View Full Version : Which is better PRR/MRR, AC or dodge?
SmashBang
06-23-2016, 12:35 PM
Or some combination of all the above?
What are the number to shoot for?
I have a multiclass toon (12 fighter/6 barb/2 rogue) that has decent dodge but very little ac and PRR/mrr. I am trying to make him more survivable. Any advice would be appreciated.
unbongwah
06-23-2016, 12:46 PM
The short answer: all of them - plus Incorporeal and concealment (i.e., Blur / Displacement); but if you have to ditch one, AC is probably the first to go, particularly on a barb build (presuming you use Rage).
AC, Dodge, Incorporealty, and concealment reduce the chance of being hit by physical atks; PRR and to a lesser extent DR reduces how much dmg you take when you're hit. MRR applies to magical atks and stacks with elemental resistances.
In your case the big question mark is: light or heavy armor? Investing in Evasion + high Reflex saves will reduce most magical & trap dmg; but you'll lose PRR by switching from heavy to light armor, though the silver lining is higher MDB which means higher Dodge is an option too. Also heavy armor would allow you to use greater defensive stance bonuses from Stalwart D, but those conflict with barb Rage.
The rest is mostly a matter of investing in better gear or taking advantage of PrE & ED abilities. See the wiki pages for more info:
http://ddowiki.com/page/MRR
http://ddowiki.com/page/PRR
http://ddowiki.com/page/Dodge_bonus
http://ddowiki.com/page/Concealment
http://ddowiki.com/page/Incorporeal
LightBear
06-23-2016, 12:55 PM
Your MRR is capped at 100 with light armor so you can't boost that.
If you go with heavy armor + heavy shield you'll loose your evasion.
I don't know if someone else posted this or if I scraped this info together myself but it seems to be in place as an answer. :)
Personal Concealment (can be negated by true seeing):
Item effect: Dusk. 10% concealment.
Item effect: Smoke Screen. 20% concealment.
Item effect: Blurry. 20% concealment.
Monk finishing move: Dance of Clouds: 20% concealment. Works on friendly NPCs.
Spell: Blur. 20% concealment.
Item effect: Lesser Displacement. 25% concealment.
Spell: Shadow Walk. 50% concealment (lost if you interact/fight).
Spell: Displacement. 50% concealment.
Blindness: All opponents are considered to have total (50%) concealment to the blinded character.
Area of Effect Concealment (cannot be negated by true seeing):
Level 1 Spell: Obscuring Mist. 20% concealment.
Level 2 Spell: Fog Cloud. 20% concealment.
Level 3 Spell: Stinking Cloud. 20% concealment.
Level 4 Spell: Solid Fog. 20% concealment.
Level 5 Spell: Cloudkill. 20% concealment.
Level 6 Spell: Acid Fog. 20% concealment (Blocked by Freedom of Movement and Red/Purple named are immune).
Level 8 Spell: Incendiary Cloud. 20% concealment.
Incorporeality:
10% - Feywild Tap (Elf enhancement)
10% - Ghostly (item enchantment)
25% - Ghostly Essence (Shadar-kai enhancement)
25% - Shadow Veil (Ninja Spy 3rd core enhancement)
25% - Shadow Form (Shadowdancer epic destiny)
25% - Shroud of the Wraith (Pale Master 4th core enhancement)
25% - Walk with the Spirits (Primal Avatar epic destiny)
35% - Shroud of the Wraith with Improved Shrouding (Pale Master T5 enhancement)
Concealment (choose whichever is the highest as your concealment bonus):
Dusk Item (10%)
Blur (20%)
Blurry Item (20%)
Smoke Screen Item (20%)
Cloud Concealment (20%)
Displacement [via Displacement or Shadow Walk] (50%)
Attacking monster is Blind (50%)
Note: True Seeing or Tremoresense will negate a concealment bonus that is not Cloud Concealment (which means True Seeing will negate a blindness-based concealment, if a creature is blind and has True Seeing).
Incorporeal (choose whichever is the highest as your Incorporeal bonus):
Ghostly Item (10%)
Shadow Fade (25%)
Wraith Form (25%)
Shadow Form (25%)
Walk with Spirits (25%)
Reborn in Light (50%)
* Incorporeal Subtype (50%, not a player ability)
* Cholthulzz Incorporeality (90%, not a player ability)
Sources of Evasion:
Feats
Evasion
Improved Evasion
Sources of Dodge (Not sure if these numbers are correct):
Feats, Enhancements
(Improved) Uncanny Dodge, passive : 1% at Levels 4, 6, 8, 12, 16, and 20 of Rogue or Barbarian, respectively. (Note: also 2 rogue seems to give uncanny dodge, this is probably not wai)
Uncanny Dodge, clickie: 25%, exceeds Dodge cap.
