DPR King Candidates 3.0

borg286

Explorer
onecrazymojo said:
Lvl 1 Human Brutal Rogue 18 Dex 16 Str
Background- Gritty Sergeant Rapier, Theme- Pack Outcast
Feats- Vigilante Justice Style, Mark of Finding
Items- Rapier

Riposte Strike
+9 Attack (4 Dex, 3 Prof, 2 CA) 75% Accuracy
d8+2d6+7(4 Dex, 3 Str)10-27 [18.5] | [27] Crit
0.7*18.5 + 0.05*27 = 12.95 + 1.35 = 14.3

Riposte Interrupt / MBA
+8 Attack (3 Str, 3 Prof, 2 CA) 70% Accuracy
d8+2d6+6(3 Str, 3 Str)9-26 [17.5] | [26] Crit
0.65*17.5 + 0.05*26 = 11.375 + 1.3 = 12.675*0.75 = 9.506

Guarenteed DPR of 23.806

As soon as you get a generic +1 Rapier it will become:

Riposte Strike
+10 Attack (4 Dex, 3 Prof, 2 CA, 1 Enh) 80% Accuracy
d8+2d6+8(4 Dex, 3 Str, 1 Enh)11-28 [19.5] | 29-34 [31.5] Crit
0.75*19.5 + 0.05*31.5 = 14.625 + 1.575 = 16.2

Riposte Interrupt / MBA
+9 Attack (3 Str, 3 Prof, 2 CA, 1 Enh) 75% Accuracy
d8+2d6+7(3 Str, 3 Str, 1 Enh)10-27 [18.5] | 28-33 [30.5] Crit
0.7*18.5 + 0.05*30.5 = 12.95 + 1.525 = 14.475*0.80 = 11.58

DPR 27.78

Edits: fixed riposte interrupt accuracy. Credit Talamare.
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borg286

Explorer
Scottbert said:
Surprised noone else has thought of this yet!

Level 1Revenant Scout, was a Dwarf in life.
Feat: Dwarven Weapon Training.
Weapons: Waraxe, gauntlet axe.

Attack bonus: +5 dex, +2 proficiency
Damage (main hand): 1d12 + 5 dex, +2 spinning axe, +2 dwarven weapon training
Damage (off hand): 1d8 + 5 dex, +2 spinning axe, +2 dwarven weapon training.
Hit on 8+ (This is not the most accurate build, but when it hits...)
DPR vs AC 15: 16.17
And that's without CA or charging!

Special circumstances:
Combat Advantage: +2 to attacks as well as +2 to both damages from Lurking Spider
CA DPR: 22.25

Charge: Knock them prone with charging ram, getting CA on your follow-up attack (+1/+2, +2/+0)
Charge DPR: 19.4

All the builds with higher DPR require CA or Charging or both, right?
Let's see, charging into combat advantage with lurking spider would get me... 23.72 DPR! I believe I have a new second-placer here!
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borg286

Explorer
langeweile said:
How do you get +11 attack ?
-- You don't have Spear Expertise.
-- Unfettered Fury gives you a -2 to the attack roll.
On the positive side you can go Str 20, Dex 14 without losing damage, but getting a +1 to attack. Viable stances are Berserker Charge or Battle Wrath.



But let me file a new one of my own...

L1: Human, Thief

20 Dex
-- Gritty Sergeant Background: Rapier prof, +1 init
-- Feats: Light Blade Expertise, Surprising Charge
-- Weapon: Rapier with +2 dmg from Weapon Finesse

Based on the very liberal assumption that there is any one ally adjacent to at least one enemy, I'm virtually guaranteed CA and being able to charge thanks to First Strike, Tactical Trick and Escape Artist's Trick. Thus while I use both elements, I can generate them myself.
In a real game you'll be most likely fine with either, and instead take Acrobat's Trick as second choice for mobility and when you have good aid from your party for charging & CA.

