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*Pathfinder & Starfinder
Battleminds: OK defenders, fantastic... strikers?
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<blockquote data-quote="Iron Sky" data-source="post: 5086878" data-attributes="member: 60965"><p>For some actual in-play striker damage, my level 16 Stormwarden deals a minimum of 28 damage per round to a single target (assuming he is adjacent to a target and can make OAs). That's if he misses with both Twin-Strike attacks. If there's a second target nearby, he does another 7 to it.</p><p></p><p>If he hits, it's usually around 1d8+15-20 for the main hand/1d8+9-14 for the off hand, +2d8 quarry, then the extra 14-21 at the end of his turn (so, somewhere in the 40-50s for damage if he hits with both attacks and the enemy is cold vulnerable).</p><p></p><p>Encounter powers add about 6 damage per hit(and some nice riders).</p><p></p><p>Our Daggermaster does about 1d4+3d8+15 or so with Sly Flourish, so around 30 damage. Of course, when he crits(1-2 times a fight on average), he gets somewhere between 90-110 damage for the hit.</p><p></p><p>Our warlock does a bit less damage - probably in the 20s for at-will damage, but he has more AoEs and status effects.</p><p></p><p>As a contrast, our paladin's at-will damage is somewhere in the mid-teens (1d10+12 or so) since he's not specialized for damage.</p><p></p><p>As a caveat, our group used rolled stats (since we started when 4e just came out and hadn't migrated to point-buy yet). Knock off 1-2 points of damage per-hit/miss/auto-damage from my ranger and a bit more from the rogue if you modify them to point-buy. Also, our group is powergamer heavy, so the characters are fairly optimized (Ranger all-around, Rogue for crit damage and some encounter stun/daze attacks, Warlock for decent AoE damage, Cleric for great heals and decent AoEs, Paladin for durability).</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5086878, member: 60965"] For some actual in-play striker damage, my level 16 Stormwarden deals a minimum of 28 damage per round to a single target (assuming he is adjacent to a target and can make OAs). That's if he misses with both Twin-Strike attacks. If there's a second target nearby, he does another 7 to it. If he hits, it's usually around 1d8+15-20 for the main hand/1d8+9-14 for the off hand, +2d8 quarry, then the extra 14-21 at the end of his turn (so, somewhere in the 40-50s for damage if he hits with both attacks and the enemy is cold vulnerable). Encounter powers add about 6 damage per hit(and some nice riders). Our Daggermaster does about 1d4+3d8+15 or so with Sly Flourish, so around 30 damage. Of course, when he crits(1-2 times a fight on average), he gets somewhere between 90-110 damage for the hit. Our warlock does a bit less damage - probably in the 20s for at-will damage, but he has more AoEs and status effects. As a contrast, our paladin's at-will damage is somewhere in the mid-teens (1d10+12 or so) since he's not specialized for damage. As a caveat, our group used rolled stats (since we started when 4e just came out and hadn't migrated to point-buy yet). Knock off 1-2 points of damage per-hit/miss/auto-damage from my ranger and a bit more from the rogue if you modify them to point-buy. Also, our group is powergamer heavy, so the characters are fairly optimized (Ranger all-around, Rogue for crit damage and some encounter stun/daze attacks, Warlock for decent AoE damage, Cleric for great heals and decent AoEs, Paladin for durability). [/QUOTE]
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