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==DPR==
 
==DPR==
[[Summary::Damage is not just a question of how much you can deal, but also how often you hit, crit, and if buffs help. This is calculated using probabilities with a maximum of 95% success rate of any attack hitting (natural 1 keeps it from being 100%), and minimum of 5% chance (natural 20). This must then be corrected for Armor Class, which is ECL*1.5+10. Thirdly, critical chance and damage must be calculated separately; this means that if the threat range is 19-20 there is a 10% chance of a critical hit, but also 10% must be reduced from all average hit chances (i.e., if non-crit is 95%, it now is 85%). Fourth, the question of buffs. Buffs take time and increase the risk of no action (by complications which can arise within a prep round). However, the right kind of buff can greatly increase damage. Thus, rounds that a player uses to buff divide the total damage (i.e., if 1 prep round, then divide by 2). Quickening spells and powers or getting an ally to buff is the best way to do it; for the less prep rounds the better. All this put together is called Damage Per Round (or DPR). This guide notes good ways to increase this, and things to avoid. Then provides examples below.]]
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[[Summary::Damage is not just a question of how much you can deal, but also how often you hit, crit, and if buffs help. This is calculated using probabilities with a maximum of 95% success rate of any attack hitting (natural 1 keeps it from being 100%), and minimum of 5% chance (natural 20). This must then be corrected for Armor Class, which is ECL*1.5+10. Thirdly, critical chance and damage must be calculated separately; this means that if the threat range is 19-20 there is a 10% chance of a critical hit, but also 10% must be reduced from all average hit chances (i.e., if non-crit is 95%, it now is 85%). Fourth, the question of buffs. Buffs take time and increase the risk of no action (by complications which can arise within a prep round). However, the right kind of buff can greatly increase damage. Thus, rounds that a player uses to buff divide the total damage (i.e., if 1 prep round, then divide by 2). Quickening spells and powers or getting an ally to buff is the best way to do it; for the less prep rounds the better. All this put together is called Damage Per Round (or DPR). This guide notes good ways to increase this, and things to avoid.]]
 
==Basic Principles==
 
==Basic Principles==
 
First, prioritize attack chance over damage. If you can kill a dragon in one hit 10% of the time, but miss 90% of the time your DPR will be drastically decreased.
 
First, prioritize attack chance over damage. If you can kill a dragon in one hit 10% of the time, but miss 90% of the time your DPR will be drastically decreased.
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Second, minor ability bonuses especially to strength and dexterity are more useful than a extra die in damage. For the ability bonus affects both chance to hit and damage. However, chance to hit can never exceed 95%, thus if you are well over this invest in damage die.
 
Second, minor ability bonuses especially to strength and dexterity are more useful than a extra die in damage. For the ability bonus affects both chance to hit and damage. However, chance to hit can never exceed 95%, thus if you are well over this invest in damage die.
  
Third, critical threat range is better than a bonus multiplier. Thus 19-20x2 is better than 20x3. Also the [[SRD:Keen|keen]] weapon enhancement or [[SRD:Improved Critical|improved critical]] feat can increase this threat range. However, they do not stack, but certain enchantments and feats can increase damage die on a critical hit.
+
Third, critical threat range is better than a bonus multiplier. Thus 18-20x2 is better than 20x3. Also the [[SRD:Keen|keen]] weapon enhancement or [[SRD:Improved Critical|improved critical]] feat can increase this threat range. However, they do not stack, but certain enchantments and feats can increase damage die on a critical hit.
  
 
Fourth, increasing number of attacks with two weapon fighting, mutiweapon fighting, haste, etc. is generally a good idea. This reduces attack chance, thus not good against epic AC. But can increase DPR if done correctly.
 
Fourth, increasing number of attacks with two weapon fighting, mutiweapon fighting, haste, etc. is generally a good idea. This reduces attack chance, thus not good against epic AC. But can increase DPR if done correctly.
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Fifth, buffs are the most debated and customizable boon to DPR. See below list of common buffs. However, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see [[SRD:Modifiers|modifiers]]).
 
