Slaved said:
I skipped over this before so that I could come back to it later. I was not sure if some of the numbers were off or not and I did not want to check then.
Strength 18, +2 from his race, +2 from levels, +4 from his belt, +6 from raging = 32 (+11)
With a +2 sword and weapon focus his damage is 2d6 +2 weapon +16 from strength with a to hit of +25.
Against a foe with an armor class of 26 he is at 95%, 70%, 45% = 2.1 which gives an average damage of 57.8 after taking into account criticals.
With boots of speed and going against a foe with an armor class of 27 he is at 95%, 95%, 70%, 45% = 3.05 which gives an average damage of 83.9 after taking into account criticals.
That is pretty close to the empowered up wilder blast. With a +3 weapon against an armor class of 28 he is at 95%, 95%, 70%, 45% = 3.05 which gives an average damage of 87.2.
If he takes the rage feat that gives him +2 strength, +2 constitution, and -2 to armor class and has that +3 weapon then against an armor class of 29 we get an average damage of 97.3.
I think that is far enough ahead of the 88.5 average damage empowered energy ray. This barbarian retains his lead until the armor class gets to 31 or higher, with improved critical that becomes until 33 or higher.
Yup. I forgot about Greater Rage and I forgot to add in the +2 for the weapon. You forgot the Flaming damage.
But, the Wilder has no magic items yet. The Barbarian has 3.
The Wilder has one feat. The Barbarian has 2. You are discussing throwing a 3rd one on.
You did not allow Surging Euphoria to be multiplied by the critical, but all singularly added damage gets multiplied by criticals. It is damage dice that do not get multiplied.
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.
Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
So, you were at 97.3 average damage having primo items and using up 46,000 GP out of the Barbarian's 66,000 GP total. Assuming not just awesome stats (an 18), but great items too.
Let's see where the 11th level Human Wilder ends up with his 5 feats and a starting 18 Cha: Expanded Knowledge Energy Missile, Privileged Energy Cold, Empowered Power, Psionic Meditation, Psicrystal Affinity.
He can do a max +4 level Empowered Cold Energy Ray for (95%) * 1.05 (critical) * (13D6+26 +1 Surging Euphoria) * 1.5 = 108.
With Energy Missile instead of Energy Ray, he can do a lot more damage.
So, he can easily beat out the Barbarian damage-wise for 13 rounds per day.
But at level 12 (just like the Barbarian gained a lot at level 11 with an extra attack per round and Greater Rage), the Wilder goes nuts:
Feat: Expanded Knowledge Energy Current
Power: Solicit Psycrystal
He can do a max +4 level Empowered Cold Energy Energy Current (Fort save, so no Evasion; no partial concealment; no negatives for opponent in combat) for minimum damage of 14D6+28 * 1.5 / 2 = 58 points (if he enervates and opponent saves) to a maximum of 14D6+26 +2 Surging Euphoria * 1.5 = 118 to one opponent and 59 to a second opponent (29 if the second opponent saves) for 5 rounds for 17 PP. He can do this (with an 18 Cha and +2 for levels, no magic items yet) 9 5 round combats in a day.
It matters not if he is dazed because his psicrystal will not be dazed.
That's a range of 2610 to 7965 points of damage in 45 rounds per day with a few PP left over.
So sure, the 12th level Barbarian can get in nearly 3500 points of damage in the same time frame (he only gets the Boots of Speed Haste for 10 rounds, not 45), but that is all the Barbarian can do. The Wilder can manifest other powers, do significant movement, fight with a weapon, drink cure potions, whatever.
But if the Barbarian does other actions, he does less damage. If the Barbarian does any single attacks as opposed to full round attacks, he does less damage.
And the Wilder can increase it to 6 rounds for an extra PP. Or 7 rounds for 2 extra PP, etc. Or in round 2, he can have 2 Energy Currents running and double his damage per round.
At level 15, the Wilder can take Schism and can be attacking 5 opponents per round (2 Energy Currents and a Schism power) if he wants to.
As for opponents resistant or immune to cold, it matters little. The Wilder has 9 combats of these per day. He can afford to change the energy type to do less damage. And there are very few creatures immune to cold.
As for spell resistance, he takes Crystal Shard as well. Not as much damage, but enough.
He's a one trick pony, but a very very good one trick pony.
And that's with no magic items yet. Just feats and powers.
All of this talk about the Wilder only Nova-ing a few times per day and he can do it for 9 combats 5+ rounds each by 12th level. And, I am not a Psionics expert. I'm sure the Gish builder guys can come up with even more nastiness.
Sure, the Barbarian came close at his magical level 11, but at level 12, he fell by the wayside big time all over again.