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Build Challenge - DPR Kings

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sunbeam
Hayatecooper
Doc pseudopolis
Mind Gamer
Zarhon
Ramsus
A1C Bronymous
Stairc -Dan Felder
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Post  Ramsus Mon Aug 26, 2013 2:36 am

To be completely accurate, you don't re-roll one of the 1's. You would re-roll the rest.

Edit: My bad, I had put in the old version of the build. Changed it to match our latest version of insanity, swapped Daggerstorm for Pincer Maneuver.

Edit 2: Swapped Lightning Lance for Bracers of Bloodrage and Really Sharp Sword (which adds nothing to this fight, I just felt like picking that one).

If you're wondering how Bracers of Bloodrage could be useful, thematthew will (hopefully) soon be providing maths that per the way the rules for this contest are written means that this build does at least 19.5 X Infinity damage by the end of turn 4. Meaning that we do in theory drop the single Infinity HP opponent to 0 and thus do 6 extra damage to it... just to add insult to injury. (Even if Stairc rules we don't get to count it as ever hitting 0 HP, oh well, the 6 damage really wasn't meaningful anyway.)
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Post  Ramsus Mon Aug 26, 2013 7:06 pm

Ok finalized maths for High Roller.

thematthew wrote:Here's the final math for Dan:

Since we are assuming rote statistics in this thread, once I have rolled 12d12 I can guarantee I rolled at least 1 1.  As such, by turn 3 I have rolled a 1, and will have Fool Me Twice active by turn 4.  Now, with the ability to reroll three dice per combat, my Fool Me Twice turn Critfisher effectively rolls 12d12, and rerolls 1s.  This gives it a 12/11 (109% chance) of criting, which brings up this wonderful chart:

Chance of Occurrence     Ability                                   Dice Rolled (Including Crushing Blow)      Chance of Crit    Overall Chance of Crit With This Ability  Damage     Overall Damage
         20%                   Critfisher                               12d12 (5d12 twice and 1d12 twice)       12/11 (109%)     12/55 (~22%)                                   1d12(6.5)   1d12/5 (1.3)
         20%                   Royal Command -> Critfisher     12d12 (5d12 twice and 1d12 twice)       12/11 (109%)     12/55 (~22%)                                   1d12(6.5)   1d12/5 (1.3)
         20%                   Pincer Maneuver -> Critfisher    12d12 (5d12 twice and 1d12 twice)       12/11 (109%)     12/55 (~22%)                                   1d12(6.5)   1d12/5 (1.3)
         20%                   It's Over                               16d12 (7d12 twice and 1d12 twice)       16/11 (145%)     16/55 (~29%)                                   8d12(52)    8d12/5 (10.4)
         20%                   Call Lightning                         8d12 (3d12 twice and 1d12 twice)         8/11 (73%)        8/55 (~15%)                                    4d12(26)    4d12/5 (5.2)


Totaling that up we get: 12/55+12/55+12/55+16/55+8/55 = (12+12+12+16+8 )/55 = 60/55 = 12/11 (109%) chance of critting again and 1.3+1.3+1.3+10.4+5.2=19.5 average damage per crit (conveniently the same as 3d12, isn't math neat?)

So as you can see, statistics show that once Fool Me Twice is active (which it should be by no later than turn 4 according to statistics) this build should have a 109% chance of critting every time it does anything, including crits, which means it never stops in this bland mathematical world of theorycrafting.  Also, it does 19.5 damage every time it crits, thus doing 19.5 * infinity damage, killing 19.5 of the infinite hp punching bags.

Edited addition by Ramsus: And when the punching bag hits 0, it is dealt 6 more damage.
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Post  thematthew Mon Aug 26, 2013 7:15 pm

Damnit, I forgot formatting is weird in these situations...

20%Critfisher12d12 (5d12 twice and 1d12 twice)12/11 (109%)12/55 (~22%)1d12(6.5)1d12/5 (1.3)
20%Royal Command -> Critfisher12d12 (5d12 twice and 1d12 twice)12/11 (109%)12/55 (~22%)1d12(6.5)1d12/5 (1.3)
20%Pincer Maneuver -> Critfisher12d12 (5d12 twice and 1d12 twice)12/11 (109%)12/55 (~22%)1d12(6.5)1d12/5 (1.3)
20%It's Over16d12 (7d12 twice and 1d12 twice)16/11 (145%)16/55 (~29%)8d12(52)8d12/5 (10.4)
20%Call Lightning8d12 (3d12 twice and 1d12 twice)8/11 (73%)8/55 (~15%)4d12(26)4d12/5 (5.2)

Yeah, math is fun.
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Post  sunbeam Fri Sep 27, 2013 7:18 pm

I found another build for this. It's a Level 3 build, that is arguably the most efficient and excessive use of the Fury and Rage talents:

Character sheet:
https://docs.google.com/document/d/1XrRaMI49piTkJA05bFBXrDkq3GTrX-A-7gwSc5eLpPg/edit#heading=h.xytcqmkcrrke

Move layout:
https://docs.google.com/spreadsheet/ccc?key=0AoDp7U7_fbqZdFh3ZkxaX0RsMHFEN1JrVWhmbzRjNGc#gid=0

I'll be adding in special activation after I post this, so you might notice some editing. It shouldn't take too long.
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Post  Crystalite Fri Dec 20, 2013 9:51 am

I have a Level 10 btake one the Berserker's Rage build here.

I'm probably not the first one to think of this, though... we'll see.

Treasure:

Traits:

Talents:

Tactics:

Total damage over 5 rounds amounts to...

271.5 damage!
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