Improved Uncanny Dodge, clickie: 50%, exceeds Dodge cap.
Dodge Feat: 3%
Mobility Feat: 2%
Spring Attack: 2%
Inspire Heroics, Song: 4%
Flurry of Blows, when centered: 2%, 4% and 6% at monk levels 1, 2 and 4, respectively.
Lesser Ocean Stance: 1% (currently bugged to give 10%)
(Greater) Ocean Stance: 2% (currently bugged to give 20%)
Combat Archery (epic feat), passive: 2% if wielding a ranged weapon.
Epic Destinies:
Meld Into Darkness, Shadowdancer, Clickie:+100% Enhancement bonus to dodge for 6 seconds (how does this work?)
Untouchable, Shadowdancer, passive: 1% extra dodge for each Shadow Charge held
Echoes of the ancestor: Primal (ranged version), Fatesinger, passive: 1%
Perfect Balance, Grandmaster of Flowers, passive: 1% per rank, 3 ranks
Walking with Waves, Grandmaster of Flowers, passive: 1% per rank, 3 ranks
A Scattering of Petals, Grandmaster of Flowers, active: for 12 seconds: +25%
Master's blitz, Legendary Dreadnaught, active: for 10 seconds: +50%
Unearthly reaction, Magister, passive: 1% per rank, 3 ranks
In the weeds, Shiradi Champion, passive: 1% per rank, 3 ranks
In the weeds, Shiradi Champion, when standing still: additional 1% per rank, 3 ranks
Items (Enchantment bonuses do not stack, i.e. the maximal total Dodge bonus granted by wearing both a 2% and a 6% enchantment item is 6%).
can be found on random loot nowadays as well
SmashBang
06-23-2016, 01:13 PM
Thanks for the info.
This build is a silly max str halfling build using Mauls. Yes I know very silly but a fun theme build. So far I am wearing light armor and I do use rage in order to hit the high str I am after.
Enoach
06-23-2016, 01:53 PM
Thanks for the info.
This build is a silly max str halfling build using Mauls. Yes I know very silly but a fun theme build. So far I am wearing light armor and I do use rage in order to hit the high str I am after.
For a barbarian I would recommend putting more emphasis on:
PRR/MRR
Dodge
Sources of Concealment (Blur/Displacement)
Source of Incorporeal
Learning to duck powerful attacks, Learn to avoid damage you don't need to take
Keep in mind that barbarians also have access to Damage Reduction that can help reduce incoming damage.
As pointed out previously MRR is capped in Light Armor, this is because for Reflex related spells evasion and MRR are attempting to be balanced. If you don't have evasion then consider Medium Armor for PRR/MRR. Of course balance that out with your ability to fill the Dodge bonus.
The advantage of Dodge is that unlike AC which scales based on what you are fighting, dodge is a straight chance of not being hit.
But of all the things I've listed, Learning to Duck, and avoid unneeded damage is by far the most valuable things to learn as it will reduce the most incoming damage then all of the others. For most people it is obvious that if you stand in the path of a Dragon's Breath weapon you are going to get hurt, yet I've watched several Barbarians run to the center of large groups of Mobs so they can "cleave" their way to victory, only to fall before they can get their second cleave off.
I know people don't use this as much as they use to, but Tumble can be your friend.
Baktiotha
06-23-2016, 02:08 PM
The order in which things are checked is: AC (hit or miss); dodge; concealment; incorporeal. I am not certain about where evasion goes in that list. I think it is after dodge but it has been a long time since I tested it.
Once it is determined that an attack will hit the other factors are checked to see if they would change the outcome to a miss. In a math sense it does not matter the order. From that perspective all are equally important. But, you will see more misses due to dodge and the number of misses will approximate the dodge % whereas the number of misses due to the other factors will seem lower. They are only lower because of the order in which they are checked (meaning their % is being applied against few potential hits).
After all of the full miss effects are taken into account the PRR is applied. There was a strong feeling when first introduced that PRR was the most important factor. Many builds still take that approach. There is certainly a strongly held belief that PRR is more important than AC. The assumption is that on EE and LE content mobs are only missing 1 in 20 attacks so, if dodge/concealment/incorporeal/evasion do not work then PRR to reduce damage is the most important factor.
