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<blockquote data-quote="Cadfan" data-source="post: 4932877" data-attributes="member: 40961"><p>I can tell you for 14th level characters. Level 15 is a bit around the corner for us. And I'm going to forget some names, since I don't have everything right in front of me. Also note that we're not a completely optimized party- we have some tricks, but we mostly play things safe and most of our optimization occurred organically, in game. And I guess I should mention that some of this is misleading because it doesn't consider accuracy- the fighter, for example, has additional bonuses to accuracy that the paladin does not. And the ranger has weird math due to two weapon fighting that basically means that if we adjusted for accuracy, she'd be comparatively better off versus the other characters.</p><p> </p><p>Human two weapon talent fighter kensai, wielding a mordenkrad, using hammer rhythm and crushing surge: 2d6+13, brutal 1, with 4 damage on a miss. To simplify that, 21 average damage on a hit, 4 on a miss, with slightly above average accuracy due to being a kensai. In game, he tends to be a machine- nothing can really stop him, and while his damage isn't enormous, its pretty solid and never, ever stops.</p><p> </p><p>Tiefling charisma paladin, with the paragon path that emphasizes tiefling traits, wielding a longsword and using an at will attack that does radiant damage: 1d8+9. She also inflicts vulnerable 5 radiant on a hit, which helps her and the cleric increase damage. And she gets an additional +9 damage versus bloodied targets. She averages 13.5 on a regular hit, 18.5 on a hit after inflicting vulnerable 5 radiant, 22.5 versus a bloodied target, or 27.5 versus a bloodied, radiant vulnerable target. In game, she often does our cleanup on bloodied enemies. She's even more unkillable than our fighter, but she's very vulnerable to being grabbed.</p><p> </p><p>Two weapon fighting elven ranger, with the paragon path that focuses on thrown weapons. She uses two bastard swords. Twin Strike gives her 1d10+6 and 1d10+5, with an additional 2d8 from hunter's quarry. If she hits with everything, which I guess we'll assume since it makes life easier, she deals an average of 31 damage. Fights where this character gets critical hits tend to go very, very fast.</p><p> </p><p>Elven cleric, radiant servant paragon path, using Sacred Flame. 1d6+11 damage. 14.5 average. Benefits occasionally from vulnerable 5 radiant from the paladin. Mostly deals very little damage with at wills and dailies, but has some encounter powers that are decent damage wise. She usually plays things safe and sets up the group in such a way that losing would be very, very difficult. She doesn't spead up encounters much though, mostly she just makes us unkillable. Lots of healing related feats.</p><p> </p><p>Tiefling wizard, some trap focused paragon path. This one's hard to calibrate because he hits multiple targets, and his damage climbs or falls depending on what he can attack. If he uses Scorching Burst, he does 1d6+10 per target, averaging 13. But he gets +3 damage if he hits at least 2 enemies. And he can subtract two damage to increase the size of the explosion, which is worth it to get an extra enemy. And on top of that he has the war wizardry feat, which makes him deal less damage to allies he accidentally shoots. And then on top of <em>that</em>, our paladin is flame retardant and our fighter wears armor that protects him from flame. So he can fire pretty freely into melee with his favorite explosions- he'll hit the fighter and paladin, who won't take damage, and he'll miss the ranger. Additionally, he has some mean tricks he can pull with cold related spells. He picked up the feats that let him inflict cold vulnerability on a hit with a cold spell, and the feat to gain combat advantage against cold vulnerable foes. He has to be more careful with those, but he hits for higher damage. In game, he does an incredible job at speeding up battles with multiple enemies. His damage output is probably the highest, once you take into account hitting multiple targets.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4932877, member: 40961"] I can tell you for 14th level characters. Level 15 is a bit around the corner for us. And I'm going to forget some names, since I don't have everything right in front of me. Also note that we're not a completely optimized party- we have some tricks, but we mostly play things safe and most of our optimization occurred organically, in game. And I guess I should mention that some of this is misleading because it doesn't consider accuracy- the fighter, for example, has additional bonuses to accuracy that the paladin does not. And the ranger has weird math due to two weapon fighting that basically means that if we adjusted for accuracy, she'd be comparatively better off versus the other characters. Human two weapon talent fighter kensai, wielding a mordenkrad, using hammer rhythm and crushing surge: 2d6+13, brutal 1, with 4 damage on a miss. To simplify that, 21 average damage on a hit, 4 on a miss, with slightly above average accuracy due to being a kensai. In game, he tends to be a machine- nothing can really stop him, and while his damage isn't enormous, its pretty solid and never, ever stops. Tiefling charisma paladin, with the paragon path that emphasizes tiefling traits, wielding a longsword and using an at will attack that does radiant damage: 1d8+9. She also inflicts vulnerable 5 radiant on a hit, which helps her and the cleric increase damage. And she gets an additional +9 damage versus bloodied targets. She averages 13.5 on a regular hit, 18.5 on a hit after inflicting vulnerable 5 radiant, 22.5 versus a bloodied target, or 27.5 versus a bloodied, radiant vulnerable target. In game, she often does our cleanup on bloodied enemies. She's even more unkillable than our fighter, but she's very vulnerable to being grabbed. Two weapon fighting elven ranger, with the paragon path that focuses on thrown weapons. She uses two bastard swords. Twin Strike gives her 1d10+6 and 1d10+5, with an additional 2d8 from hunter's quarry. If she hits with everything, which I guess we'll assume since it makes life easier, she deals an average of 31 damage. Fights where this character gets critical hits tend to go very, very fast. Elven cleric, radiant servant paragon path, using Sacred Flame. 1d6+11 damage. 14.5 average. Benefits occasionally from vulnerable 5 radiant from the paladin. Mostly deals very little damage with at wills and dailies, but has some encounter powers that are decent damage wise. She usually plays things safe and sets up the group in such a way that losing would be very, very difficult. She doesn't spead up encounters much though, mostly she just makes us unkillable. Lots of healing related feats. Tiefling wizard, some trap focused paragon path. This one's hard to calibrate because he hits multiple targets, and his damage climbs or falls depending on what he can attack. If he uses Scorching Burst, he does 1d6+10 per target, averaging 13. But he gets +3 damage if he hits at least 2 enemies. And he can subtract two damage to increase the size of the explosion, which is worth it to get an extra enemy. And on top of that he has the war wizardry feat, which makes him deal less damage to allies he accidentally shoots. And then on top of [I]that[/I], our paladin is flame retardant and our fighter wears armor that protects him from flame. So he can fire pretty freely into melee with his favorite explosions- he'll hit the fighter and paladin, who won't take damage, and he'll miss the ranger. Additionally, he has some mean tricks he can pull with cold related spells. He picked up the feats that let him inflict cold vulnerability on a hit with a cold spell, and the feat to gain combat advantage against cold vulnerable foes. He has to be more careful with those, but he hits for higher damage. In game, he does an incredible job at speeding up battles with multiple enemies. His damage output is probably the highest, once you take into account hitting multiple targets. [/QUOTE]
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