To-Hit: 5 dex + 3 prof + 2 CA + 1 charge + 1 exp = +12 vs AC 15 = 10% miss // 85% hit // 5% crit
Dmg: 5 dex + 2 finesse + 1 LB exp + 2d8 rapier + 2d6 SA = 8 + 9 + 7 = 24 normal // 36 crit
=> 0.85 * 24 + 0.05 * 36 = 22.2 DPR

Considering all the other damage enhancing feats, that build in fact scales quite well. At higher levels non-humans might beat it though.
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borg286

Explorer
alekren said:
Just use a background to gain Rapier proficiency....



...I was completely unaware that the option existed, so thanks for that. The first background I found that gives a military weapon proficiency is Gritty Sergeant, so we'll go with that for now.

Attack: 5(Dex) + 3(Prof) + 2 (CA) + 1 (Expertise) = 11 vs Ref (9+11-1)/20 = Miss on 1
Damage: 3d8 (Rapier/Sneak Attack) + 5 (Dex) + 2(Finesse) + 1 (Expertise) = 21.5
Critical: 8 (Rapier) + 2d8 (Sneak Attack) + 5 (Dex) + 2(Finesse) + 1 (Expertise) = 24
DPR: .05(0) + .90(21.5) + .05(24) = 20.55 without a magic weapon
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borg286

Explorer
squirrelloid said:
Here's a rogue build i've been playing with. Not sure about some of the feat choices and power swaps, and I'd like comments.

Below is a detailed list of what is gained at every level with summary statistics at levels 1, 11, 21, and 30.

Race: Bugbear
Languages: Common, Goblin
Racial: speed 6, +2 str +2 dex, LLV, +2 intimidate +2 stealth, Oversized, Predatory Eye
Rogue Class Features: First Strike, Rogue Weapon Talent, Sneak Attack, Brutal Scoundrel

Str 18 Con 12 Dex 18 Int 8 Wis 10 Cha 12

hp: 24
Healing Surge: 7 (value 6)

AC: 16 = 10 + 2 armor + 4 dex
Fort: 14 = 10 + 4 str
Ref: 16 = 10 + 4 dex + 2 rogue
Will: 11 = 10 + 1 cha

Attack: Dagger +8 = +4 dex + 3 proficiency + 1 weapon talent + (2 combat advantage)
Damage: 1d6 + 4 dex + (2d8 + 4 SA) + (1d6 Predator’s Eye)

Initiative: +8
Skills: Thievery (Dex), Stealth (Dex), Intimidate (Cha), Acrobatics (Dex), Athletics (Str), Perception (Wis)
At-Will: riposte strike, piercing strike
Feats: Improved Initiative
Encounter (1): tortuous strike
Daily (1): blinding barrage

2nd: tumble, Nimble Blade
3rd: bait and switch
4th: +1 str and dex, Backstabber
5th: deep cut
6th: chameleon, Skill Focus (Stealth), tumble -> fleeting ghost?
7th: imperiling strike
8th: +1 str and dex, Shield Proficiency (Light)
9th: deadly positioning
10th: shadow stride, Surprise Knockdown

@11th: Bugbear Rogue/Daggermaster
Str 21 Con 13 Dex 21 Int 9 Wis 11 Cha 13

AC: 25 = 10 + 2 armor + 5 dex + 1 shield + 5 Lvl + 2 item
Fort: 22 = 10 + 5 con + 5 Lvl + 2 item
Ref: 25 = 10 + 5 dex + 1 shield + 5 Lvl + 2 item + 2 rogue
Will: 18 = 10 + 1 cha + 5 Lvl + 2 item

Attack: Dagger +16 = +5 dex + 3 proficiency + 5 Lvl + 1 weapon talent + 2 item + (3 combat advantage)
Damage: 1d6 + 5 dex + 2 + (3d8 + 5 SA) + (2d6 Predator’s Eye)

Initiative: +14, 2 rolls
Feats: Improved Initiative, Nimble Blade, Backstabber, Skill Focus (Stealth), Shield Proficiency (Light), Surprise Knockdown, Danger Sense
Encounter (4): tortuous strike, bait and switch, imperiling strike, critical opportunity
Daily (3): blinding barrage, deep cut, deadly positioning
Utility (3): fleeting ghost, chameleon, shadow stride

