User:Franken Kesey/DPR (3.5e Guide)

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Author: Franken Kesey (talk)
Date Created: 04/29/19
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DPR

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.

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.

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 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>. The final result of this calculation is in bold in the below examples.

Bonuses

Weapons

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, collision, and any burst enchantment.

Feats

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, improved multiattack, and cleave.

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

Buffs

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

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

Avoid Spells: bless (not worth the time), enlarge person (increasing size also reduces chance to hit)

Powers: metaphysical weapon, manifest blade, animal affinity, psychofeedback

Avoid Powers: expansion (increasing size also reduces chance to hit), weapon of energy (not worth the time), hustle (unless a feature requires a move action to activate).

Examples

The 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.

Apex (High): The first few levels the apex specializes in the natural extraordinary features of a 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 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.

Synergy: Standard action to turn into a beast, then no action to rage (except hulking rage requires a move action).

  • At 5th: multiattack and hothead feats; total modifier changes: +8Str, +6Con, +2Will, –2AC. Total DPR vs. 18AC =18.85
    • Primary Claw: 1d6(claw)+10((28Str+2BW-10)/2)+1weapon(BW)+1d6(hothead) =18
    • Secondary Claw: 1d6(claw)+5((28Str+2BW-10)/4)+1d6(hothead) =12
    • Bite: 1d8(bite)+5((28Str+2BW-10)/4)+1d6(hothead) =13
    • Attack: 10Str+3 BAB+1weapon, -2 2nd/3rd attack, total attack=+14/+12/+12
    • Critical: 1st: (1d6+11)x2+1d6=32.5, 2nd: (1d6+6)x2+1d6=22.5, 3rd: (1d8+6)x2+1d6=24.5
  • At 10th: improved multiattack and improved hothead feat; total modifier changes: +2 size, +16Str, +4Con, -4Dex, +2Will, –2AC, huge-sized. Total DPR vs. 25AC =33.64
    • Primary Claw: 2d6(claw)+20((36Str+5BW-10)/2)+2weapon(BW)+2d6(hothead) =26
    • Secondary Claw: 2d6(claw)+10((36Str+5BW-10)/4)+2d6(hothead) =16
    • Bite: 3d6(bite)+10((36Str+5BW-10)/4)+2d6(hothead) =19.5
    • Attack: 20Str+7 BAB+2weapon, -2 huge-sized, total attack =+27/+27/+27
    • Critical: 1st: (2d6+20)x2+2d6=61, 2nd: (2d6+10)x2+2d6=41, 3rd: (3d6+10)x2+2d6=48
  • At 20th: greater hothead feat; total modifier changes: +2 size, +26Str, +18Con, -4Dex, +4Will, –2AC. Total DPR vs. 40AC =61.5
    • Primary Claw: 2d6(claw)+26((46Str+16BW-10)/2)+5weapon(BW)+3d6(hothead) =48.5
    • Secondary Claw: 2d6(claw)+13((46Str+16BW-10)/4)+3d6(hothead) =35.5
    • Bite: 3d6(bite)+13((46Str+16BW-10)/4)+3d6(hothead) =39
    • Attack: 20Str+15 BAB+5weapon, -2 huge-sized, total attack =+38/+38/+38
    • Critical: 1st: (2d6+26)x2+3d6=76.5, 2nd: (2d6+13)x2+3d6=50.5, 3rd: (3d6+13)x2+3d6=57.5

Force Conduit (High): A force conduit is a monk with a lightsaber and minor power progression, like a psychic warrior.

