Mythic vital strike problems


Advice


as it is explained to me, with the mythic version of vital strike, my strength and all my little bonuses to damage, i.e. pluses to damage, are then multiplied by the number of dice for my original weapon. So, my great sword, 2D6 then multiplies my pluses by 2? also, if i am two-handing my sword, instead of strength and a half (or times two, depending on my feats) it is just times two?

Liberty's Edge

You multiply your normal damage, just like you would on a critical.

So if you normally do 2d6+21 with your Str 22, Power Attack and +3 Greatsword you do 4d6+42 when using Mythic Vital Strike. If you had Improved Vital Strike it would be multiplied by three instead.

Now, if you added +2d6 Sneak Attack damage to that, that wouldn't multiply, since it doesn't on a critical.


Ok, I have a feat (doubles strength damage, instead of 1.5), S0, i am doing 2D6+20+3 (roughly). 23=46 by the the mythic vital strike then roll the damage.
but the multiplier is ONLY the number of dice rolled for the the original damage. Correct? wait..... so, its times two for vital, and goes up for each other legit vital strike?
so what i actually have is 2D6+20(3)+3
Greatsword
Strength modifier (with feat)
Additional modifiers?


For someone using a twohanded weapon, mythic vitalstrike is very much like getting your full attack as a standard action (well, as long as you keep up with the vital strike chain, which brings a new version every time you would get a new iterative) with your full attack bonus. This is very appealing, since your lesser iteratives would be less likely to hit normally, but now they all hit at once....and furious focus also applies to all this, if I remember right, which means they all also get free power attack.

There are some slight disadvantages, but that is mostly a problem for other kinds of builds. A TWF and archery builds obviously would want that one champion path ability that allows a move action, since they rely upon getting extra hits to deal their damage. Crit fishing with those 18-20/x2 weapons also suffers with this build.

Still, it is also nice that the idea of 'DR' is just a quaint little trifle for a mythic vital striker, since you would only encounter it once for your 'full attack', and you are going to be dealing with numbers where 5 or 10 less damage means nothing.


However many dice your base weapon deals, vital strikes bonuses apply to the amount of times it lets you roll your base dice of damage. It has the same effect on a gauntlet as an enlarged greatsword. The first feat in the chain lets you double your bonuses, then the second feat triple them, then the last feat lets you quadruple them. Doubling your strength from mythic power attack applies before the vital strikes doubling.
Third had a rule that two doublings equaled a tripling in damage, but pathfinder doesnt seem to. If your damage is normally 2d6+30 then with vital strike it is 4d6+60.
Yes, the numbers get very high.


Chris O'Reilly wrote:

However many dice your base weapon deals, vital strikes bonuses apply to the amount of times it lets you roll your base dice of damage. It has the same effect on a gauntlet as an enlarged greatsword. The first feat in the chain lets you double your bonuses, then the second feat triple them, then the last feat lets you quadruple them. Doubling your strength from mythic power attack applies before the vital strikes doubling.

Third had a rule that two doublings equaled a tripling in damage, but pathfinder doesnt seem to. If your damage is normally 2d6+30 then with vital strike it is 4d6+60.
Yes, the numbers get very high.

This iz wrong (in my view) mythic vital strike modifies normal vital strike ans repeats its terminology. Read each version of vital strike . You get the same multipliction regarsless of weapon.

Grand Lodge

I will be honest ALL the mythic stuff is outrageous. IDK what the devlopers where thinking but after a while the mythic gets old because the PCs become near unstoppable. My group played the WotR campaign and by level 10 where putting up numbers to drop the demon lords they previewed in the AP books. When the fighter Vital strikes for 200+ health and the Archer paladin with 15 smites a day unloads a full attack nothing could stand. No encounter lasted longer then 2 rounds.

The God Crafter Wizard could stop time for as long as he wanted for the group and sit down to craft any item imaginable to help fight the current threat...But he never had too...He was bored and Didn't even need to bother to do anything but craft all campaign because nothing lived through the fighter and Paladin. The only time he casted a spell was either a Mythic Haste or a Mythic Dispel Magic. He was bored the entire campaign. His efforts where just doubling the groups Wealth by level and Equipping the Paladin Archer and Scythe wielding Vital strike Fighter.

The Cleric...hell I forgot we had one till he popped up once a day to buff everyone for the day before retreating to the back line with the wizard and was providing him with the Divine spells needed for crafting.

Mythic IMHO is just a easy button or something to play when you don't want your PCs to fail. They Broke action economy with mythic.

I hope you don't get as bored as my group did.

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