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Comparing Monk DPR
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<blockquote data-quote="NotAYakk" data-source="post: 8226592" data-attributes="member: 72555"><p>I'm tempted to make Stunning Strike be 1/round, and impose disadvantage if you triggered it on a critical hit.</p><p></p><p>That both reduces the desire to have a huge pile of Ki to spam it on a boss, and leaves more room for more features elsewhere. The critical-disadvantage also encourages saving it for a key moment.</p><p></p><p>I might allow you to use it on a critical hit even if you did it earlier actually, instead of or in addition to the disadvantage. Makes it more fun.</p><p></p><p>Actually... make it ki-free on a critical hit and disadvantage on the check. That is fun. (It might over-encourage half-elf champion 3/monk 5 elven accuracy builds? Or Hex 1/Samurai 3/Monk 5. But if the worst that happens if my players do creative and unique charop...)</p><p>[spoiler]</p><p>Ok, trip-vantage for 27% crit chance, 3 attacks/round is 0.81 crits/round and 46% chance of at least one every round (with disadvantage). A flurry adds 0.27 disadvantage-save-stuns for 1 Ki, which makes flurry a bit more tempting, but still not as efficient as burning Ki for stunning.</p><p></p><p>The standard monk spamming to drop legendary resists at level 8 drains their Ki over about 3 rounds to force 8 saves. This frankenstunner gets 2.43 saves at disadvantage for 0 Ki. They can burn 1 Ki/round on an extra stun attempt, and 2 other Ki on additional attacks, for 2.97 disadvantage stuns and 3 normal stuns. That pretty closely matches the 8 normal stuns on most targets (a disadvantage stun isn't quite twice as good as a normal stun on a foe with legendary resist). Each round afterwards the frakenstunner gets 0.81 additional disadvantage saves.</p><p></p><p>The frankenstunner does this <em>all the time</em>; if they attack a foe with 3 attacks, there is a about a 61% chance the foe will have to make 1 or more stun saves at disadvantage, up to 71% chance if they flurry. That could get tiresome, so maybe this isn't a good plan.</p><p>[/spoiler]</p><p>I could grant a free stun attempt on a critical hit; they can then choose to spend 1 Ki to give disadvantage on the check. That might be a happy medium. Stun-spamming a boss at maximal rate is:</p><p>[spoiler]</p><p>Fast burning down a bosses legendary resists becomes</p><p>1. Spend a ki on a stun attempt</p><p>2. Spend a ki on a flurry</p><p>3. Spend a ki when you crit to force disadvantage.</p><p></p><p>This costs 3.08 Ki/round, and gives 1 stun save and 1.08 stun save at disadvantage, and a flurry hit. They can drop it to 2 Ki per round for 2.08 stun attempts per round and a flurry hit, or 1.81 Ki per round for 1 stun save and 0.81 at disadvantage and no flurry hit.</p><p></p><p>If we value disadvantage saves as 1.5 normal saves, that is:</p><p>0.81 free, 1.08 +flurry for 1 ki, 2.62 +flurry for 3.08 ki, 2.08+flurry for 2 ki, 2.2 for 1.81 Ki.</p><p></p><p>Subtracting the free 0.81 we get</p><p>3.08Ki: +1.81+flurry</p><p>2Ki: +1.27+flurry</p><p>1.81Ki: +1.405</p><p>1Ki: +0.27+flurry</p><p>1Ki: +1</p><p>0.81 Ki: + 0.405</p><p>0Ki: +0</p><p></p><p>On the +flurry cases:</p><p></p><p>3.08Ki: 2Ki + 0.54 stun (0.5 stuns/Ki)</p><p>2Ki: 1Ki + 1.0 stun (1 stun/Ki)</p><p>1Ki: +0.27+flurry (0.27 stun+flurry/ki)</p><p>0Ki: +0</p><p>nicely showing diminishing marginal returns.</p><p></p><p>Here we have:</p><p>1.81Ki: +1.405 (0.5 Ki/stun over 1 Ki)</p><p>1.0Ki: +1.0 (1.0 Ki/stun over 0 Ki)</p><p>0.81 Ki: + 0.405 (0.5 Ki/stun over 0 Ki)</p><p>0Ki: +0</p><p></p><p>Comparing these:</p><p></p><p>2Ki: +1.27+flurry</p><p>1.81Ki: +1.405</p><p>0.19 Ki for -0.14 stuns and a flurry.</p><p></p><p>1Ki: +0.27+flurry</p><p>1.0Ki: +1.0 (1.0 Ki/stun over 0 Ki)</p><p>0 Ki for -0.27 stuns and a flurry</p><p></p><p>1Ki: +0.27+flurry</p><p>0.81 Ki: + 0.405</p><p>0.19 Ki for -0.14 stuns and a flurry</p><p></p><p>If we value a stun attempt at 1 Ki, we get:</p><p></p><p>2Ki: +1.27+flurry</p><p>1.81Ki: +1.405</p><p>0.05 Ki for a flurry.</p><p></p><p>1Ki: +0.27+flurry</p><p>1.0Ki: +1.0 (1.0 Ki/stun over 0 Ki)</p><p>0.27 Ki for a flurry</p><p></p><p>1Ki: +0.27+flurry</p><p>0.81 Ki: + 0.405</p><p>0.05 Ki for a flurry</p><p></p><p>The flurry options look pretty tempting. So tactically, you usually want to first flurry, then spend ki on a strike that hits, and then spend ki forcing disadvantage on critical hit stuns.</p><p></p><p>That might be too simple of an algorithm for my tastes.</p><p></p><p>So on bosses, the Frankenstunner is slightly worse than the baseline monk at stripping legendary resists fast. Less Ki, and less stripped/round, and similar Ki cost to try it.</p><p></p><p>On non-bosses the Frankenstunner exceeds the standard monk, but can't pick when to do it. They get the 0.81 free stuns/round.