Fifth, buffs are the most debated and customizable boon to DPR. See below list of common buffs. However, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see [[SRD:Modifiers|modifiers]]).
  
Sixth, is the final calculation which is: <1st attack damage>*<1st attack chance–critical chance>+<2nd attack, etc.>*<2nd attack chance–critical chance, etc.>+<1st critical damage>*<critical chance>+<2nd critical damage, etc.>*<critical chance>. The final result of this calculation is in bold in the below examples.
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Sixth, is the final calculation which is: '''('''<1st attack damage>'''*'''<1st attack chance–critical chance>'''+'''<2nd attack, etc.>'''*'''<2nd attack chance–critical chance, etc.>'''+'''<1st critical damage>'''*'''<critical chance>'''+'''<2nd critical damage, etc.>'''*'''<critical chance>''')/'''<number of prep rounds+1>.
 
==Bonuses==
 
==Bonuses==
 
===Weapons===
 
===Weapons===
The easiest way is to increase weapon enchantments. A simple numerical bonus can be good, and the following enchantments are also good: [[SRD:Keen|keen]], [[SRD:Vicious|vicious]], [[SRD:Flaming|flaming]], [[SRD:Frost|frost]], [[SRD:Shock|shock]], [[SRD:Psychokinetic|psychokinetic]], [[SRD:Collision|collision]], and any burst enchantment.
+
The easiest way is to increase weapon enchantments. A simple numerical bonus can be good, and the following enchantments are also good: [[SRD:Keen|keen]], [[SRD:Vicious|vicious]], [[SRD:Flaming|flaming]], [[SRD:Frost|frost]], [[SRD:Shock|shock]], [[SRD:Psychokinetic|psychokinetic]] and [[SRD:Collision|collision]].
 
===Feats===
 
===Feats===
Start by increasing number of attacks in a round with things like: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]], [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]], [[SRD:Greater Two-Weapon Fighting|greater two-weapon fighting]], [[SRD:Multiweapon Fighting|multiweapon fighting]], [[SRD:Improved Multiweapon Fighting|improved multiweapon fighting]], [[SRD:Greater Multiweapon Fighting|greater multiweapon fighting]], [[SRD:Multiattack|multiattack]], [[SRD:Improved Multiattack|improved multiattack]], and [[SRD:Cleave|cleave]].
+
Start by increasing number of attacks in a round with things like: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]], [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]], [[SRD:Greater Two-Weapon Fighting|greater two-weapon fighting]], [[SRD:Multiweapon Fighting|multiweapon fighting]], [[SRD:Improved Multiweapon Fighting|improved multiweapon fighting]], [[SRD:Greater Multiweapon Fighting|greater multiweapon fighting]], [[SRD:Multiattack|multiattack]] and [[SRD:Improved Multiattack|improved multiattack]].
  
Then add anything which gives an attack bonus, damage die, or ability score bonus (i.e., [[Hothead (3.5e Feat)|hothead]]). At later levels, [[SRD:Improved Critical|improved critical]] will help by increasing critical threat range.
+
Then add anything which gives an attack bonus, damage die, or ability score bonus (i.e., [[Hothead (3.5e Feat)|hothead]]).
 
===Critical Specialization===
 
===Critical Specialization===
Weapons with criticals of 18-20x2 can be empowered significantly with the keen enhancement or improved critical feat. Many of the burst weapon enchantments will add to this damage output on critical hits (and should be invested in with this type of build). This can drastically increase DPR, but will only deal epic damage 30% of the time (in best case scenario). '''Keen enchantment is very good,''' however all other critical specialization is better to be avoided.
+
Weapons with criticals of 18-20x2 can be empowered significantly with the keen enhancement or improved critical feat. Many of the burst weapon enchantments will add to this damage output on critical hits (and should be invested in with this type of build). This can drastically increase DPR, but will only deal epic damage 30% of the time (in best case scenario). '''Keen enchantment is very good,''' however all other critical specialization is better to be avoided. At later levels, [[SRD:Improved Critical|improved critical]] will help by increasing critical threat range.
 
===Buffs===
 
===Buffs===
 
All temporary buffs, remember the less prep rounds the better.
 