11th: +1 all stats, Daggermaster’s Action, Dagger Precision, critical opportunity, Danger Sense
12th: meditation of the blade, Shield Specialization
13th: tortuous strike -> unbalancing attack
14th: +1 str and dex, Agile Athlete
15th: deep cut -> slaying strike
16th: hide in plain sight, Dagger Advantage, Weapon Focus
17th: bait and switch -> dragon tail strike
18th: +1 str and dex, Fleet-Footed
19th: blinding barrage -> snake’s retreat
20th: deep dagger wound, Back to the Wall

@21st: Bugbear Rogue/Daggermaster/Deadly Trickster
Str 24 Con 14 Dex 24 Int 10 Wis 12 Cha 14

AC: 36 = 10 + 3 armor + 7 dex + 1 shield + 1 feat + 10 Lvl + 4 item + (1 wall)
Fort: 31 = 10 + 7 str + 10 Lvl + 4 item
Ref: 35 = 10 + 7 dex + 1 shield + 1 feat + 10 Lvl + 4 item +2 rogue
Will: 26 = 10 + 2 cha + 10 Lvl + 4 item

Attack: Dagger +25 = +7 dex + 3 proficiency + 10 Lvl + 1 weapon talent + 4 item + (3 combat advantage + 1 wall)
Damage: 1d6 + 7 dex + 7 + (5d8 + 7 SA) + (3d6 Predator’s Eye)


Initiative: +21, 2 rolls
Feats: Improved Initiative, Nimble Blade, Backstabber, Skill Focus (Stealth), Shield Proficiency (Light), Surprise Knockdown, Danger Sense, Shield Specialization, Agile Athlete, Weapon Focus (Light Blades), Fleet-Footed, Back to the Wall, Epic Resurgence
Encounter (4): imperiling strike, critical opportunity, unbalancing attack, dragon tail strike
Daily (4): deadly positioning, slaying strike, snake’s retreat, deep dagger wound
Utility (5): fleeting ghost, chameleon, shadow stride, meditation of the blade, hide in plain sight


21st: Sly Fortune’s Favor, Epic Resurgence
22nd: dazzling acrobatics, Triumphant Attack
23rd: unbalancing attack -> steel entrapment
24th: +1 str and dex, Trickster’s Control, Unfettered Stride
25th: deadly positioning -> ghost on the wind
26th: epic trick, Escape Artist
27th: (?) -> hurricane of blood
28th: +1 str and dex, Defensive Advantage
29th: slaying strike -> assassin’s point
30th: Trickster’s Disposition, Light Blade Precision

@30th: Bugbear Rogue/Daggermaster/Deadly Trickster
Str 26 Con 14 Dex 26 Int 10 Wis 12 Cha 14

AC: 45 = 10 + 4 armor + 8 dex + 1 shield + 1 feat + 15 Lvl + 6 item + (1 wall + 2 advantage)
Fort: 39 = 10 + 8 str + 15 Lvl + 6 item
Ref: 43 = 10 + 8 dex + 1 shield + 1 feat + 15 Lvl + 6 item +2 rogue
Will: 33 = 10 + 2 cha + 15 Lvl + 6 item

Attack: Dagger +33 = +8 dex + 3 proficiency + 15 Lvl + 1 weapon talent + 6 item + (3 combat advantage + 1 wall)
Damage: 1d6 + 8 dex + 9 + (5d8 + 8 SA) + (3d6 Predator’s Eye) + (2 large+)

Initiative: +27, 2 rolls
Feats: Improved Initiative, Nimble Blade, Backstabber, Skill Focus (Stealth), Shield Proficiency (Light), Surprise Knockdown, Danger Sense, Shield Specialization, Agile Athlete, Weapon Focus (Light Blades), Fleet-Footed, Back to the Wall, Epic Resurgence, Triumphant Attack, Unfettered Stride, Escape Artist, Defensive Advantage, Light Blade Precision
Encounter (4): critical opportunity, dragon tail strike, steel entrapment, hurricane of blood
Daily (4): snake’s retreat, deep dagger wound, ghost on the wind, assassin’s point
Utility (7): fleeting ghost, chameleon, shadow stride, meditation of the blade, hide in plain sight, dazzling acrobatics, epic trick

Edit: Forgot proficiency bonus
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borg286

Explorer
masa said:
I suspect a desert wind monk can compete at lv1 so lets see what I get

