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<blockquote data-quote="Vexxmyst" data-source="post: 8455046" data-attributes="member: 7033038"><p><strong>The Adzerker</strong></p><p><strong></strong></p><p><strong>REQUIREMENTS</strong></p><p>At least Level 11 Adept- Paralyzing Strike, Pressure Point Secrets, Additional Attack</p><p>At least Level 2 Berserker- Relentless Attack</p><p>Greatclub</p><p></p><p>To make this work, the idea is to use your unarmed strikes before your greatclub to inflict paralysis, but it's theoretically possible without. Because Paralyzed makes every hit within 5ft that lands a critical hit, you'll automatically proc Relentless Attack when using the greatclub (which triggers Furious Criticals as a versatile weapon, and counts as an Adept weapon); in fact, you'll proc Relentless' <em>full chain</em> on <em>every</em> hit you make with it.</p><p></p><p>So to do the math with a level 20 character (17 Warrior Monk 3 Tempest), you would lead with your Flurry of Blows unarmed strikes. Assuming the first hit lands and they fail the save, you have 3 attacks this turn that all trigger Relentless. Once you land a Relentless Attack, you can do so again (because it crit) to a maximum of 4 (base + prof mod/2). Furious Critical can proc on every separate weapon attack you make, for a total of 17 possible attacks (2 Unarmed, 15 greatclub) on your turn. This costs 5 Exertion on the first turn, 1 on the second (as the paralysis wears off after your second turn), and with Way of the Fist, you regain 3 Exertion from each unarmed strike while they're paralyzed (for 9 if all three hit, meaning it feeds you more than you put in).</p><p></p><p>You can also use Perfect Fist to paralyze an enemy for a minute, although they have a chance to make the save each turn and don't have disadvantage, so I'm not as big on it.</p><p></p><p>So, <strong>damage</strong>. Assuming all hits land, your Unarmed Strikes deal 1d10 damage, 2d10 if you spend 1 Exertion on each to double it as per Way of the Fist, which we will for all strikes past the first in this calculation. Two-handing your greatclub makes it deal 1d10 damage, plus 1d6 thunder/lightning if you raged on the turn before. So the base damage across two turns is 1d10 + (2d10)*3 + (1d10+1d6)*30. The average damage of that is 308.5, but remember that all but one of these are crits, so the actual damage is doubled to <strong>611.5</strong>. And this spent 9 Exertion which was regained for the three unarmed crits, meaning it's effectively zero cost and you could do it repeatedly.</p></blockquote><p></p>
[QUOTE="Vexxmyst, post: 8455046, member: 7033038"] [B]The Adzerker REQUIREMENTS[/B] At least Level 11 Adept- Paralyzing Strike, Pressure Point Secrets, Additional Attack At least Level 2 Berserker- Relentless Attack Greatclub To make this work, the idea is to use your unarmed strikes before your greatclub to inflict paralysis, but it's theoretically possible without. Because Paralyzed makes every hit within 5ft that lands a critical hit, you'll automatically proc Relentless Attack when using the greatclub (which triggers Furious Criticals as a versatile weapon, and counts as an Adept weapon); in fact, you'll proc Relentless' [I]full chain[/I] on [I]every[/I] hit you make with it. So to do the math with a level 20 character (17 Warrior Monk 3 Tempest), you would lead with your Flurry of Blows unarmed strikes. Assuming the first hit lands and they fail the save, you have 3 attacks this turn that all trigger Relentless. Once you land a Relentless Attack, you can do so again (because it crit) to a maximum of 4 (base + prof mod/2). Furious Critical can proc on every separate weapon attack you make, for a total of 17 possible attacks (2 Unarmed, 15 greatclub) on your turn. This costs 5 Exertion on the first turn, 1 on the second (as the paralysis wears off after your second turn), and with Way of the Fist, you regain 3 Exertion from each unarmed strike while they're paralyzed (for 9 if all three hit, meaning it feeds you more than you put in). You can also use Perfect Fist to paralyze an enemy for a minute, although they have a chance to make the save each turn and don't have disadvantage, so I'm not as big on it. So, [B]damage[/B]. Assuming all hits land, your Unarmed Strikes deal 1d10 damage, 2d10 if you spend 1 Exertion on each to double it as per Way of the Fist, which we will for all strikes past the first in this calculation. Two-handing your greatclub makes it deal 1d10 damage, plus 1d6 thunder/lightning if you raged on the turn before. So the base damage across two turns is 1d10 + (2d10)*3 + (1d10+1d6)*30. The average damage of that is 308.5, but remember that all but one of these are crits, so the actual damage is doubled to [B]611.5[/B]. And this spent 9 Exertion which was regained for the three unarmed crits, meaning it's effectively zero cost and you could do it repeatedly. [/QUOTE]
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