All temporary buffs, remember the less prep rounds the better.
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'''Optimized Spells:''' [[SRD:Enlarge Person|enlarge person]], [[SRD:Heroism|heroism]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Haste|haste]], [[SRD:Rage|rage]], [[SRD:Good Hope|good hope]], [[SRD:Greater Heroism|greater heroism]]
 
'''Optimized Spells:''' [[SRD:Enlarge Person|enlarge person]], [[SRD:Heroism|heroism]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Haste|haste]], [[SRD:Rage|rage]], [[SRD:Good Hope|good hope]], [[SRD:Greater Heroism|greater heroism]]
  
'''Optimized Powers:''' [[SRD:Expansion|expansion]], [[SRD:Metaphysical Weapon|metaphysical weapon]], [[Manifest Blade (3.5e Power)|manifest blade]], [[SRD:Animal Affinity|animal affinity]], [[SRD:Psychofeedback|psychofeedback]]
+
'''Optimized Powers:''' [[SRD:Expansion|expansion]], [[SRD:Metaphysical Weapon|metaphysical weapon]], [[Manifest Blade (3.5e Power)|manifest blade]], [[SRD:Animal Affinity|animal affinity]], [[SRD:Psionic Lion's Charge|lion's charge]], [[SRD:Psychofeedback|psychofeedback]]
  
 
'''Avoid Spells:''' [[SRD:Bless|bless]] (not worth the time)
 
'''Avoid Spells:''' [[SRD:Bless|bless]] (not worth the time)
  
 
'''Avoid Powers:'''  [[SRD:Weapon of Energy|weapon of energy]] (not worth the time), [[SRD:Hustle|hustle]] (unless a feature requires a move action to activate).
 
'''Avoid Powers:'''  [[SRD:Weapon of Energy|weapon of energy]] (not worth the time), [[SRD:Hustle|hustle]] (unless a feature requires a move action to activate).
 +
<!--
 
==Examples==
 
==Examples==
 
The [[Balanced Wealth (3.5e Variant Rule)|Balanced Wealth]] variant rule was used for all the below numbers. With the assumption that the primary ability score starts at 18, and a racial bonus of +2. Additionally, wiki balance level is denoted next to each example. Any class with prep rounds have damage already divided.
 