Lvl 1 Kenku Monk 18 Dex 18 Cha
Theme- Infernal Prince, Feats- Superior Implement Training (Incendiary Dagger),
Items- Incendiary Dagger

Blistering Flourish
+9 Attack (4 Dex, 1 superior implement, 1 background, 3 CA) vs reflex 85% Accuracy
d8+6(4 Dex, 2 superior implement)+10(2, 4Cha, 4Cha) 17-24 (20.5)

If you hit with Blistering Flourish last turn it does 4 more damage

d8+10(4 Dex, 2 superior implement, 4 Cha)+10(2, 4 Cha, 4 Cha)21-28 (24.5)

with flanking
.8*20.5 + 0.05*24=16.4+1.2=17.6dpr 0.533333kpr

with Blistering Flourish last turn
.8*24.5 + 0.05*28=19.6+1.4=21dpr 0.63636364kpr

with a non kenku race
.75*20.5 + 0.05*24=15.375+1.2=16.575dpr 0.502273kpr
.75*24.5 + 0.05*28=18.375+1.4=19.775dpr 0.599242kpr

without CA
.65*20.5 + 0.05*24=13.325+1.2=14.525dpr 0.440156kpr
.65*24.5 + 0.05*28=15.925+1.4=17.325dpr 0.525kpr

21dpr .64kpr

did I do anything wrong?
not bad considering it's mostly human Rogues above it. The damage is also fairly stable, with the only roll being a d8 so that's probably worth somthing.
To be LFR legal you'd proably go with a dead tiefling, unseelie agent background, and hellfire blood. Trading +3 attack with ca, +2 damage for +2 attack and +2 damage.
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borg286

Explorer
tl said:
Bugbear Brutal Scoundrel Rogue 1
Str 16, Dex 20
Backstabber
Dagger Piercing Strike
Attack: +11 vs Ref
Hit: 1d6 + 5 + 2d8 + 3

DPR (CA): (0.9*20.5)+(0.05*30)=19.95 (CA)
DPR w/o CA=7.35
Attack: + 9 vs Ref
Hit: 1d6 + 5

DPR: (0.8*8.5)+(0.05*11)=7.35


if you can't count on constant CA (but are using same power (which is weird, but a LOT easier (otherwise just take Duelist's Fury))), this one gets 19.875(CA) / 8.075 (w/o CA)

build
Human Brutal Scoundrel Rogue 1
Str 14, Dex 20
Backstabber, Versatile Duelist
Longsword (two handed) Piercing Strike
Attack: +10 vs Ref
Hit: 1d8 + 1 + 5 + 2d8 + 2

DPR (CA): (0.85*21.5)+(0.05*32)=19.875 (CA)
DPR (w/o CA): (0.75*10.5)+(0.05*14)=8.075


I also noticed you put a (1) to most 1st level builds... what does that mean? 'cause it can't be Frost cheese...
also, Githzerai Assassin can reach higher damage, it's just... theoretical

EDIT: since it's just optimization practice, I think Bugbear Rogue describes it best
also, it would be fairer to add my Warlock without charge, since all I get from that is +1 to attack roll... same argument as why it doesn't consider CA (maybe mention it can charge for 15 DPR Laughing)

EDIT2: if you assume Prime Shot on your Archery Ranger, you increase your DPR by 0.75, ending at 14.9375 and almost passing 15 DPR barrier
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borg286

Explorer
paultimatum said:
This is probably the funniest build I've even made, and it's cheese factor spiraled out of control... which makes it all the more surprising that its key is blank.

Suicide Bomber (1st), by Paultimatum

Dragonborn Sorcerer (Dragon Magic) 1
Feat: Ancient Soul

Riding horse

The ancient soul feat makes your dragon breath power count as an arcane attack power, qualifying it for the sorcerer bonus damage. It also gives the bonus that if your dragon breath is the same type as your resistance, whenever you take damage of that type (after it is reduced), you regain your dragon breath.

So, to regain your dragon breath, all you have to do is include yourself in its effect. Since you can choose any square in your space as the origin square for blasts, you get on a riding horse you buy with your starting gp to become large and blast away.

