The damage just isn't there. It does 919-1846 damage(average 1382.5), and high level solo monsters have upwards of 1000 hp, with some of them exceeding 1500.
Assumptions, relevant rules, and formulas
A cleric with 30 wis and a +6 implement does 3d10+16 damage on the initial hit from Seal of Binding, with an additional 2d10+16 each time he sustains it. Divine Regeneration is quite capable of healing such a cleric through the damage Seal of Binding will cause him, so now it's just a question of duration.
Add 51 points to each total for each point of bonus damage the cleric has, and subtract 51 points for each applicable resistance the target has. A cleric using a +6 Symbol of Battle can use its daily power for up to an additional 30 points of damage.
Critical damage is not included in the above calculations. It caps out at 48 points, and in any case is not applicable to minimum damage or significant in average damage.
This does assume the cleric is the only source of damage. While most other damage sources available to the party are attacks, there are some questionable abilities like Wall of Fire that Seal of Binding may or may not protect its target from.
Motivations and rambling
I started thinking about this when I ran into a post in another thread indicating that this combo was an automatic win. I'd heard this before, but this was the first time the part of my brain that automatically disagrees with everything decided to kick in. I realized that some high-level creatures had damage-causing auras, which, in conjunction with the self-damage from Seal of Binding, might make it unsustainable. It turns out that if our cleric is in range of Orcus, Divine Regeneration isn't going to cut it.
So I dove for the Monster Manual. I confirmed my suspicions about Orcus and started checking the other high-level solo monsters. Only a very few of them had such damage auras, and many of them had auras with shorter ranges than the range on the Seal. Not much help there. A few of them did have interesting abilities that make the tactic much more awkward or downright impossible(Primordial Hydras and Runescribed Dracoliches were particularly hilarious), but it wasn't really solid enough.
Disheartened, I went to the PHB to confirm that auras would still operate when the target was stunned(they do, stun prevents actions, but not effects). Then I started thinking about damage, because even though these combos could burn through the Divine Regeneration, they wouldn't do it quickly, and if the Seal defeats the monster before the cleric is bloodied, then I can't really say I've shot down any commonly-accepted theories. That's what got me to thinking how long things would take, and that sparked a half-remembrance of a rule that some powers only lasted 5 minutes. I knew it was true for stances, but sustained powers?
Cautiously, I thumbed through the book, looking for the maximum duration on a sustained power. When I found the rule on page 278, elation began to creep up on me. Then that nitpicky part of my brain kicked in again. "Hold on a minute, there," it said. "Rounds were 6 seconds in 3rd edition. But this isn't 3rd edition."
Chagrined, I sought out the rule from page 266. After that, I just broke out the old calculator(doing rough estimate work in my head, of course) and came up with some damage totals. Comparing them against the hit point totals of some of the monsters gave me the results, and I set forth to write this post.
Assumptions, relevant rules, and formulas
A cleric with 30 wis and a +6 implement does 3d10+16 damage on the initial hit from Seal of Binding, with an additional 2d10+16 each time he sustains it. Divine Regeneration is quite capable of healing such a cleric through the damage Seal of Binding will cause him, so now it's just a question of duration.
4th edition PHB said:A round represents about 6 seconds in the game world.
So a power can be sustained for 5 minutes, and there are 10 6-second rounds in a minute. Our cleric can sustain this power for 50 rounds. That's one round of initial damage and 50 rounds of sustain damage, for a grand total of 103d10+816. Rolled damage ranges from 103-1030 with an average of 566.5.4th edition PHB said:Unless a description says otherwise, you can sustain a power with a sustained duration for as long as 5 minutes.
Add 51 points to each total for each point of bonus damage the cleric has, and subtract 51 points for each applicable resistance the target has. A cleric using a +6 Symbol of Battle can use its daily power for up to an additional 30 points of damage.
Critical damage is not included in the above calculations. It caps out at 48 points, and in any case is not applicable to minimum damage or significant in average damage.
This does assume the cleric is the only source of damage. While most other damage sources available to the party are attacks, there are some questionable abilities like Wall of Fire that Seal of Binding may or may not protect its target from.
Motivations and rambling
I started thinking about this when I ran into a post in another thread indicating that this combo was an automatic win. I'd heard this before, but this was the first time the part of my brain that automatically disagrees with everything decided to kick in. I realized that some high-level creatures had damage-causing auras, which, in conjunction with the self-damage from Seal of Binding, might make it unsustainable. It turns out that if our cleric is in range of Orcus, Divine Regeneration isn't going to cut it.
So I dove for the Monster Manual. I confirmed my suspicions about Orcus and started checking the other high-level solo monsters. Only a very few of them had such damage auras, and many of them had auras with shorter ranges than the range on the Seal. Not much help there. A few of them did have interesting abilities that make the tactic much more awkward or downright impossible(Primordial Hydras and Runescribed Dracoliches were particularly hilarious), but it wasn't really solid enough.
Disheartened, I went to the PHB to confirm that auras would still operate when the target was stunned(they do, stun prevents actions, but not effects). Then I started thinking about damage, because even though these combos could burn through the Divine Regeneration, they wouldn't do it quickly, and if the Seal defeats the monster before the cleric is bloodied, then I can't really say I've shot down any commonly-accepted theories. That's what got me to thinking how long things would take, and that sparked a half-remembrance of a rule that some powers only lasted 5 minutes. I knew it was true for stances, but sustained powers?
Cautiously, I thumbed through the book, looking for the maximum duration on a sustained power. When I found the rule on page 278, elation began to creep up on me. Then that nitpicky part of my brain kicked in again. "Hold on a minute, there," it said. "Rounds were 6 seconds in 3rd edition. But this isn't 3rd edition."
Chagrined, I sought out the rule from page 266. After that, I just broke out the old calculator(doing rough estimate work in my head, of course) and came up with some damage totals. Comparing them against the hit point totals of some of the monsters gave me the results, and I set forth to write this post.