The [[Balanced Wealth (3.5e Variant Rule)|Balanced Wealth]] variant rule was used for all the below numbers. With the assumption that the primary ability score starts at 18, and a racial bonus of +2. Additionally, wiki balance level is denoted next to each example. Any class with prep rounds have damage already divided.
 +
===Rogue Optimized===
 +
Since the rogue is traditionally the highest damage dealing class, applied the same metric to its progression to contrast against the above.
 +
 +
Without prep or buffs:
 +
*At 5th: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]] feat; sneak attack +3d6, 2 short swords. Total DPR vs. 18AC '''={{#expr:(21*.45*2+31.5*.1*2) round 2}}'''
 +
**Short Swords(2): 4d6 short sword, 6((20Str+2BW-10)/2)+1weapon(BW) =21
 +
**Attack: 6Str+3 BAB+1 weapon, -2 two weapon fighting, total attack =+8/+8
 +
*At 10th: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat; sneak attack +5d6, 2 short swords. Total DPR vs. 25AC '''={{#expr:(30*.4*2+30*.15*2+42.5*.1*4) round 2}}'''
 +
**Short Swords(2): 6d6 short sword, 7((20Str+5BW-10)/2)+2weapon(BW) =30
 +
**Attack: 7Str+7 BAB+2 weapon, -2 two weapon fighting, total attack =+14/+9/+14/+9
 +
*At 20th: [[SRD:Greater Two-Weapon Fighting|greater two-weapon fighting]] feat; Sneak attack +10d6, 2 short swords. Total DPR vs. 40AC '''={{#expr:(56.5*.5*2+56.5*.25*2+78*.1*6) round 2}}'''
 +
**Short Swords(2): 11d6 short sword, 13((20Str+16BW-10)/2)+5weapon(BW) =56.5
 +
**Attack: 13Str+15 BAB+5 weapon, -2 two weapon fighting, total attack =+31/+26/+21/+31/+26/+21
 +
 +
With prep and buffs: All require one round to buff with spells, however, since the rogue is not casting the buffs damage is not divided.
 +
*At 5th: With [[SRD:Bull's Strength|bull's strength]] (+2) and [[SRD:Haste|haste]] (+1 attack, quickened). Total DPR vs. 18AC '''={{#expr:(23*.6*3+35.5*.1*3) round 2}}'''
 +
**Short Swords(2): 4d6 short sword, 6((20Str+2BW-10)/2)+1weapon(BW), +2spell =23
 +
**Attack: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]] feat, BAB +3, -2 two weapon fighting, total attack =+11/+11/+11
 +
*At 10th: With bull's strength (+2) and haste (+1 attack, quickened). Total DPR vs. 25AC '''={{#expr:(32*.45*3+32*.2*2+46.5*.1*5) round 2}}'''
 +
**Short Swords(2): 6d6 short sword, 7((20Str+5BW-10)/2)+2weapon(BW), +2spells =32
 +
**Attack: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat, BAB +7, -2 two weapon fighting, total attack =+15/+15/+10/+15/+10
 +
*At 20th: With [[SRD:Greater Heroism|greater heroism]] (+4 attack) and haste (+1 attack, quickened). Total DPR vs. 40AC '''={{#expr:(56.5*.75*3+56.5*.5*2+56.5*.25*2+78*.1*7) round 2}}'''
 +
**Short Swords(2): 11d6 short sword, 13((20Str+16BW-10)/2)+5weapon(BW) =56.5
 +
**Attack: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat, BAB +15, -2 two weapon fighting, total attack =+36/+36/+31/+26/+36/+31/+26
 +
 +
==Melded Classes==
 +
Many melded classes pre-optimize, synergizing the best features of both. The following are a list of melded classes with math.
  
 
'''[[Apex (3.5e Class)|Apex]] (High):''' The first few levels the apex specializes in the natural extraordinary features of a [[SRD:Druid|druid]], gaining an animal companion, natural skill bonuses, senses, wild empathy, woodland stride, trackless step. But do not gain any spellcasting abilities. At 2nd level, an apex gains a rage (like a [[SRD:Barbarian|barbarian]]), at 11th this rage increases the apex’s size. At 3rd, an apex gains a single powerful animal form, which most other features advance with. A later levels, an apex gains more forms.
 
'''[[Apex (3.5e Class)|Apex]] (High):''' The first few levels the apex specializes in the natural extraordinary features of a [[SRD:Druid|druid]], gaining an animal companion, natural skill bonuses, senses, wild empathy, woodland stride, trackless step. But do not gain any spellcasting abilities. At 2nd level, an apex gains a rage (like a [[SRD:Barbarian|barbarian]]), at 11th this rage increases the apex’s size. At 3rd, an apex gains a single powerful animal form, which most other features advance with. A later levels, an apex gains more forms.
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'''[[Wildknife (3.5e Class)|Wildknife]] (High):''' The wildknife gain a mind blade that can be altered and thrown, like a [[SRD:Soulknife|soulknife]]. At later levels, the wild knife can surge and use powers, like a [[SRD:Wilder|wilder]], and also surge his mind blade.  
 
'''[[Wildknife (3.5e Class)|Wildknife]] (High):''' The wildknife gain a mind blade that can be altered and thrown, like a [[SRD:Soulknife|soulknife]]. At later levels, the wild knife can surge and use powers, like a [[SRD:Wilder|wilder]], and also surge his mind blade.  
  
