slots*
...
Fighters, amirite? They're... special! My, look at the time...
*Shoves stack of spellcaster character sheets into a drawer for later, being sure to leave a druid on top, as it should be.*

Avaricious |
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I play Mages, Arcane and Divine. I recognize the value of having Fighters in my group of friends... friends that help prevent me from getting beaten down, preferably by imposing themselves between the threat and I. Often and without fail.
They are reliable, and when they engage into their groove, they can cast "Sword" more often than I have spell slots.
I don't believe they are as weak as people complain that they are, and as more supplements are released, they will only get more versatility, that one field where Fighters are classed into as being limited characters.
Think about it this way, the most broken spells are arguably most contained in CRB, and with Mythic and non-Epic spell progression, we will never see Base-10+ level spells. But, every so often, you have additional rules that give cool stuff to Martials.
Will the gap ever truly close? Prolly not. But, are they giving Martials more tools to have fun and contribute? I believe so. Weapon Master for example, and all those cool weapon/armor masteries you could swap out for stuff to tweak your character.
Regarding the original post... I'm glad your group realizes their value too. Unless you are in a high-magic, special-effect overkill campaign, having a linear-progression DPS buddy should not be considered a hindrance where you wish that player went Magus instead.
Are we asking for Paizo to print a canon version of Book of Nine Swords?
...I'll show myself out.