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greater turning for destroy undead
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<blockquote data-quote="evilbob" data-source="post: 4012864" data-attributes="member: 9789"><p>Ack! I just realized I messed up the turning check rolls for traditional clerics above; those are fixed now.</p><p></p><p>And here's a chart showing 1/2 cleric level for saves. It uses unoptimized level 6 clerics against undead with +2 wisdom modifiers.</p><p></p><p>4 HD undead:</p><p>- Traditional has 100% chance to turn up to 3 of them (max 5)</p><p>- Destroy has 50% chance of doing 70% damage; 50% chance of 30% damage</p><p>(traditional has clear advantage in almost any situation)</p><p></p><p>6 HD:</p><p>- Traditional has 70% chance to turn up to 2 of them (max 3)</p><p>- Destroy has 45% chance of doing 50% damage; 55% chance of 25% damage</p><p>(traditional still leads, but a large number of undead evens the odds)</p><p></p><p>8 HD:</p><p>- Traditional has 40% chance to turn up to 1 of them (max 2)</p><p>- Destroy has 40% chance of doing 40% damage; 60% chance of 20% damage</p><p>(close to fair, especially against multiple opponents)</p><p></p><p>10 HD:</p><p>- Traditional has 15% chance to turn up to 1 of them (max 1)</p><p>- Destroy has 35% chance of doing 30% damage; 65% chance of 15% damage</p><p>(destroy edges ahead, thanks to a chance to do at least something)</p><p></p><p>12 HD:</p><p>- Traditional has 0% chance to turn</p><p>- Destroy has 30% chance of doing 25% damage; 70% chance of 12% damage</p><p>(much better - nearly a 1/3rd chance to do decent damage vs. 100% zero)</p><p></p><p></p><p>The problem is that against low level undead, you're much worse off - and this problem only gets worse the higher your cleric level. Granted, you can at least do -something- against very high level undead, but it's a high price to pay. Something tells me these were the numbers they were looking at when they decided to make it cleric level instead of 1/2 level... </p><p></p><p>And optimized level 6 clerics:</p><p></p><p>4 HD undead:</p><p>- Traditional has 100% chance to turn up 8 of them (max 10)</p><p>- Destroy has 75% chance of doing 100% damage; 25% chance of 80% damage</p><p>(traditional still has an edge, but it's close only because destroy does so much damage it doesn't matter if they save)</p><p></p><p>6 HD:</p><p>- Traditional has 100% chance to turn 5 of them (max 7)</p><p>- Destroy has 70% chance of doing 100% damage; 30% chance of 50% damage</p><p>(again, fairly even with destroy only close because of the high damage)</p><p></p><p>8 HD:</p><p>- Traditional has 85% chance to turn up to 4 of them (max 5)</p><p>- Destroy has 65% chance of doing 85% damage; 35% chance of 40% damage</p><p>(traditional still leads pretty easily)</p><p></p><p>10 HD:</p><p>- Traditional has 65% chance to turn up to 3 of them (max 4)</p><p>- Destroy has 60% chance of doing 70% damage; 40% chance of 30% damage</p><p>(destroy edges ahead, thanks to a pretty even chance to do at least something; multiple targets helps it take the lead)</p><p></p><p>12 HD:</p><p>- Traditional has 25% chance to turn up to 2 of them (max 3)</p><p>- Destroy has 55% chance of doing 60% damage; 45% chance of 30% damage</p><p>(destroy surges -way- ahead)</p><p></p><p>14 HD:</p><p>- Traditional has 0% chance to turn</p><p>- Destroy has 50% chance of doing 50% damage; 50% chance of 25% damage</p><p>(no comparison)</p><p></p><p></p><p>Optimizing your cleric helps fix the low-level problem with massive damage, but at high levels you're still way too powerful. And the poor unoptimized cleric is out in the cold.</p></blockquote><p></p>
[QUOTE="evilbob, post: 4012864, member: 9789"] Ack! I just realized I messed up the turning check rolls for traditional clerics above; those are fixed now. And here's a chart showing 1/2 cleric level for saves. It uses unoptimized level 6 clerics against undead with +2 wisdom modifiers. 4 HD undead: - Traditional has 100% chance to turn up to 3 of them (max 5) - Destroy has 50% chance of doing 70% damage; 50% chance of 30% damage (traditional has clear advantage in almost any situation) 6 HD: - Traditional has 70% chance to turn up to 2 of them (max 3) - Destroy has 45% chance of doing 50% damage; 55% chance of 25% damage (traditional still leads, but a large number of undead evens the odds) 8 HD: - Traditional has 40% chance to turn up to 1 of them (max 2) - Destroy has 40% chance of doing 40% damage; 60% chance of 20% damage (close to fair, especially against multiple opponents) 10 HD: - Traditional has 15% chance to turn up to 1 of them (max 1) - Destroy has 35% chance of doing 30% damage; 65% chance of 15% damage (destroy edges ahead, thanks to a chance to do at least something) 12 HD: - Traditional has 0% chance to turn - Destroy has 30% chance of doing 25% damage; 70% chance of 12% damage (much better - nearly a 1/3rd chance to do decent damage vs. 100% zero) The problem is that against low level undead, you're much worse off - and this problem only gets worse the higher your cleric level. Granted, you can at least do -something- against very high level undead, but it's a high price to pay. Something tells me these were the numbers they were looking at when they decided to make it cleric level instead of 1/2 level... And optimized level 6 clerics: 4 HD undead: - Traditional has 100% chance to turn up 8 of them (max 10) - Destroy has 75% chance of doing 100% damage; 25% chance of 80% damage (traditional still has an edge, but it's close only because destroy does so much damage it doesn't matter if they save) 6 HD: - Traditional has 100% chance to turn 5 of them (max 7) - Destroy has 70% chance of doing 100% damage; 30% chance of 50% damage (again, fairly even with destroy only close because of the high damage) 8 HD: - Traditional has 85% chance to turn up to 4 of them (max 5) - Destroy has 65% chance of doing 85% damage; 35% chance of 40% damage (traditional still leads pretty easily) 10 HD: - Traditional has 65% chance to turn up to 3 of them (max 4) - Destroy has 60% chance of doing 70% damage; 40% chance of 30% damage (destroy edges ahead, thanks to a pretty even chance to do at least something; multiple targets helps it take the lead) 12 HD: - Traditional has 25% chance to turn up to 2 of them (max 3) - Destroy has 55% chance of doing 60% damage; 45% chance of 30% damage (destroy surges -way- ahead) 14 HD: - Traditional has 0% chance to turn - Destroy has 50% chance of doing 50% damage; 50% chance of 25% damage (no comparison) Optimizing your cleric helps fix the low-level problem with massive damage, but at high levels you're still way too powerful. And the poor unoptimized cleric is out in the cold. [/QUOTE]
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