Synergy: All require one round to prepare by manifesting powers, thus multiply DPR by two to find damage in final round.
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Synergy: All require one round to prepare by manifesting powers. All uses weapons with stored powers (dissolving weapon).
*At 5th: With metaphysical weapon (3pp, +2, wild surged). Total DPR vs. 18AC '''={{#expr:(25.5*.65*2+40*.1*2)/2 round 2}}'''
+
*At 5th: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]] feat; metaphysical weapon (3pp, +2, wild surged). Deep crystal +3d6 (each; 10pp total), then swift action for stored dissolving weapon +5d6 (one attack; 5pp prepaid). Total DPR vs. 18AC '''={{#expr:(41.5*.7+24*.7+55*.1+37.5*.1)/2 round 2}}''' cost 18pp total
**Mind Blades(2): 1d6+2d10+4 euphoric-augmented mind blade, 6((20Str+2BW-10)/2)+1weapon(BW) =25.5
+
**1st Attack: 9d6+4 acidic-euphoric-augmented mind blade, 6((20Str+2BW-10)/2) =41.5
**Attack: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]] feat, BAB +3, -2 two weapon fighting, total attack =+12/+12
+
**All Others: 4d6+4 euphoric-augmented mind blade, 6((20Str+2BW-10)/2) =24
*At 10th: With animal affinity (9pp, +2; [[SRD:Quicken Power|quickened]]) and metaphysical weapon (10pp, +4, wild surged). Total DPR vs. 25AC '''={{#expr:(39*.85*2+39*.75*2+61.5*.1*4)/2 round 2}}'''
+
**Attack: 6Str+3 BAB+1 weapon+2 powers+1 euphoria, -2 two weapon fighting, total attack =+11/+11
**Mind Blades(2): 1d6+3d10+10 euphoric-augmented mind blade, 7((20Str+5BW-10)/2)+2weapon(BW) =39
+
**Critical: ''1st:'' (1d6+10)x2+8d6 =55; ''2nd:'' (1d6+10)x2+3d6 =37.5
**Attack: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat, BAB +7, -2 two weapon fighting, total attack =+24/+19/+24/+19
+
*At 10th: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat; animal affinity (9pp, +2; [[SRD:Quicken Power|quickened]]) and metaphysical weapon (10pp, +4, wild surged). Deep crystal +4d6 (each; 16pp total), then swift action for stored dissolving weapon +7d6 (one attack; 9pp prepaid). Total DPR vs. 25AC '''={{#expr:(59*.8+34.5*.8+20.5*.55*2+80.5*.1+55*.1+41*.1*2)/2 round 2}}''' cost 44pp total
*At 20th: With animal affinity (9pp, +2; quickened) and metaphysical weapon (20pp, +7, wild surged). Total DPR vs. 40AC '''={{#expr:(66*.85*6+104.5*.1*6)/2 round 2}}'''
+
**1st Attack: 12d6+10 acidic-euphoric-augmented mind blade, 7((20Str+5BW-10)/2) =59
**Mind Blades(2): 1d6+5d10+17 euphoric-augmented mind blade, 13((20Str+16BW-10)/2)+5weapon(BW) =66
+
**2nd Attack: 5d6+10 acidic-euphoric-augmented mind blade, 7((20Str+5BW-10)/2) =34.5
**Attack: [[SRD:Greater Two-Weapon Fighting|greater two-weapon fighting]] feat, BAB +15, -2 two weapon fighting, total attack =+48/+43/+38/+48/+43/+38
+
**All Others: 1d6+10 euphoric-augmented mind blade, 7((20Str+5BW-10)/2) =20.5
*Following a surge a wildknife has surging euphoria. This gives them a continuous bonus to damage (based on how high their wild surge was), that last for a number of rounds equal to their wild surge level.
+
**Attack: 7Str+7 BAB+2 weapon+6 powers+2 euphoria, -2 two weapon fighting, total attack =+22/+17/+22/+17
===Rogue Comparison===
+
**Critical: ''1st:'' (1d6+17)x2+11d6 =80.5; ''2nd:'' (1d6+17)x2+4d6 =55;  ''all others:'' (1d6+17)x2 =41
Since the rogue is traditionally the highest damage dealing class, applied the same metric to its progression to contrast against the above.
+
*At 20th: [[SRD:Greater Two-Weapon Fighting|greater two-weapon fighting]] feat; animal affinity (9pp, +2; quickened) and metaphysical weapon (20pp, +7, wild surged). Deep crystal +8d6 (each 2nd attacks; 40pp total), then swift action for stored dissolving weapon +7d6 (two attacks; 18pp prepaid total). Total DPR vs. 40AC '''={{#expr:(58*.85*2+61.5*.85*2+33.5*.6*2+91.5*.1*2+95*.1*2+67*.1*2)/2 round 2}}''' cost 87pp total
 
