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Twin-Strike Avenger?
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<blockquote data-quote="Iron Sky" data-source="post: 4766730" data-attributes="member: 60965"><p>The Daggavenger is pretty sweet, after playing around with it for a bit.</p><p></p><p></p><p>Level 14 Daggavenger</p><p>Twin Strike vs Oath Target:</p><p>+16/+15 vs AC, each rolled twice.</p><p>1d4+12/1d4+10 damage (15/13 average damage)</p><p>4d6 + 34/3d6 + 32 on a crit (48 / 43 average damage).</p><p>Also, if the main hand crits, an off-hand melee basic attack is made.</p><p></p><p></p><p>Off-hand Basic attack:</p><p>+15 vs AC, rolled twice</p><p>1d4+14 damage (17 average damage)</p><p>3d6 + 36 on a crit (47 average damage)</p><p></p><p></p><p>According to my math, the crit chance is roughly 28% per attack, assuming the monster's AC is lower than 34-5. So, a bit more than 1 crit every two rounds on average.</p><p></p><p></p><p>Vs a standard level 14 monster (26 AC):</p><p>Main Hand%/Off-hand or Off-hand basic%</p><p>Miss %: 20%/25%</p><p>Normal Hit %: 52%/47%</p><p>Crit %: 28%</p><p></p><p></p><p>Main hand/off-hand/off-hand basic</p><p>Average damage on hit: 15/13/17</p><p>Average damage on a crit: 48 + 21(basic attack) / 43 / 47</p><p></p><p></p><p>Average damage per attack: 27/18 = <strong>45 <em>average</em> damage per round.</strong></p><p>With CA, damage goes up to about 50 average damage.</p><p></p><p></p><p>Max damage w/one use of Twin-Strike: 58(MH) + 54(BA) + 50 (OH) = 162</p><p></p><p></p><p>With Power Attack 'off', average damage per round drops 4 in this scenario. Based off some rough math, Power Attack will still be worth leaving on up until about the point where you're missing on a 16-17. If you're only hitting with crits, turn it off for sure.</p><p></p><p></p><p>With Meditation of the Blade Active, dagger dice increase to d6. If Frost gauntlets are activated after a milestone, all attacks do +2 damage. With Aspect of Might active, all attacks do +2 damage. With all three active, average damage per hit increases 5, crit damage increases 6 per attack. Average damage per round increases to about 57. Max damage per round increases to 174.</p><p></p><p></p><p>Also, once per encounter when he has CA, the Daggavenger can use Sneak Attack on a regular hit (not crits since Wraithblade adds Sneak Attack to crits already) adding +3d6 damage. Lastly, once per encounter, the Daggavenger can activate Critical Opportunity after critting, for another attack (+14 to hit, 3d4+14 damage, average damage per attack 29, max 120).</p><p></p><p></p><p>In the Solo Boss battle situation in which these are included, assuming the Daggavenger has CA (which counter-balances the average Solo's increased defenses), the Alpha Strike from Twin-Strike/AP Twin-Strike/Critical Opportunity + Sneak attack gets pretty crazy. In the range of 154 average damage (max 444 with 8 crits).</p><p></p><p></p><p>If you don't mind losing 4 points of AC, you can also ditch the two defensive feats I gave him (Improved Armor of Faith, Leather armor Prof). Those 4 points of AC are traded for Devastating Critical (+1d10 damage on a crit) which adds about 6 average damage per crit, 4 average damage per round, and increases max crit damage by 10 and Swift Blade Style (+2 damage per attack with Twin-Strike if both hit) adding about 2-3 average damage per round.</p><p></p><p></p><p>With these two feats removed, average damage per round goes up to about 51(57 with CA) and max damage goes up to 196. In the Solo Boss battle, average damage goes up to about 178 while max damage goes up to 532.</p><p></p><p></p><p>Here's the most relevant bits of the level 14 character (14 since we're just about to hit it in our campaign).</p><p></p><p>====== Created Using Wizards of the Coast D&DI Character Builder======</p><p>Daggavenger, level 14</p><p>Half-Elf, Avenger, Daggermaster</p><p>Avenger's Censure: Censure of Pursuit</p><p></p><p></p><p>FINAL ABILITY SCORES</p><p>Str 19, Con 13, Dex 15, Int 11, Wis 20, Cha 11.</p><p></p><p>Starting Ability Scores</p><p>Str 15, Con 10, Dex 13, Int 10, Wis 17, Cha 8.</p><p></p><p></p><p>AC: 29 Fort: 25 Reflex: 24 Will: 26</p><p>HP: 105 Surges: 8 Surge Value: 26</p><p></p><p>TRAINED SKILLS</p><p>Religion, Athletics, Heal, Perception, Thievery.