On a rogue, depending on enhancement and destiny choices, you can approach 30% dodge. I always felt that to be the best defense for a rogue. Light armor offers minimal PRR. Unless you have PRR from enhancements and destinies it isn't going to improve much. Sheltering items help and can actually offer more PRR than the light armor at higher levels. Moving to other armor choices in the case of a multiclass is also an option. The negative is it drops dodge and, of course, it does not allow evasion.
I have, at times, run multiclass rogue builds that used heavy armor as their main armor type. I would change to light armor if I needed to evade a trap or sneak effectively or do some other roguish thing. That would be another option for you.
Typically I've felt that once I got into the 30ish dodge (typically 27-29%) I felt that the character was pretty on par defensively with the heavy armor PRR builds. That could just be my impression and certainly has no *data* to support it. I just always felt that around those numbers I was pretty safe most of the time.
Enoach
06-23-2016, 02:17 PM
The order in which things are checked is: AC (hit or miss); dodge; concealment; incorporeal. I am not certain about where evasion goes in that list. I think it is after dodge but it has been a long time since I tested it.
This is part of the misconception that has plagued the game for a long time. Evasion has never been a part of the Hit Avoidance calculation. It only comes into play when dealing with REFLEX based attacks. These are generally spells, but also seen with most (not all) traps.
The rest of your order is on point. AC->Dodge->Concealment->Incorporeal->Other miss chances (such as Epic Feat Hard Target's chance to be missed)
Then with damage it is : PRR->DR
---
With spells
Spell Resistance (Only against spells with Spell Pen requirements) -> Saves -> Evasion (only Reflex)
Baktiotha
06-23-2016, 03:56 PM
This is part of the misconception that has plagued the game for a long time. Evasion has never been a part of the Hit Avoidance calculation.
It certainly is not part of melee damage avoidance, I will agree. Are you certain it is not part of ranged damage avoidance (and separate from the Dodge Arrows abilities)?
Glad to be wrong entirely, just double checking.
Edit: The evasion wiki (http://ddowiki.com/page/Evasion) seems a little unclear in this regard. It says, "For avoiding most physical and ranged attacks, Dodge bonus chances are used." (emphasis mine)
unbongwah
06-23-2016, 04:27 PM
This build is a silly max str halfling build using Mauls. Yes I know very silly but a fun theme build. So far I am wearing light armor and I do use rage in order to hit the high str I am after.
Hey, I would've done a silly halfling build using staves; I'm not in a position to judge. :cool:
If you plan to stick with lt armor, you could add Dodge+Mobility and max out the Kensei enhancements to improve your Dodge & MDB. You can also invest in halfling Nimble Reactions for higher Dodge cap too. I think you can hit 25% base + 3% Athletic Mastery (Kensei) + 3% Nimble Reaction + 2% guildship buff = 33% Dodge cap. You'd have 5% Dodge from feats, +3% from Imp Dodge (Kensei), +2% from barb lvls, and up to +3% from OS; you can get 21% Dodge from gear by endgame. The main drawback is the AP cost: 8 APs halfling + 4 APs OS is 12 APs; then 6 APs Kensei, though you'd probably spend them on filler anyway on your way to T5.
On a rogue, depending on enhancement and destiny choices, you can approach 30% dodge.
Only if you're not trying hard enough. ;) Halfling Acrobat can hit 41% Dodge cap easily: 25% base + 6% Acro cores + 5% Spinning Staff Wall + 3% Nimble Reaction + 2% shipbuff. Scion of the Astral Plane pushes that to 45%. At that point, the tricky part is boosting your MDB high enough. Or you can go the centered route: rog 18 / monk 2 and take Agility, that's 48%.
Light armor offers minimal PRR.
Always build with the presumption you need to be able to take at least one hit from mobs before healing (pref. more than one) - because eventually you will. Which means even with super-high miss chance, always invest in PRR - or rather, into boosting your effective HPs - as much as possible without gimping your DPS too much. EDIT: the question isn't "should I invest in Dodge OR PRR?" it's "how do I invest in Dodge AND PRR?"
changelingamuck
06-23-2016, 04:35 PM
It certainly is not part of melee damage avoidance, I will agree. Are you certain it is not part of ranged damage avoidance (and separate from the Dodge Arrows abilities)?
Glad to be wrong entirely, just double checking.
Edit: The evasion wiki (http://ddowiki.com/page/Evasion) seems a little unclear in this regard. It says, "For avoiding most physical and ranged attacks, Dodge bonus chances are used." (emphasis mine)
It's not used for ranged damage avoidance, as a rule.