Synergy: With a manifestation of metaphysical weapon

  • At 5th: metaphysical weapon +1 (7pp; quickened). Total DPR vs. 18AC =20.4
    • Lightsaber: 1d10+1 augmented lighsaber, 6((20Dex+2BW-10)/2)+1weapon(BW)=13.5
    • Attack: 6Dex+2/+2 Flurry of Blows+1 weapon focus+1 power, total attack=+10/+10
    • Critical: All: (1d10+6)x2=23
  • At 10th: metaphysical weapon +2 (11pp; quickened). Total DPR vs. 25AC =44.7
    • Lightsaber: 1d10+1d8+2 augmented lighsaber, 7((20Dex+5BW-10)/2)+2weapon(BW)=21
    • Attack: 7Dex+7/+7/+2 Flurry of Blows+2 greater weapon focus+2 power, total attack=+18/+18/+13
    • Critical: All: (1d10+1d8+7)x2=34
  • At 20th: metaphysical weapon +4 (19pp; quickened). Total DPR vs. 40AC =170.78
    • Lightsaber: 1d10+4d8+4 augmented lighsaber, 13((20Dex+16BW-10)/2)+5weapon(BW) =45.5
    • Attack: 13Dex+15/+15/+15/+10/+5 Flurry of Blows+2 greater weapon focus+4 power, total attack =+34/+34/+34/+29/+24
    • Critical: All: (1d10+4d8+13)x2=73

Psychic Stalker (High): Synergizes psion and rogue.

Synergy: All require one round to prepare by manifesting powers (assumed manifest blade was cast at beginning of day), thus multiply DPR by two to find damage in final round.

  • At 5th: With manifest blade (3pp, +1), metaphysical weapon (5pp, +2), and Pyrokinetic Strike (5pp, +10). Total DPR vs. 18AC =18.38
    • Short Swords(2): 1d6+14 augmented mind blade, 6((20Str+2BW-10)/2)+1weapon(BW) =24.5
    • Attack: two-weapon fighting feat, BAB +3, -2 two weapon fighting, total attack =+12/+12
  • At 10th: With manifest blade (8pp, +3), metaphysical weapon (9pp, +3), and Pyrokinetic Strike (10pp, +20). Total DPR vs. 25AC =65.18
    • Short Swords(2): 1d6+27 augmented mind blade, 7((20Str+5BW-10)/2)+2weapon(BW) =39.5
    • Attack: improved two-weapon fighting feat, BAB +7, -2 two weapon fighting, total attack =+23/+18/+23/+18
  • At 20th: With manifest blade (20pp, +9; greater magic weapon, enhancement, quickened), metaphysical weapon (17pp, +5), and Pyrokinetic Strike (20pp, +40). Total DPR vs. 40AC =203.85
    • Short Swords(2): 2d6+54 augmented mind blade, 13((20Str+16BW-10)/2)+5weapon(BW) =75.5
    • Attack: greater two-weapon fighting feat, BAB +15, -2 two weapon fighting, total attack =+45/+40/+35/+45/+40/+35

Undead Stalker (Very High): The stalker focuses on hunting and killing undead, treating them like favored enemies, like rangers. Then gains the ability to turn and smite them, like paladins. Additionally, they can sneak attack undead, like rogues. Lastly, they gain a minor spell list that merges paladin and ranger spells. However, the undead stalker has significantly reduced damage dealing potential against non-undead.

Synergy: Against favored enemy undead. Only action requirements are weapon attacks (specials do not require it). Uses short sword, and Charisma score starts at 15, is 18 at 10th and 22 at 20th.

