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Cloak of Invisibility: Best item in the game?
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<blockquote data-quote="Zurai" data-source="post: 4286465" data-attributes="member: 52324"><p>Amusing. You stop at the <em>end</em> of the post, for a mistake that (while egregious) doesn't change the outcome of the fight at all, then make a smarmy reply.</p><p></p><p>Here's the corrected fight summary:[sblock=Invisi-Ranger vs Orcus]Initiative:</p><p>Invisi-Ranger avg 37</p><p>Orcus avg 32</p><p></p><p>Round 1: 1,525 hp remaining</p><p>Standard to become invisible until end of encounter or struck by a targeted attack</p><p>Minor to use Weapon of the Gods</p><p>Move as neccesary</p><p></p><p>Round 2: 1,525 hp remaining</p><p>Minor to select Orcus as his Hunter's Quarry</p><p>Minor to activate Master of the Hunt</p><p>Standard to use Hawk's Talon (+45 vs 48 to hit for 2d10+3d6+1d6+30 damage, avg 55, and -2 AC until end of next turn*) use Action Point to reroll if needed (assuming a hit**)</p><p>Spend Action Point for extra Standard Action</p><p>Standard action to use Confounding Arrows (+39 vs 46 to hit x3 for 1d10+1d6+30 damage each, avg 81 total)</p><p></p><p>Round 3: 1,389 hp remaining</p><p>Standard action to use Three-in-One Shot (+39 vs 46 to hit for 2d10+1d6+30 damage / half on miss, avg 37, and avg +3 to hit for remaining attacks; +42 vs 46 to hit x2 for 2d10+1d6+30 damage each / half on miss, avg 81 total; +3d6 Hunter's Quarry damage, avg 10)</p><p>Move action as neccesary</p><p>Minor to activate Divine Regeneration if needed to heal damage from aura or burst - 30 regen will completely heal all of Orcus's possible damage</p><p></p><p>Round 4: 1,261 hp remaining</p><p>Standard action to use Manticore Volley (+39 vs 46 to hit x3 for 1d10+1d6+30 damage each, avg 81 total; +3d6 Hunter's Quarry, avg 10)</p><p>Move action as neccesary</p><p></p><p>Round 5: 1,170 hp remaining</p><p>Standard action to use Thundertusk Boar Strike (+39 vs 46 to hit x2 for 1d10+1d6+30 damage, avg 54 total; +3d6 Hunter's Quarry, avg 10)</p><p>Move blah blah</p><p></p><p>Round 6: 1,106 hp remaining</p><p>Standard action to use Twin Strike (+39 vs 46 to hit x2 for 2d10+1d6+20 damage each, avg 47; +3d6 Hunter's Quarry, avg 10)</p><p>Move</p><p></p><p>Round 7-25: 1,049 hp remaining</p><p>Repeat Round 6</p><p></p><p>Round 26: -34 hp remaining</p><p></p><p>* - On average, there's at least one hit every round. As such, I automatically lowered Orcus's AC by 2 for every shot after the first assumed hit from Hawk's Talon. Even losing the Weapon of the Gods AC penalty occasionally doesn't significantly alter the outcome of the fight, just makes it last a couple more rounds. Similarly, Hunter's Quarry is always assumed to trigger each round, since you decide which attack to use it on <em>after</em> rolling all attack rolls and, on average, at least on attack hits.</p><p>** - Hawk's Talon only has a 10% chance to miss and can be re-rolled if needed, leaving an actual 1% chance to miss. As such, I assumed a hit just to simplify math. A miss and reroll delays the kill by one round; the 1% chance for a complete miss causes a few more rounds delay as it's harder to set up the initial -2 AC penalty.[sblock=Summary of Attack Bonuses]</p><p>+15 Level</p><p>+10 Dexterity</p><p>+2 Proficiency</p><p>+6 Enhancement</p><p>+1 Prime Shot</p><p>+2 Combat Advantage due to Invisibility</p><p>+1 Battlefield Experience</p><p>(+8 Wisdom for Hawk's Talon)</p><p>(+3.5 average for the second and third shots on Three-in-One Shot due to power bonus)[/sblock][sblock=Summary of Damage Bonuses]</p><p>(+10 Dexterity on every attack except Twin Strike)</p><p>+8 Wisdom due to Master of the Hunt</p><p>+6 Enhancement</p><p>+3 Weapon Focus</p><p>+3 Sly Hunter[/sblock][/sblock]25 rounds to kill Orcus solo.</p></blockquote><p></p>