The reason that the wiki says "for avoiding most physical and ranged attacks, dodge bonus chances are used" is that there might be a special boss attack that's *sort of* ranged and not *exactly* a spell like a boulder toss attack that might be custom-coded to be avoidable by evasion. By saying 'most', the language is just allowing for exceptions to the rule.
But yeah, evasion is only for avoiding traps and spell damage, barring very rare custom-coded exceptions that may exist in certain spots in the game (and I can't even really think of an example).
Enoach
06-23-2016, 04:55 PM
It certainly is not part of melee damage avoidance, I will agree. Are you certain it is not part of ranged damage avoidance (and separate from the Dodge Arrows abilities)?
Glad to be wrong entirely, just double checking.
Edit: The evasion wiki (http://ddowiki.com/page/Evasion) seems a little unclear in this regard. It says, "For avoiding most physical and ranged attacks, Dodge bonus chances are used." (emphasis mine)
I am sure. Evasion only comes into play when the attack is something effected by a REFLEX save.
But it was this misunderstanding that did contribute to people thinking evasion was more powerful then it actually was...
The other issue was that while it only works with 1/3 of the Save Types (Fortitude, Will, Reflex), Reflex saves made up of the majority of the effects requiring saves.
SmashBang
06-23-2016, 06:07 PM
Hey, I would've done a silly halfling build using staves; I'm not in a position to judge. :cool:
LOL I might swap to staves as I do have a few of those when I tried an acrobat build in a previous life. But it is funny to see a halfling running around with a big ass maul. Also it is funny to embarrass other melee toons who can not get the lever in LE Tempest Spine :p
This is clearly not a main toon, just one built the LOLs but I can get a 75 str and get any trap in the game. Now it is a case of tweaking its survival while keeping the str and trap skills.
Not a lot of wiggle room with enhancements due to Kensei power surge and Barbarian rage, but I will take a look and see. I could try heavy armor, but I have mostly light armor already due to past lives rogue.
Tlorrd
06-23-2016, 06:08 PM
Displacement + high PRR/MRR is all you need to survive any content. For those that do not cast, but have a decent UMD, displacement scrolls last 30 seconds and are not subject to ASF since only verbal component, so you'll never fail if your UMD is high enough. Good choice for melees.
All of them.
AC is an exception in so far, that there's a range where it's not worth bothering.
I'd say around 90 AC is the minimum you should have, if you want to think about increasing it and actually gain benefits from that.
Going from something like 50 to 60 would basically not do anything of note.
krimsonrane
06-25-2016, 02:47 AM
Or some combination of all the above?
What are the number to shoot for?
I have a multiclass toon (12 fighter/6 barb/2 rogue) that has decent dodge but very little ac and PRR/mrr. I am trying to make him more survivable. Any advice would be appreciated.
I would think that a triple epic completionist paladin/kensei with a super high AC and a spell resistance in the high 80's or more would be a juggernaut.
Short of that it depends on the build. Some can only get a little dodge while others can have bursts of 100%+ dodge.
Blur, ghostly, dusk and other effects like those create layers of protection. Add displacement and dodge missiles for even more. PRR/MRR reduces the damage after you get hit. So if getting hit often is a part of your playstyle or build design those would come in handy.
unbongwah
06-25-2016, 02:13 PM
Not a lot of wiggle room with enhancements due to Kensei power surge and Barbarian rage, but I will take a look and see. I could try heavy armor, but I have mostly light armor already due to past lives rogue.You have 7 heroic + 7 ftr + 4 epic feats = 18 feats total, excluding ED/Legendary feats. So if you stick with lt armor, you could take: PA/CL/GC chain; THF x3; IC:Blunt + OC; 3 or 4 Weap Foc / Spec feats; Dodge + Mobility (for +5% Dodge and access to Kensei enhs); and Stunning Blow. So that 13 or 14 heroic feats plus one epic, leaving your other epic slots free.Enhancements: 33 APs Kensei (Weap Master+Keen Edge+One w/Blade); 13 APs FB (Sup Cleave); 8 APs Halfling (Nimble Reaction); that leaves 26 APs to spread.
Iocounu
06-26-2016, 08:22 AM
T
Then with damage it is : PRR->DR
I'm not sure if it is just how you wrote this, but it gives the impression that in the damage calculation PRR is applied before applying DR - but this is not the case.
