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Yuukale |
As the title says, I'd like to know what would be the ideal numbers a character focused on dealing damage should aim for on a given level? Is there such formula or recommendation?
So, what total attack bonus is ideal by lvls 5/10/15/20? How much dmg/turn should a dps have in order to kill a BBEG in... 3 rounds? (Is 3 a reasonable number of rounds for a single character to down a BBEG?)
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The Purity of Violence |
![Highlady Athroxis](http://cdn.paizo.com/image/avatar/Athroxis.jpg)
Well, you haven't explained the acronym, or why you didn't use something more appropriate,
But, you could look at the Monster Stats by CR chart in the Bestiary, and look at CR = 3+ your level for BBEGs and can you do that much damage per round against that AC over 3 rounds? Add in is this with a full attack and can you enforce such, and you are good to go. I believe many people have done the maths but you should be able to so it yourself, maybe play less video games?
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![Water Elemental](http://cdn.paizo.com/image/avatar/PZO9447-Elemental.jpg)
I would say Character Level(CL) x5 Damage Per Round(DPR) is a good starting point for a DPS/Striker...anything below that and you should probably rethink your build.
So, 25 DPR at CL 5...50 DPR at CL 10, etc.
For a highly tuned/min-maxed/optimized character you will want to aim higher...I've seen top end builds that can dish out double that every round (buffed and in the right conditions of course).
Some builds start off pretty heavily front loaded and do way more damage at low levels...then even out at high levels (natural attack builds come to mind). Some builds start off slow, then really ramp up at higher levels once they hit certain feat/gear requirements.
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![Water Elemental](http://cdn.paizo.com/image/avatar/PZO9447-Elemental.jpg)
Well, you haven't explained the acronym, or why you didn't use something more appropriate...
DPS is a pretty common acronym in the gaming community...it stands for Damage Per Second...it is more common in video games...people in the Pathfinder community tend to use Striker and DPR instead.
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Ring_of_Gyges |
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In theory a knock down drag out fight against the BBEG should have no higher CR than average party +4.
So, supposing you're level five you want to look at a CR 9 opponent. The Bestiary suggests CR 9 might be around AC 23 and around 115hp. Suppose you want to drop the enemy in two or three rounds and you've got 4 PCs who are all contributing.
You're slice is about 12 points of damage/round (11.5*2.5*4=115). At level 5 that might be a measly magic missile (3d4+4 = ~10.5), it might be a greatsword swinging at +12 for 2d6+14, it might be a bunch of sneak attack, it might be hasting the barbarian with the greatsword and the rogue with the sneak dice. It might be a lot of things, but the point is it isn't a hard target to hit. A barbarian with a 20 strength, power attack, weapon focus, and a +1 greatsword beats that target and he hasn't done anything fancy.
You have to do something pretty out there before you're not pulling your weight in the standard system. I would recommend you diversify your skill set rather than pour all your resources into maxing out the one devastating trick. TPKs don't happen because you're doing 12 damage/round rather than 18. TPKs happen because no one could deal with the invisibility, the paralysis, the deeper darkness, the flying enemy, swarm, etc... Prepare for the weird surprises that can shut down your main trick if you want to consistently win fights.
The whirling greatsword master of doom needs a potion of fly way more than he needs weapon specialization.
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The Purity of Violence |
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![Highlady Athroxis](http://cdn.paizo.com/image/avatar/Athroxis.jpg)
DPS is a pretty common acronym in the gaming community...it stands for Damage Per Second...it is more common in video games...people in the Pathfinder community tend to use Striker and DPR instead.
.
Thank you. I googled it and got Deposit Protection Service and (Texas) Department of Public Safety... I've been gaming since 1977 or so and it don't mean nothing to me, ain't no seconds in Pathfinder.
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UnArcaneElection |
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Shakalaka |
This thread and ones like it may give you ideas. Just remember that they're heavily optimised for damage within the rules of the thread, and may not work so well in an actual game. Also, there may be errata that changes how/if they work.
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PossibleCabbage |
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![Overworm](http://cdn.paizo.com/image/avatar/wormy.jpg)
The thing I'm not sure about how to work into DPR calculations is "things that are much better in a specific context."
For example, any striker is going to do more damage if they're in position to full attack than if they have to move and attack. Some combat strategies (e.g. Archery, or "I have pounce") are going to be able to full attack much more than "fighter with a greatsword" and so probably should do more damage. Even more contextually, rogues (or anybody with sneak attack) can do a whole lot of damage if they're able to full attack and their opponent is flanked, denied dex to AC, etc. There's no guarantee this will happen regularly, after all.