</p><p>[/spoiler]</p><p>So maybe on a critical hit, you can spend a Ki forcing disadvantage, and if they fail you get the Ki back.</p><p></p><p>That makes saving and spending Ki for a critical hit a more interesting problem than making it worse than the other options.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8226592, member: 72555"] I'm tempted to make Stunning Strike be 1/round, and impose disadvantage if you triggered it on a critical hit. That both reduces the desire to have a huge pile of Ki to spam it on a boss, and leaves more room for more features elsewhere. The critical-disadvantage also encourages saving it for a key moment. I might allow you to use it on a critical hit even if you did it earlier actually, instead of or in addition to the disadvantage. Makes it more fun. Actually... make it ki-free on a critical hit and disadvantage on the check. That is fun. (It might over-encourage half-elf champion 3/monk 5 elven accuracy builds? Or Hex 1/Samurai 3/Monk 5. But if the worst that happens if my players do creative and unique charop...) [spoiler] Ok, trip-vantage for 27% crit chance, 3 attacks/round is 0.81 crits/round and 46% chance of at least one every round (with disadvantage). A flurry adds 0.27 disadvantage-save-stuns for 1 Ki, which makes flurry a bit more tempting, but still not as efficient as burning Ki for stunning. The standard monk spamming to drop legendary resists at level 8 drains their Ki over about 3 rounds to force 8 saves. This frankenstunner gets 2.43 saves at disadvantage for 0 Ki. They can burn 1 Ki/round on an extra stun attempt, and 2 other Ki on additional attacks, for 2.97 disadvantage stuns and 3 normal stuns. That pretty closely matches the 8 normal stuns on most targets (a disadvantage stun isn't quite twice as good as a normal stun on a foe with legendary resist). Each round afterwards the frakenstunner gets 0.81 additional disadvantage saves. The frankenstunner does this [I]all the time[/I]; if they attack a foe with 3 attacks, there is a about a 61% chance the foe will have to make 1 or more stun saves at disadvantage, up to 71% chance if they flurry. That could get tiresome, so maybe this isn't a good plan. [/spoiler] I could grant a free stun attempt on a critical hit; they can then choose to spend 1 Ki to give disadvantage on the check. That might be a happy medium. Stun-spamming a boss at maximal rate is: [spoiler] Fast burning down a bosses legendary resists becomes 1. Spend a ki on a stun attempt 2. Spend a ki on a flurry 3. Spend a ki when you crit to force disadvantage. This costs 3.08 Ki/round, and gives 1 stun save and 1.08 stun save at disadvantage, and a flurry hit. They can drop it to 2 Ki per round for 2.08 stun attempts per round and a flurry hit, or 1.81 Ki per round for 1 stun save and 0.81 at disadvantage and no flurry hit. If we value disadvantage saves as 1.5 normal saves, that is: 0.81 free, 1.08 +flurry for 1 ki, 2.62 +flurry for 3.08 ki, 2.08+flurry for 2 ki, 2.2 for 1.81 Ki. Subtracting the free 0.81 we get 3.08Ki: +1.81+flurry 2Ki: +1.27+flurry 1.81Ki: +1.405 1Ki: +0.27+flurry 1Ki: +1 0.81 Ki: + 0.405 0Ki: +0 On the +flurry cases: 3.08Ki: 2Ki + 0.54 stun (0.5 stuns/Ki) 2Ki: 1Ki + 1.0 stun (1 stun/Ki) 1Ki: +0.27+flurry (0.27 stun+flurry/ki) 0Ki: +0 nicely showing diminishing marginal returns. Here we have: 1.81Ki: +1.405 (0.5 Ki/stun over 1 Ki) 1.0Ki: +1.0 (1.0 Ki/stun over 0 Ki) 0.81 Ki: + 0.405 (0.5 Ki/stun over 0 Ki) 0Ki: +0 Comparing these: 2Ki: +1.27+flurry 1.81Ki: +1.405 0.19 Ki for -0.14 stuns and a flurry. 1Ki: +0.27+flurry 1.0Ki: +1.0 (1.0 Ki/stun over 0 Ki) 0 Ki for -0.27 stuns and a flurry 1Ki: +0.27+flurry 0.81 Ki: + 0.405 0.19 Ki for -0.14 stuns and a flurry If we value a stun attempt at 1 Ki, we get: 2Ki: +1.27+flurry 1.81Ki: +1.405 0.05 Ki for a flurry. 1Ki: +0.27+flurry 1.0Ki: +1.0 (1.0 Ki/stun over 0 Ki) 0.27 Ki for a flurry 1Ki: +0.27+flurry 0.81 Ki: + 0.405 0.05 Ki for a flurry The flurry options look pretty tempting. So tactically, you usually want to first flurry, then spend ki on a strike that hits, and then spend ki forcing disadvantage on critical hit stuns. That might be too simple of an algorithm for my tastes. So on bosses, the Frankenstunner is slightly worse than the baseline monk at stripping legendary resists fast. Less Ki, and less stripped/round, and similar Ki cost to try it. On non-bosses the Frankenstunner exceeds the standard monk, but can't pick when to do it. They get the 0.81 free stuns/round. [/spoiler] So maybe on a critical hit, you can spend a Ki forcing disadvantage, and if they fail you get the Ki back. That makes saving and spending Ki for a critical hit a more interesting problem than making it worse than the other options. [/QUOTE]
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