DR is always applied before PRR. This makes sense because DR is the amount of damage from the attack you "soak", while PRR is the percentile by which actual damage is "reduced". If the former was applied after the latter, then that would heavily upset the balance of the game leading to many characters with DR and reasonable PRR not taking any damage from physical attacks at all.
Tlorrd
06-26-2016, 02:08 PM
If the former was applied after the latter, then that would heavily upset the balance of the game leading to many characters with DR and reasonable PRR not taking any damage from physical attacks at all.
Seems to happen more often than you think. ES Warlocks take hardly any damage.
unbongwah
06-26-2016, 02:21 PM
If my calcs upthread were correct, this build should hit 33% Dodge.
Half-pint Ragin' Kensei
12/6/2 Fighter/Barbarian/Rogue
True Neutral Halfling
Level Order
1. Rogue 6. Fighter 11. Fighter 16. Barbarian
2. Barbarian 7. Fighter 12. Fighter 17. Barbarian
3. Fighter 8. Fighter 13. Fighter 18. Barbarian
4. Fighter 9. Fighter 14. Fighter 19. Barbarian
5. Fighter 10. Fighter 15. Rogue 20. Barbarian
Stats
34pt 36pt Tome Level Up
---- ---- ---- --------
Strength 16 16 +3 4: STR
Dexterity 10 10 +3 8: STR
Constitution 15 16 +3 12: STR
Intelligence 16 16 +4 16: STR
Wisdom 8 8 +3 20: STR
Charisma 8 8 +3 24: STR
28: STR
Feats
1 : Power Attack
3 : Cleave
3 Fighter: Two Handed Fighting
4 Fighter: Weapon Focus: Bludgeoning
6 : Great Cleave
6 Fighter: Weapon Specialization: Bludgeoning
8 Fighter: Improved Two Handed Fighting
9 : Improved Critical: Bludgeoning
10 Fighter: Greater Weapon Focus: Bludgeoning
12 : Greater Two Handed Fighting
12 Fighter: Dodge
14 Fighter: Mobility
15 : Stunning Blow
18 : Tactical Mastery OR Greater Weapon Specialization: Bludgeoning
21 Epic : Overwhelming Critical
24 Epic : Insightful Reflexes
26 Destiny: Perfect Two Handed Fighting
27 Epic : Blinding Speed
28 Destiny: Perfect Two Weapon Fighting OR Elusive Target
29 Destiny: Dire Charge
30 Epic : Epic Damage Reduction
30 Legend : Scion of: Arborea
Enhancements (80 AP)
Kensei (35 AP)
Kensei Focus: Picks and Hammers, Spiritual Bond, Strike with No Thought, Power Surge
Extra Action Boost II, Weapon Group Specialization, Haste Boost III
Weapon Group Specialization, Improved Dodge III
Weapon Group Specialization, Athletic Mastery III, Shattering Strike III
Weapon Group Specialization, Strike at the Heart
A Good Death: Melee, Weapon Master, One with the Blade, Deadly Strike, Keen Edge
Frenzied Berserker (19 AP)
Die Hard, Frenzied Toughness, Frenzy
Power Rage II
Angry Arms III, Extra Action Boost III
Mad Munitions III, Supreme Cleave III
Harper Agent (11 AP)
Agent of Good I
Harper Enchantment, Traveler's Toughness II
Versatile Adept III, Know the Angles III
Halfling (8 AP)
Halfling Luck
Acrobatic III, Cunning I
Nimble Reaction III
Ravager (4 AP)
Furious Rage
Barbarian Power Attack III
Occult Slayer (3 AP)
Weapon Bond
Uncanny Dodger II
Destiny (24 AP)
Legendary Dreadnought
Legendary Tactics III, Extra Action Boost III, Strength
Momentum Swing III, Imp. Power Attack
Lay Waste
Anvil of Thunder
Advancing Blows, Devastating Critical
Master's Blitz, Pulverizer
Twists of Fate (30 fate points)
Sense Weakness (Tier 4 Fury)
Grim Precision (Tier 3 Shadowdancer)
Lithe (Tier 2 Shadowdancer)
Primal Scream (Tier 1 Fury)
nokowi
06-26-2016, 02:27 PM
If you check the AC formula, you need at least 2*CR (challenge rating) of the difficulty you run on for AC to start having any use. (CR 20 mob, you need at least 40 AC, with more than 40 giving you more defense). For bosses and champs, you will need more. Bosses often have enough to invalidate any obtainable AC. If you can't meet 2*CR, just skip AC all together (barbs will forget AC in build pretty quickly)
Maximizing PRR is a must in epics, but less important in heroics (some is still really helpful). Shoot for 100 PRR as a minimum at level 30, and 150+ for a well built toon. At heroic levels, just grab what you can.