[QUOTE="Zurai, post: 4286465, member: 52324"] Amusing. You stop at the [i]end[/i] of the post, for a mistake that (while egregious) doesn't change the outcome of the fight at all, then make a smarmy reply. Here's the corrected fight summary:[sblock=Invisi-Ranger vs Orcus]Initiative: Invisi-Ranger avg 37 Orcus avg 32 Round 1: 1,525 hp remaining Standard to become invisible until end of encounter or struck by a targeted attack Minor to use Weapon of the Gods Move as neccesary Round 2: 1,525 hp remaining Minor to select Orcus as his Hunter's Quarry Minor to activate Master of the Hunt Standard to use Hawk's Talon (+45 vs 48 to hit for 2d10+3d6+1d6+30 damage, avg 55, and -2 AC until end of next turn*) use Action Point to reroll if needed (assuming a hit**) Spend Action Point for extra Standard Action Standard action to use Confounding Arrows (+39 vs 46 to hit x3 for 1d10+1d6+30 damage each, avg 81 total) Round 3: 1,389 hp remaining Standard action to use Three-in-One Shot (+39 vs 46 to hit for 2d10+1d6+30 damage / half on miss, avg 37, and avg +3 to hit for remaining attacks; +42 vs 46 to hit x2 for 2d10+1d6+30 damage each / half on miss, avg 81 total; +3d6 Hunter's Quarry damage, avg 10) Move action as neccesary Minor to activate Divine Regeneration if needed to heal damage from aura or burst - 30 regen will completely heal all of Orcus's possible damage Round 4: 1,261 hp remaining Standard action to use Manticore Volley (+39 vs 46 to hit x3 for 1d10+1d6+30 damage each, avg 81 total; +3d6 Hunter's Quarry, avg 10) Move action as neccesary Round 5: 1,170 hp remaining Standard action to use Thundertusk Boar Strike (+39 vs 46 to hit x2 for 1d10+1d6+30 damage, avg 54 total; +3d6 Hunter's Quarry, avg 10) Move blah blah Round 6: 1,106 hp remaining Standard action to use Twin Strike (+39 vs 46 to hit x2 for 2d10+1d6+20 damage each, avg 47; +3d6 Hunter's Quarry, avg 10) Move Round 7-25: 1,049 hp remaining Repeat Round 6 Round 26: -34 hp remaining * - On average, there's at least one hit every round. As such, I automatically lowered Orcus's AC by 2 for every shot after the first assumed hit from Hawk's Talon. Even losing the Weapon of the Gods AC penalty occasionally doesn't significantly alter the outcome of the fight, just makes it last a couple more rounds. Similarly, Hunter's Quarry is always assumed to trigger each round, since you decide which attack to use it on [i]after[/i] rolling all attack rolls and, on average, at least on attack hits. ** - Hawk's Talon only has a 10% chance to miss and can be re-rolled if needed, leaving an actual 1% chance to miss. As such, I assumed a hit just to simplify math. A miss and reroll delays the kill by one round; the 1% chance for a complete miss causes a few more rounds delay as it's harder to set up the initial -2 AC penalty.[sblock=Summary of Attack Bonuses] +15 Level +10 Dexterity +2 Proficiency +6 Enhancement +1 Prime Shot +2 Combat Advantage due to Invisibility +1 Battlefield Experience (+8 Wisdom for Hawk's Talon) (+3.5 average for the second and third shots on Three-in-One Shot due to power bonus)[/sblock][sblock=Summary of Damage Bonuses] (+10 Dexterity on every attack except Twin Strike) +8 Wisdom due to Master of the Hunt +6 Enhancement +3 Weapon Focus +3 Sly Hunter[/sblock][/sblock]25 rounds to kill Orcus solo. [/QUOTE]
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