  • At 5th: Favored Enemy +4, Sneak Attack 2d6, Smite Undead +5. Total DPR vs. 18AC =39.75
    • Short Swords(2): 3d6+4Favored+5Smite, 6((20Str+2BW-10)/2)+1weapon(BW) =26.5
    • Attack: two-weapon fighting feat, BAB +5, -2 two weapon fighting, total attack =+12/+12
  • At 10th: Favored Enemy +6, Sneak Attack 5d6, Smite Undead 10. Total DPR vs. 25AC =115
    • Short Swords(2): 6d6+6Favored+10Smite, 7((20Str+5BW-10)/2)+2weapon(BW) =46
    • Attack: improved two-weapon fighting feat, BAB +10/+5, -2 two weapon fighting, total attack =+19/+14/+19/+14
  • At 20th: Favored Enemy +10, Sneak Attack 10d6, Smite Undead 20. Total DPR vs. 40AC =433.9
    • 2nd Attack: 11d6+10Favored+20Smite, 13((20Str+16BW-10)/2)+5weapon(BW) =86.5
    • All other attacks: 11d6+10Favored, 13((20Str+16BW-10)/2)+5weapon(BW) =66.5
    • Attack: greater two-weapon fighting feat, +6 smite (1st attack only), BAB +20/+15/+10, total attack =+38/+39/+28/+38/+33/+28
    • Critical: 2nd: (1d6+30+13+5)x2 =138; all other: (1d6+10+13+5)x2+10d6 =98

Wildknife (Very High): The wildknife gain a mind blade that can be altered and thrown, like a soulknife. At later levels, the wild knife can surge and use powers, like a 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.

  • At 5th: With metaphysical weapon (3pp, +2, wild surged). Total DPR vs. 18AC =20.58
    • Mind Blades(2): 1d6+2d10+4 euphoric-augmented mind blade, 6((20Str+2BW-10)/2)+1weapon(BW) =25.5
    • Attack: two-weapon fighting feat, BAB +3, -2 two weapon fighting, total attack =+12/+12
  • At 10th: With animal affinity (9pp, +2; quickened) and metaphysical weapon (10pp, +4, wild surged). Total DPR vs. 25AC =74.7
    • Mind Blades(2): 1d6+3d10+10 euphoric-augmented mind blade, 7((20Str+5BW-10)/2)+2weapon(BW) =39
    • Attack: improved two-weapon fighting feat, BAB +7, -2 two weapon fighting, total attack =+24/+19/+24/+19
  • At 20th: With animal affinity (9pp, +2; quickened) and metaphysical weapon (20pp, +7, wild surged). Total DPR vs. 40AC =199.65
    • Mind Blades(2): 1d6+5d10+17 euphoric-augmented mind blade, 13((20Str+16BW-10)/2)+5weapon(BW) =66
    • Attack: greater two-weapon fighting feat, BAB +15, -2 two weapon fighting, total attack =+48/+43/+38/+48/+43/+38
  • 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.

Rogue Comparison

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: Sneak attack +3d6, 2 short swords. Total DPR vs. 18AC =25.2
    • Short Swords(2): 4d6 short sword, 6((20Str+2BW-10)/2)+1weapon(BW) =21
    • Attack: two-weapon fighting feat, BAB +3, -2 two weapon fighting, total attack =+8/+8
  • At 10th: Sneak attack +5d6, 2 short swords. Total DPR vs. 25AC =50
    • Short Swords(2): 6d6 short sword, 7((20Str+5BW-10)/2)+2weapon(BW) =30
    • Attack: 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 =131.55
    • Short Swords(2): 11d6 short sword, 13((20Str+16BW-10)/2)+5weapon(BW) =56.5
    • Attack: 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 bull's strength (+2) and haste (+1 attack, quickened). Total DPR vs. 18AC =52.05
    • Short Swords(2): 4d6 short sword, 6((20Str+2BW-10)/2)+1weapon(BW), +2spell =23
    • Attack: 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 =79.25
    • Short Swords(2): 6d6 short sword, 7((20Str+5BW-10)/2)+2weapon(BW), +2spells =32
    • Attack: improved two-weapon fighting feat, BAB +7, -2 two weapon fighting, total attack =+15/+15/+10/+15/+10
  • At 20th: With greater heroism (+4 attack) and haste (+1 attack, quickened). Total DPR vs. 40AC =266.48
    • Short Swords(2): 11d6 short sword, 13((20Str+16BW-10)/2)+5weapon(BW) =56.5
    • Attack: improved two-weapon fighting feat, BAB +15, -2 two weapon fighting, total attack =+36/+36/+31/+26/+36/+31/+26

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