+
**1st & 2nd Attacks: 8d6+17 euphoric-augmented mind blade, 13((20Str+16BW-10)/2) =58
Without prep or buffs:
+
**3rd & 4th Attacks: 9d6+17 acidic-euphoric-augmented mind blade, 13((20Str+16BW-10)/2) =61.5
*At 5th: Sneak attack +3d6, 2 short swords. Total DPR vs. 18AC '''={{#expr:(21*.45*2+31.5*.1*2) round 2}}'''
+
**All Others: 1d6+17 euphoric-augmented mind blade, 13((20Str+16BW-10)/2) =33.5
**Short Swords(2): 4d6 short sword, 6((20Str+2BW-10)/2)+1weapon(BW) =21
+
**Attack: 13Str+15 BAB+5 weapon+9 powers+3 euphoria, -2 two weapon fighting, total attack =+43/+38/+33/+43/+38/+33
**Attack: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]] feat, BAB +3, -2 two weapon fighting, total attack =+8/+8
+
**Critical: ''1st/2nd:'' (1d6+30)x2+7d6 =91.5; ''3rd/4th:'' (1d6+30)x2+8d6 =95;  ''all others:'' (1d6+30)x2 =67
*At 10th: Sneak attack +5d6, 2 short swords. Total DPR vs. 25AC '''={{#expr:(30*.4*2+30*.15*2+42.5*.1*4) round 2}}'''
+
-->
**Short Swords(2): 6d6 short sword, 7((20Str+5BW-10)/2)+2weapon(BW) =30
 
**Attack: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat, BAB +7, -2 two weapon fighting, total attack =+14/+9/+14/+9
 
*At 20th: Sneak attack +10d6, 2 short swords. Total DPR vs. 40AC '''={{#expr:(56.5*.5*2+56.5*.25*2+78*.1*6) round 2}}'''
 
**Short Swords(2): 11d6 short sword, 13((20Str+16BW-10)/2)+5weapon(BW) =56.5
 
**Attack: [[SRD:Greater Two-Weapon Fighting|greater two-weapon fighting]] feat, BAB +15, -2 two weapon fighting, total attack =+31/+26/+21/+31/+26/+21
 
 
 
With prep and buffs: All require one round to buff with spells, however, since the rogue is not casting the buffs damage is not divided.
 
*At 5th: With [[SRD:Bull's Strength|bull's strength]] (+2) and [[SRD:Haste|haste]] (+1 attack, quickened). Total DPR vs. 18AC '''={{#expr:(23*.6*3+35.5*.1*3) round 2}}'''
 
**Short Swords(2): 4d6 short sword, 6((20Str+2BW-10)/2)+1weapon(BW), +2spell =23
 
**Attack: [[SRD:Two-Weapon Fighting (Feat)|two-weapon fighting]] feat, BAB +3, -2 two weapon fighting, total attack =+11/+11/+11
 
*At 10th: With bull's strength (+2) and haste (+1 attack, quickened). Total DPR vs. 25AC '''={{#expr:(32*.45*3+32*.2*2+46.5*.1*5) round 2}}'''
 
**Short Swords(2): 6d6 short sword, 7((20Str+5BW-10)/2)+2weapon(BW), +2spells =32
 
**Attack: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat, BAB +7, -2 two weapon fighting, total attack =+15/+15/+10/+15/+10
 
*At 20th: With [[SRD:Greater Heroism|greater heroism]] (+4 attack) and haste (+1 attack, quickened). Total DPR vs. 40AC '''={{#expr:(56.5*.75*3+56.5*.5*2+56.5*.25*2+78*.1*7) round 2}}'''
 
**Short Swords(2): 11d6 short sword, 13((20Str+16BW-10)/2)+5weapon(BW) =56.5
 
**Attack: [[SRD:Improved Two-Weapon Fighting|improved two-weapon fighting]] feat, BAB +15, -2 two weapon fighting, total attack =+36/+36/+31/+26/+36/+31/+26
 