So how do we calculate DPR for an archer fighter vs. a monk without pummeling charge, since the former will be full attacking constantly and the latter must close the distance to be effective?
Like this seems like a meaningful consideration. The reason archery is so good is that you can full attack all the time, after all.
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Derklord |
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![Kestoglyr Mantiel](http://cdn.paizo.com/image/avatar/PZO9076-Kestoglyr.jpg)
kaisc006 wrote:I use this for reference:
Good find. Only glaring thing missing is CMB/CMD.
That's because Le Petite Mort used the Monster Statistics by CR table in the Bestiary, which doesn't list CMD or CMB.
I made a personal spreadsheet with the average numbers taken from published monsters (updated version of this), but that table kaisc006 linked is for Mort's numbers, so I didn't want to put in too much personal stuff.
Here's the thread, by the way.
As the title says, I'd like to know what would be the ideal numbers a character focused on dealing damage should aim for on a given level? Is there such formula or recommendation?
As much as needed to smoothly progress the campaign without diminishing the other player's fun.
There is no hard and fast number, because this isn't a video game - there is no set boss statistic, party collocation, or even party size. There is no enrage timer, and you don't want to outshine the other players.The table linked above has enough DPR to kill an average monster with a CR (challenge rating) equal to the player's level in two rounds as "optimal".
It's still possible for a lot of classes to kill such an enemy in one round, without resorting to too extreme measures, but that's overkill in most campaigns.
Everything beyond even that is usual the result of some abuse or seriously munchkin-y build.
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wraithstrike |
![Brother Swarm](http://cdn.paizo.com/image/avatar/PZO9044_BrotherSwarm.jpg)
Just remember that a character heavily optimized for damage can potentially be a liability to the party, if they have a low will save.
It's possible to do a lot of damage and have a decent will save. It's not even difficult so if someone has a low will save they chose to have it by not investing in it.
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![Water Elemental](http://cdn.paizo.com/image/avatar/PZO9447-Elemental.jpg)
Just remember that a character heavily optimized for damage can potentially be a liability to the party, if they have a low will save.
I like to make those characters with the non-humanoid races, like Ifrits/Oreads/Sylphs/Undine/etc. Charm/Dominate Person does not work on them.
That or pick races/traits that boost their saves (Half-Orc with Sacred Tattoos and Fate's Favored, Dwarves with Hardy + Glory of Old, etc)
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n00bxqb |
![Nirukni](http://cdn.paizo.com/image/avatar/PZO90101-Nirukni_500.jpeg)
The thing I'm not sure about how to work into DPR calculations is "things that are much better in a specific context."
For example, any striker is going to do more damage if they're in position to full attack than if they have to move and attack. Some combat strategies (e.g. Archery, or "I have pounce") are going to be able to full attack much more than "fighter with a greatsword" and so probably should do more damage. Even more contextually, rogues (or anybody with sneak attack) can do a whole lot of damage if they're able to full attack and their opponent is flanked, denied dex to AC, etc. There's no guarantee this will happen regularly, after all.
So how do we calculate DPR for an archer fighter vs. a monk without pummeling charge, since the former will be full attacking constantly and the latter must close the distance to be effective?
Like this seems like a meaningful consideration. The reason archery is so good is that you can full attack all the time, after all.
Archers/Ranged attackers also have to deal with cover and concealment (at least until certain feats/abilities are obtained), which can cause variations as well.
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![Uzbin Parault](http://cdn.paizo.com/image/avatar/MadScientist_Final.jpg)
I see figures of lvl x 10 DPR regularly with my play group. Though, as mentioned above it is a bit excessive. Attack bonuses average around lvl +8 ish. These stats will likely defeat a BBEG in 1-2 rounds, 3 if they are particularly hardy (though that likely means that they aren't as dangerous). This kind of build will definitely render whatever party you are with mostly useless. So take it all for what it is.
I would never encourage someone to build a character like that because as mentioned it is a great way to ruin fun. That being said, using terms like "DPS" or "DPR" or even "ideal numbers" means that one is likely only considering their own character in combat and not a group. So....
...point being....BE WARY...
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RickDias |
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![Pegasus](http://cdn.paizo.com/image/avatar/15_Pegasus.jpg)
The benchmark post is useful, so I'll "+1" it.
That said, know when good enough is good enough. You definitely want an effective character so your party isn't dragged down by them, but you also want fun things to do outside of fighting and need to be sure others can get their shots in during fights too.
I've seen people create characters that can solo adventures, and they do it... and it's simply not fun. It's a waste of the GM's time, and everyone else's time.
Still, doing good damage is fair enough; that's part of your fun so long as you know where the line is drawn.