KarinsDad said:
Nail said 12. When I illustrated that as incorrect, he found an error and corrected it. He now says 11.
Templates have been left out last I heard. That will change the average plus spells, spell-like, and other abilities were not accounted for.
It also does not account for miss chance but I doubt that would show much to the average.
KarinsDad said:
I do not need to propose another creature. That one is fine. If the Wilder hits, he'll average 69% of the creatures hit points in a single shot. This conversation started with me stating that the Wilder will often do 70% or more damage to an opponent and you questioned that figure. You then backed up that figure with your example.
You have yet to illustrate that the 70% figure is way off.
Since it takes an average of 3 shots from the wilder to kill the creature the 70% is indeed off. As I showed in my example.
If you assume that you hit then it is about 70% but that is a poor assumption.
We could also assume that every creature fails its saving throw or that spell resistance is always bypassed, but those would also be poor assumptions.
KarinsDad said:
Greater? That would be a poor assumption.
Fighter 11
Greatsword +2 (8kgp)
Boots of speed (12kgp)
Belt of giant strength +4 (16kgp)
Weapon focus, weapon specialization
Start with a 16 strength, +2 from levels, +4 from belt = 22 (+6)
Activate boots of speed.
To hit: +21 = +11 base attack bonus, +2 sword, +1 weapon focus, +6 strength, +1 haste
Damage: 2d6 +9 from strength, +2 from weapon, +2 weapon specialization = average of 20
Full attack: +21/+21/+16/+11
Attacking against an armor class of 30 gives 60%, 60%, 35%, 10% = 1.65
This gives 33 damage on a full attack on average. Factoring in criticals moves this up to 36.3.
Attacking against an armor class of 25 gives 85%, 85%, 60%, 35% = 2.65
This gives 53 damage on a full attack on average. Factoring in criticals moves this up to 58.3.
Attacking against an armor class of 20 gives 95%, 95%, 85%, 60% = 3.35
This gives 67 damage on a full attack on average. Factoring in criticals moves this up to 73.7.
The fighter still has 30kgp to spend and has 8 feats to spend as well.
If we factor in improved critical these numbers change to 39.6, 63.6, 80.4 respectively. If he had a +3 weapon they would change to 47.7, 65.8, 79.7. If he has both then 52, 71.8, 86.9. If he had started with an 18 strength instead of a 16 strength we would get the same results as with the +3 weapon, if we also added in the +3 weapon we would get 49.6, 73.8, 85.9.
If I go into the players handbook 2 these numbers will certainly increase even further. Power attack will allow some customizability there that if a character was so inclined he could maximize his damage out put for the average.
KarinsDad said:
With a 14 Dex and no magic and no feats, the 11th level Wilder hits touch AC 11 95% of the time. Presumably, he would have magic items and feats and special abiliites to help him out more (for example, Surging Euphoria adds +1 to hit on a successful surge), just like the Barbarian. So, he averages (95%) * 1.05 (critical) * (15D6+15 +1 Surging Euphoria) = 68.3 average points of damage.
So if you added in a +4 dexterity item then he could hit a touch armor class of 15 95% of the time assuming that surging euphorias bonus is added on immediately. Very nice!
68.3 average damage is pretty good. The base fighter above with the 20 average damage and only two feats beats that against anything with an armor class of 22 or less and gets lower on armor class 23 or greater. The fighter with 18 strength, a +3 weapon, and improved critical beats it for armor classes of 27 and lower.
KarinsDad said:
The moment the Wilder adds Empower (one feat) to the list, the damage jumps. Even without taking Psychic Meditation, that's a typically once per combat average of: (95%) * 1.05 (critical) * (13D6+13 +1 Surging Euphoria) * 1.5 = 89.25 average points of damage.
I am not going to let you multiply the extra damage from euphoria.
95%x1.05x{1+[13d6+13]x1.5} = 88.5
Sadly it takes the strength 18, +3 sword, improved critical fighter to hit this point reliably. He then beats the average damage for armor class 24 and down.
So the fighter can hit this vaunted number as well on these full attacks. The boots of speed last for 10 rounds per day but the wilder is most likely not getting 10 rounds of his big blast in a given day.
KarinsDad said:
Say 6 NPCs of which he is able to target 4.
Right. Nonplayer characters of this level love to stand practically on top of one another. That is how they got to be this level after all.
Still, casters and manifesters are definately better at damage to multiple foes at once.
KarinsDad said:
Funny, but you did not do that when you were talking about the Barbarian's or the Rogue's damage.
There goes my trying to be nice and comparing numbers. That will teach me.
KarinsDad said:
But not at the same time. Very few creatures have immunity / resistance to both.
Interestingly the wilder does not have the appropriate knowledge skills to be able to know. Someone else in the party might be able to tell them but then someone else in the party might have been able to boost the fighters weapon in the scenario presented above.
KarinsDad said:
Why would a Wilder cripple himself by not taking good options?
The wilder is already crippled by his lack of choices and few feats to spend. Spending a feat to pick up yet another attack power is probably not the best move. Especially if he was already focused on dealing damage with rays.
A given character only has so many options. That level 11 wilder mentioned earlier only knows 6 powers. 2 first, 1 second, 1 third, 1 fourth, and 1 fifth. Spending a feat to get energy missile is an option but then so are a lot of other powers or many other things.
KarinsDad said:
If you do this, do this across the board. Every level, not just first. Single attacks and full round attacks, not just full round attacks. Average ACs, not slightly higher ones. Average hit points, not slightly higher ones.
There is also the issue of how many and how often turns are spent doing nothing. Plus the wilder might want to actually use some other powers such as defensive or utility effects.
Rationing is the name of the game and the wilder must practice it. Especially later on with larger surges which can easily remove large portions of his time in combat along with his power point reserve.