 
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{{3.5e Character Optimization Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Character Optimization Guide]]
 
{{3.5e Character Optimization Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Character Optimization Guide]]

Latest revision as of 09:22, 3 July 2019

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Author: Franken Kesey (talk)
Date Created: 04/29/19
Status: Work in progress
Editing: In talk.
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DPR[edit]

Damage is not just a question of how much you can deal, but also how often you hit, crit, and if buffs help. This is calculated using probabilities with a maximum of 95% success rate of any attack hitting (natural 1 keeps it from being 100%), and minimum of 5% chance (natural 20). This must then be corrected for Armor Class, which is ECL*1.5+10. Thirdly, critical chance and damage must be calculated separately; this means that if the threat range is 19-20 there is a 10% chance of a critical hit, but also 10% must be reduced from all average hit chances (i.e., if non-crit is 95%, it now is 85%). Fourth, the question of buffs. Buffs take time and increase the risk of no action (by complications which can arise within a prep round). However, the right kind of buff can greatly increase damage. Thus, rounds that a player uses to buff divide the total damage (i.e., if 1 prep round, then divide by 2). Quickening spells and powers or getting an ally to buff is the best way to do it; for the less prep rounds the better. All this put together is called Damage Per Round (or DPR). This guide notes good ways to increase this, and things to avoid.

Basic Principles[edit]

First, prioritize attack chance over damage. If you can kill a dragon in one hit 10% of the time, but miss 90% of the time your DPR will be drastically decreased.

Second, minor ability bonuses especially to strength and dexterity are more useful than a extra die in damage. For the ability bonus affects both chance to hit and damage. However, chance to hit can never exceed 95%, thus if you are well over this invest in damage die.

Third, critical threat range is better than a bonus multiplier. Thus 18-20x2 is better than 20x3. Also the keen weapon enhancement or improved critical feat can increase this threat range. However, they do not stack, but certain enchantments and feats can increase damage die on a critical hit.

Fourth, increasing number of attacks with two weapon fighting, mutiweapon fighting, haste, etc. is generally a good idea. This reduces attack chance, thus not good against epic AC. But can increase DPR if done correctly.

Fifth, buffs are the most debated and customizable boon to DPR. See below list of common buffs. However, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see modifiers).

Sixth, is the final calculation which is: (<1st attack damage>*<1st attack chance–critical chance>+<2nd attack, etc.>*<2nd attack chance–critical chance, etc.>+<1st critical damage>*<critical chance>+<2nd critical damage, etc.>*<critical chance>)/<number of prep rounds+1>.

Bonuses[edit]

Weapons[edit]

The easiest way is to increase weapon enchantments. A simple numerical bonus can be good, and the following enchantments are also good: keen, vicious, flaming, frost, shock, psychokinetic and collision.

Feats[edit]

Start by increasing number of attacks in a round with things like: two-weapon fighting, improved two-weapon fighting, greater two-weapon fighting, multiweapon fighting, improved multiweapon fighting, greater multiweapon fighting, multiattack and improved multiattack.

Then add anything which gives an attack bonus, damage die, or ability score bonus (i.e., hothead).

Critical Specialization[edit]

Weapons with criticals of 18-20x2 can be empowered significantly with the keen enhancement or improved critical feat. Many of the burst weapon enchantments will add to this damage output on critical hits (and should be invested in with this type of build). This can drastically increase DPR, but will only deal epic damage 30% of the time (in best case scenario). Keen enchantment is very good, however all other critical specialization is better to be avoided. At later levels, improved critical will help by increasing critical threat range.

Buffs[edit]

All temporary buffs, remember the less prep rounds the better.

Optimized Spells: enlarge person, heroism, magic weapon, bull's strength, cat's grace, haste, rage, good hope, greater heroism

Optimized Powers: expansion, metaphysical weapon, manifest blade, animal affinity, lion's charge, psychofeedback

Avoid Spells: bless (not worth the time)

Avoid Powers: weapon of energy (not worth the time), hustle (unless a feature requires a move action to activate).


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