Build Challenge - DPR Kings

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Re: Build Challenge - DPR Kings

Post  Ramsus on 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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Re: Build Challenge - DPR Kings

Post  Ramsus on 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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Re: Build Challenge - DPR Kings

Post  thematthew on 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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Re: Build Challenge - DPR Kings

Post  sunbeam on 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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Re: Build Challenge - DPR Kings

Post  Crystalite on 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:
Spellbook - 500 Gold
Weapon
When you start a battle with this weapon equipped, you may bring all of your combat talents into battle (instead of choosing 5).

Overloader- 1500
Weapon
Once per battle, you may use the following combat talent.
[0] Overload - Reaction Attack [1/Battle]
Trigger - You spend 6 or more energy on a single combat talent.
Effect - Deal 5 damage to target creature and the creature suffers vulnerability 2 until the end of your next turn.

Reloader - 1500 Gold [Created by Bronymous]
Trinket
Once per battle, you may use the following combat talent
[0] Reload - Free Utility [1/Battle]
If you spent 6 or more energy this turn, gain 3 energy.

Greater Reloader - 2500 Gold [Created by Bronymous]
Trinket
Once per battle, you may use the following combat talent
[0] Reload - Free Utility [1/Battle]
If you spent 7 or more energy this turn, gain 5 energy.

Training Diploma - Bling, Duel Wielder - 4000 Gold
Trinket
When you purchase this item, choose two traits that you meet the prerequisites for. While you have the Training Diploma equipped, you are considered to have the chosen traits. You may equip more than one Training Diploma at once.

Amulet of Adrenaline - 5000 Gold
Trinket
You begin battles with 7 energy instead of 4.

Yes, there's a 1000 gold and an unused trinket slot here. Get over it.

Traits:
Bling
You may equip five trinkets instead of three. You gain a +2 bonus to saving throws.

Dual Wielder
You may equip two weapons instead of one. In addition, once per battle you may use the following combat talent:

[-1] Offhand Strike - Minor Action [1/Battle]
You may immediately take a standard action, as long as you use it to make an attack.

Level 2: Sneak Attack
Once per round, when you make a single target attack against a creature that is suffering from vulnerability, you may have that attack deal an additional 1d6 damage.

Level 3: Backstab
Prerequisite: Sneak Attack
The additional damage from your Sneak Attack increases by 1d6. You may take this trait multiple times.

Level 5: Backstab
Prerequisite: Sneak Attack
The additional damage from your Sneak Attack increases by 1d6. You may take this trait multiple times.

Level 6: Backstab
Prerequisite: Sneak Attack
The additional damage from your Sneak Attack increases by 1d6. You may take this trait multiple times.

Level 8: Backstab
Prerequisite: Sneak Attack
The additional damage from your Sneak Attack increases by 1d6. You may take this trait multiple times.

Level 9: Rapid Recovery
At the beginning of your turn, if you have less than 4 energy you gain 1 energy.

Talents:
[+4] Trance - Standard Utility
You suffer vulnerability 4 until the end of your next turn.

[+3] Taunting Strike - Standard Attack
Deal 1d4 damage to target creature. You suffer vulnerability 3 to that creature’s attacks until the end of your next turn.

[-1] Whirling Blades - Minor Attack
Deal 2 damage to target creature

[-2] Below the Belt - Reaction Utility
Trigger - You deal 5 or more damage to a creature
Effect - That creature is dazed and suffers vulnerability 2 to your next attack until the end of your next turn.

[-7] Midnight’s Blade - Standard Utility
For the rest of the battle you may reroll all 1s on dice you roll for attacks, and once per round you may have one of your attacks deal +6 damage to a single creature.

[-9] Berserker’s Rage - Minor Utility
For the rest of the battle you suffer Vulnerability 4, and once per round when you make a single-target attack, you may have that attack deal +3d6 damage.

Again, two unused talent slots. Whatever.

Tactics:
Round 1: 7 energy
+4 Trance (Standard)
-9 Berserker's Rage (Minor)
0 Overloader (Reaction)
0 Reloader (Reaction)
0 Greater reloader (Reaction)

Right away, we're dealing... about 15.5 damage, and inflicting Vulnerability. And still have a butt-ton of energy left!

Round 2: 10 energy
-7 Midnight's Blade (Standard)
-1 Offhand Strike (Minor)
+3 Taunting Strike (Standard
-2 Below The Belt

Now, with Midnight's Blade the averages change somewhat being able to re-roll nat 1s. And there's a looooot of potential 1s here. For a D4 the average increases to about 3, and on a D6 it increases to about 4; not much, but it adds up, as you'll see. Taunting Strike ends up dealing...

1D4 (3, Taunting Strike) + 3D6 (12, Berserker's Rage) + 6 (Midnight's Blade) + 2 (Vuln) +  5D6 (20, Backstab!) = 43!

Aaaand, this triggers Below The Belt as well, allowing us to keep this up for a while.

Round 3: 3 energy
+1 Rapid Recovery
+3 Taunting Strike
-2 Below The Belt
-1 Whirling Blades
-2 Below The Belt

Taunting Strike we already established to do 43. Whirling blades adds another... 28 damage, for a total of 71 damage. And, conveniently, leaves us with 3 energy. Repeat until dead.

Total damage over 5 rounds amounts to...

271.5 damage!
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Re: Build Challenge - DPR Kings

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