Storm Raven said:It's not that hard with just the core rules. It is easier to do more damage with melee types.
Fighter6/Barbarian5, Half-Orc
Strength 16 base, adjusted for Race 18, adjusted for level increases 20.
Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Improved Critical (Greatsword)
+4 Belt of Giant Strength, +2 Keen Greatsword
BAB +10, Strength +7 (+9 when raging), +1 Focus, +2 Magic = +22/+17/+12 Attack Bonus when raging
Damage 2d6+17 when raging = average of 24
Critical on a 15-20 (25% of typical attacks) increases average to 30
Damage 2d6 +9 (strength x 1.5) +2 (magic) +2 (specialised). That's 2d6+13, not 2d6+17. You applied the 1.5x modifier for two-handed wield twice ... oops.
And, 25% of attacks will -threat-; you then have to confirm the critical hit itself (I admit, on the first swing of that series, it'd be nigh impossible not to, and still very difficult for the second, but on the third, we're down to roughly 50/50 odds). I'd guess, roughly, only 20% will -actually- manage a critical hit, overall.
Against a cloud giant (AC 21) average damage per round is ~70.5 points of damage per round
This does not even begin to consider the increased damage potential from feats like Power Attack, Cleave, or Great Cleave
That's still not 30 damage per hit for four to five hits per round, and is still barely over half the cited 120 to 150 per round which I originally objected to. And that's without factoring in yoru miscalculation WRT damage done (a 4-point-per-swing difference, before criticals).
Also power attack cuts down on how many hits you score, and therefor, how many threats you convert to actual criticals.
At 2d6+13, vs AC 21, with +22/+17/+12, I see a 2+, 4+, and 9+ being needed to hit. Thus, aside from criticals, I see 95%, 85%, and 60% chances to score a hit. So aside from criticals, we have 2.4 hits per round. Threat or not, nomore than 2.4 actual connecting attacks should occur, on average, per round.
At 2d6+13 damage per hit (averages to 20), that's 48hp of damage each round.
However, the character presented is semi-optimised to achieve those criticals, so -- each round we have three 25% chance for hits which are "threats"; of those, there is still a 95%, 85%, and 60% chance to confirm the critical hits.
.25 x .95 = ~.24 (rounded up slightly)
.25 x .85 = ~.21 (rounded down slightly)
.25 x .60 = .15
So, of those 2.4 hits per round, some .60 of them will be a critical hit. The additional damage will be an extra 2d6+13 per critical; this adds about 12hp to the per-round average damage.
Net total is only 60. HALF of the non-hasted total I initially objected to. So -- and I honestly mean no offense by this -- try again. You need to get to an AVERAGE[/.b] damage per attack, not per hit, of 30hp.
For your 1.8-normal and 0.6-critical routine above, (or the damage equivalent of three solid hits), and a x2 damage multiplier ... you need an average per-hit damage of roughly 40. Given the same greatsword, you need to garner another TWENTY points of damage.
GMW would turn the +2 sword into a +5 sword; that's three. To use Strength for any more ... either you get an epic item, or a ludicrously-empowered buff (+12 more strength bonus would do it ... with ONE point to spare!).
The only other option is adding elemental damage types to the sword (or bettr, Burst enhancements). Even then, I'm not sure it's achievable.
BTW, a Falchion is better for crit-whoring, than a Greatsword. Wider base threat range ... you can get it down to 12-20, with core rules only.
