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Thanks, guys, you've ruined Haste for the rest of us.
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<blockquote data-quote="SimonMoon5" data-source="post: 662005" data-attributes="member: 5821"><p>When does a fighter walk around by himself? Well, if he has to, no problem. He purchases one of those cheap ioun stones of spell storing and pays someone to cast GMW into it. Or, heck, just cut out the ioun stone and pay someone to cast GMW. All that requires is money. He can do that by himself unless he is somehow in the vacuum of space by himself or something... If he can acquire magic items, he can acquire spells.</p><p></p><p></p><p>Re: 130.5 points of damage per round...</p><p></p><p></p><p>Yes, if he hits. Just like a wizard can cast a mighty cone of cold for 25 points of damage... *if* it gets through spell resistance. Since that won't happen half the time, that's actually only about an average of 12 points of damage... from a freakin' fifth level spell.</p><p></p><p>And, actually, there were some errors in my damage calculation. I forgot two things: Great sword is 2d6 not d10, so his average damage should increase by 1.5 * 3 = 4.5, making it 135 points of damage per round. Plus, I forgot that the whole point of this thread is that Haste still works for fighters; in fact, the PC I based this example character on already has Boots of Speed. So, let's add a fourth attack's damage to the total, making it 180 points of damge total. Now, since he would miss on a roll of "1", let's take away 5% of that damage, reducing him to only 171 points of damage per round.</p><p></p><p>So, against an opponent with an AC of 22 or less, he averages 171 points of damage per round.</p><p></p><p></p><p></p><p></p><p>I don't think that an AC of 35 is typical for monster of his level. For PCs maybe, but not for monsters. I'll check and come back.</p><p></p><p>I also snipped your wizard example because it's not using the same conditions I am. My example barbarian/fighter is core rules only. I would appreciate wizard counter-examples being core rules only. Otherwise, I'll pull out a "typical" Deepwoods Sniper/Initiate of the Order of the Bow.</p><p></p><p>And I still disagree with the claim that damage to multiple opponents is as useful as the total damage being done to one individual. A fireball might do 1000 points of damage if it lands on a Creeping Doom, but do not tell me that fireballs are as good as a fighter who can do 1000 points of damage a round.</p><p></p><p></p><p>Edit: after looking through the SRD version of the Monster Manual (well, up through E anyway), I find only a few creatures of CR 14 or below which have an AC above 22: hezrou with AC 26, Gelugon AC 28, Vrock AC 25, Cornugon AC 25, Elder/Greater Air Elemental AC 27/26, Elder/Greater Fire Elemental AC 25/24... and some celestials which seem a bit atypical: trumpet archon AC 27 and Astral Deva AC 29.</p><p></p><p>So, I'll compromise and assume an average AC of 26. Well, since the example barbarian's attacks are at +30/+30/+25/+20, and since I've already taken into account the 5% miss chance for rolling a "1" in his 171 points of damage per round, that means that the only additional miss chances come from that +20 attack, which misses an additional 25% of the time. So, I'll subtract 25% of one attack's damage (effectively subtracting 1/16 of the 171 points of damage), which results in a new average of 160.3125 points of damage per round against a typical opponent with an AC of 26.</p></blockquote><p></p>
[QUOTE="SimonMoon5, post: 662005, member: 5821"] When does a fighter walk around by himself? Well, if he has to, no problem. He purchases one of those cheap ioun stones of spell storing and pays someone to cast GMW into it. Or, heck, just cut out the ioun stone and pay someone to cast GMW. All that requires is money. He can do that by himself unless he is somehow in the vacuum of space by himself or something... If he can acquire magic items, he can acquire spells. Re: 130.5 points of damage per round... Yes, if he hits. Just like a wizard can cast a mighty cone of cold for 25 points of damage... *if* it gets through spell resistance. Since that won't happen half the time, that's actually only about an average of 12 points of damage... from a freakin' fifth level spell. And, actually, there were some errors in my damage calculation. I forgot two things: Great sword is 2d6 not d10, so his average damage should increase by 1.5 * 3 = 4.5, making it 135 points of damage per round. Plus, I forgot that the whole point of this thread is that Haste still works for fighters; in fact, the PC I based this example character on already has Boots of Speed. So, let's add a fourth attack's damage to the total, making it 180 points of damge total. Now, since he would miss on a roll of "1", let's take away 5% of that damage, reducing him to only 171 points of damage per round. So, against an opponent with an AC of 22 or less, he averages 171 points of damage per round. I don't think that an AC of 35 is typical for monster of his level. For PCs maybe, but not for monsters. I'll check and come back. I also snipped your wizard example because it's not using the same conditions I am. My example barbarian/fighter is core rules only. I would appreciate wizard counter-examples being core rules only. Otherwise, I'll pull out a "typical" Deepwoods Sniper/Initiate of the Order of the Bow. And I still disagree with the claim that damage to multiple opponents is as useful as the total damage being done to one individual. A fireball might do 1000 points of damage if it lands on a Creeping Doom, but do not tell me that fireballs are as good as a fighter who can do 1000 points of damage a round. Edit: after looking through the SRD version of the Monster Manual (well, up through E anyway), I find only a few creatures of CR 14 or below which have an AC above 22: hezrou with AC 26, Gelugon AC 28, Vrock AC 25, Cornugon AC 25, Elder/Greater Air Elemental AC 27/26, Elder/Greater Fire Elemental AC 25/24... and some celestials which seem a bit atypical: trumpet archon AC 27 and Astral Deva AC 29. So, I'll compromise and assume an average AC of 26. Well, since the example barbarian's attacks are at +30/+30/+25/+20, and since I've already taken into account the 5% miss chance for rolling a "1" in his 171 points of damage per round, that means that the only additional miss chances come from that +20 attack, which misses an additional 25% of the time. So, I'll subtract 25% of one attack's damage (effectively subtracting 1/16 of the 171 points of damage), which results in a new average of 160.3125 points of damage per round against a typical opponent with an AC of 26. [/QUOTE]
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Thanks, guys, you've ruined Haste for the rest of us.
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