There are two versions: the first uses two dragon breath attacks per round and a burning spray, the second uses three. The version using 3 per round can only do so when it doesn't miss itself; when it does, it has to include a burning spray to restart the chain.



Version 1
Str 18, Con 13, Cha 18
Show

Dragon Breath:
To hit: 4 str + 2 attack = 6 vs. Reflex 13
Damage: 1d6 + 4 str + 1 con = 8.5

(0.65*8.5) + (0.05*11) = 6.075

Burning Spray:
To hit: 4 cha vs. Reflex 13
Damage: 1d8 + 4 str + 4 cha = 12.5

(0.55*12.5) + (0.05*16) = 7.675

6.075 + 6.075 + 7.675 = 19.825 DPR (3x3)

Disclaimer:

Show

Technically, there should be some complicated multiplying going on to represent your chances of missing yourself with both your dragon breath and your burning spray consecutivly (since you can order your attacks however you want). If this happens, you can't use your second dragon breath that round if you haven't already (you should use the two dragon breaths first if you can), and next round you have to use burning spray first and can only dragon breath if you hit yourself. It gets even more complicated then this, and the initial chances of it occuring are small. Because of this, and the fact that this build is largely impractical anyway, it isn't added.


Version 2:
20 str, 14 con

Show

+7 to hit, 1d6 + 7 damage
((0.7*10.5) + (0.05*13))*3 = 24

24 DPR (3x3)

This version has the same problems as the ones in the disclaimer, only more so.

Both version also have the problem of killing themselves, and their mounts. But that's why they're called suicide bombers, and usually self damage isn't considered (old bloodclaw). ;)

This is just the first thing I thought of when I saw the ancient soul feat. It might not work for one reason or another, but I did check most of the rules. Anyway, it's just for fun.
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borg286

Explorer
ramdeath said:
Here's my entry. Wanted to see what I can do with a barb.

Will be charging for this.

Level 1 Bugbear Barbarian
Str 20
At Will:
Howling Strike

Feat
Powerful Charge

Weapon is an oversized heavy flail (2h) 2D8

Attack: 5(Str) + 2(prof) + 1(Charge) = 8 ; 15AC 1 - .05(15 - (8) - 1) = 0.7 crit 0.05
DMG : (Heavy Flail; howling strike; STR; power charge) 2D8+1D6+5+2 = 19.5
Crit DMG (As above abilities) 16+6+5+2 = 29
DPR: 0.3*zugzug + 0.7*19.5 + 0.05*29 =13.65+1.45 = 15.1

Final DPR with rampage on crit using Howling Strike as the melee : 15.1+15.1*0.05 = 15.855
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borg286

Explorer
rx-75 said:
do not know if it is valid maby one less d12

Hybrid Fighter/Ranger Charge maunt

lv: 6

Race: Bugbear +2 Str +2 Dex

Str 20, Dex 17, Wis 14

Feature: Hunters Quarry(Hybrid)

Feats:
Surprising Charge, Mounted Combat,hybrid talent, Spear Expertise

Items:
Vanguard lance +1 (Book AV1), Horned Helm (Book PH1), Dire Boar (Book AV1),
Iron Armband of Power (Book AV1),

Charge whit combat advantage

marauders ruch

Attack: +16 vs AC
Hit: 4d12 + 1d8 + 1d6 + 1d6 + 12
Breakdown:
Attack: 3 (lvl) + 5 (Str) + 1 (Ench) + 2 (prof) + 2 (combat advantage) + 1 (charge) +1 (spear Expertise) + 1 (fighting combat talent)

Damage: 2d12 (Weapon) + 2d12 (Surprising Charge) + 1d8 (Vanguard) + 1d6 (Horned Helm) + 1d6 (Qarry) + 5 (Str) + 2 (Wis) + 1 (Ench)
+ 2 (Iron Armband of Power) + 1 (Versetile) + 1 (spear Expertise)

16/20=0,8

Charge 0,8*49,5 = 39,6
Crit on Charge 0,05*66,5 = 4,225
Boar on charge make gore, +9 vs AC, 1d10 + 9, push 2 and knock prone (= 8.2 DPR (Ch)


39,6+4,225+8,2=52,025


is this corect?
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