</p><p></p><p>FEATS</p><p>2: (retrained to Versatile Master at Level 11)</p><p>4: Power Attack</p><p>6: (retrained to Weapon Expertise (Light Blade) at Level 10)</p><p>10: Sneak of Shadows</p><p>11: Weapon Focus (Light Blade)</p><p>12: Two-Weapon Fighting</p><p>14: Two-Weapon Opening</p><p></p><p>POWERS</p><p>1, At-Will: Twin Strike</p><p>1, Daily: Aspect of Might</p><p></p><p>ITEMS</p><p>Wraithblade Dagger +2, Iron Armbands of Power (heroic tier), Wraithblade Dagger +3, Flame Bracers (heroic tier), Frost Gauntlets (heroic tier)</p><p>====== Created Using Wizards of the Coast D&DI Character Builder======</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4766730, member: 60965"] The Daggavenger is pretty sweet, after playing around with it for a bit. Level 14 Daggavenger Twin Strike vs Oath Target: +16/+15 vs AC, each rolled twice. 1d4+12/1d4+10 damage (15/13 average damage) 4d6 + 34/3d6 + 32 on a crit (48 / 43 average damage). Also, if the main hand crits, an off-hand melee basic attack is made. Off-hand Basic attack: +15 vs AC, rolled twice 1d4+14 damage (17 average damage) 3d6 + 36 on a crit (47 average damage) According to my math, the crit chance is roughly 28% per attack, assuming the monster's AC is lower than 34-5. So, a bit more than 1 crit every two rounds on average. Vs a standard level 14 monster (26 AC): Main Hand%/Off-hand or Off-hand basic% Miss %: 20%/25% Normal Hit %: 52%/47% Crit %: 28% Main hand/off-hand/off-hand basic Average damage on hit: 15/13/17 Average damage on a crit: 48 + 21(basic attack) / 43 / 47 Average damage per attack: 27/18 = [B]45 [I]average[/I] damage per round.[/B] With CA, damage goes up to about 50 average damage. Max damage w/one use of Twin-Strike: 58(MH) + 54(BA) + 50 (OH) = 162 With Power Attack 'off', average damage per round drops 4 in this scenario. Based off some rough math, Power Attack will still be worth leaving on up until about the point where you're missing on a 16-17. If you're only hitting with crits, turn it off for sure. With Meditation of the Blade Active, dagger dice increase to d6. If Frost gauntlets are activated after a milestone, all attacks do +2 damage. With Aspect of Might active, all attacks do +2 damage. With all three active, average damage per hit increases 5, crit damage increases 6 per attack. Average damage per round increases to about 57. Max damage per round increases to 174. Also, once per encounter when he has CA, the Daggavenger can use Sneak Attack on a regular hit (not crits since Wraithblade adds Sneak Attack to crits already) adding +3d6 damage. Lastly, once per encounter, the Daggavenger can activate Critical Opportunity after critting, for another attack (+14 to hit, 3d4+14 damage, average damage per attack 29, max 120). In the Solo Boss battle situation in which these are included, assuming the Daggavenger has CA (which counter-balances the average Solo's increased defenses), the Alpha Strike from Twin-Strike/AP Twin-Strike/Critical Opportunity + Sneak attack gets pretty crazy. In the range of 154 average damage (max 444 with 8 crits). If you don't mind losing 4 points of AC, you can also ditch the two defensive feats I gave him (Improved Armor of Faith, Leather armor Prof). Those 4 points of AC are traded for Devastating Critical (+1d10 damage on a crit) which adds about 6 average damage per crit, 4 average damage per round, and increases max crit damage by 10 and Swift Blade Style (+2 damage per attack with Twin-Strike if both hit) adding about 2-3 average damage per round. With these two feats removed, average damage per round goes up to about 51(57 with CA) and max damage goes up to 196. In the Solo Boss battle, average damage goes up to about 178 while max damage goes up to 532. Here's the most relevant bits of the level 14 character (14 since we're just about to hit it in our campaign). ====== Created Using Wizards of the Coast D&DI Character Builder====== Daggavenger, level 14 Half-Elf, Avenger, Daggermaster Avenger's Censure: Censure of Pursuit FINAL ABILITY SCORES Str 19, Con 13, Dex 15, Int 11, Wis 20, Cha 11. Starting Ability Scores Str 15, Con 10, Dex 13, Int 10, Wis 17, Cha 8. AC: 29 Fort: 25 Reflex: 24 Will: 26 HP: 105 Surges: 8 Surge Value: 26 TRAINED SKILLS Religion, Athletics, Heal, Perception, Thievery. FEATS 2: (retrained to Versatile Master at Level 11) 4: Power Attack 6: (retrained to Weapon Expertise (Light Blade) at Level 10) 10: Sneak of Shadows 11: Weapon Focus (Light Blade) 12: Two-Weapon Fighting 14: Two-Weapon Opening POWERS 1, At-Will: Twin Strike 1, Daily: Aspect of Might ITEMS Wraithblade Dagger +2, Iron Armbands of Power (heroic tier), Wraithblade Dagger +3, Flame Bracers (heroic tier), Frost Gauntlets (heroic tier) ====== Created Using Wizards of the Coast D&DI Character Builder====== [/QUOTE]
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