MRR is very important if you don't have evasion. If you have evasion, just purchasing nightshield scrolls (marketplace central vendor) is usually sufficient without needing much MRR. A little bit still helps a bunch because of the nature of the MRR formula.
Dodge is very useful, but it can't prevent you from taking large damage spikes, which is why you cant rely on dodge alone.
Lastly, you should maximize your HP from items, as all other forms of damage mitigation depend on this.
Evasion Toon: High Dodge, maximize PRR (usually light armor or no armor)
Non Evasion Toon: maximize PRR and MRR (usually heavy armor)
I'm not sure why anyone wears medium armor right now, but maybe someone else can speak to that.
Iocounu
06-26-2016, 04:02 PM
I'm not sure why anyone wears medium armor right now, but maybe someone else can speak to that.
A paladin/warlock toon can take a lot of benefit from wearing medium armour. Many of the upgrades in the Sacred Defender (Paladin) tree apply to both medium and heavy armour, while the Enlightened Soul (warlock) tree has Shape Vestments and Medium Armour Proficiency. For a warlock with paladin dip who likes to cast spells, medium armour is arguably a better option as it provide a lot of survivability pluses over light armour and evasion, and allows for spell casting with no chance of failure. With heavy armour, you'd need to use additional feat slots to get the same effect.
I'm not sure why anyone wears medium armor right now, but maybe someone else can speak to that.
Edit: not sure why I thought you said Medium/Heavy armor. Well, greater rage then. 3rd point can also apply somewhat.
Requirements. Greater Defender Stance (Paladin/Fighter) and Greater Rage (Barbarian).
MRR cap would be a reason, but since light also gets up to 100 that's sufficient.
How much dodge you can have is also a consideration.
The difference at max BaB (tensor's active) at cap between heavy armor and light armor is 30 PRR vs 18 dodge (using the raid armor's from spine/hox, max dex bonus per wiki is 6 vs 24).
I'd take 18 dodge every time over 30 PRR.
However, depending on your itemisation/twists/feats etc. you won't always reach 24 dodge. If the trade-off is 30 PRR vs. 10 dodge for example, the heavy armor looks a lot more reasonable.
Lastly, simply better armors can be a reason. The next update loot has an armor that only exists as a heavy version. Shadow guardian on TF armor would be another example.
Taimasan
06-27-2016, 08:30 PM
If your a monk, especially an unarmed one.
All of them.
For other classes YMMV.
SmashBang
09-06-2016, 10:56 AM
If my calcs upthread were correct, this build should hit 33% Dodge.
Half-pint Ragin' Kensei
12/6/2 Fighter/Barbarian/Rogue
True Neutral Halfling
Level Order
1. Rogue 6. Fighter 11. Fighter 16. Barbarian
2. Barbarian 7. Fighter 12. Fighter 17. Barbarian
3. Fighter 8. Fighter 13. Fighter 18. Barbarian
4. Fighter 9. Fighter 14. Fighter 19. Barbarian
5. Fighter 10. Fighter 15. Rogue 20. Barbarian
Stats
34pt 36pt Tome Level Up
---- ---- ---- --------
Strength 16 16 +3 4: STR
Dexterity 10 10 +3 8: STR
Constitution 15 16 +3 12: STR
Intelligence 16 16 +4 16: STR
Wisdom 8 8 +3 20: STR
Charisma 8 8 +3 24: STR
28: STR
Feats
1 : Power Attack
3 : Cleave
3 Fighter: Two Handed Fighting
4 Fighter: Weapon Focus: Bludgeoning
6 : Great Cleave
6 Fighter: Weapon Specialization: Bludgeoning
8 Fighter: Improved Two Handed Fighting
9 : Improved Critical: Bludgeoning
10 Fighter: Greater Weapon Focus: Bludgeoning
12 : Greater Two Handed Fighting
12 Fighter: Dodge
14 Fighter: Mobility
15 : Stunning Blow
18 : Tactical Mastery OR Greater Weapon Specialization: Bludgeoning
21 Epic : Overwhelming Critical
24 Epic : Insightful Reflexes
26 Destiny: Perfect Two Handed Fighting
27 Epic : Blinding Speed
28 Destiny: Perfect Two Weapon Fighting OR Elusive Target
29 Destiny: Dire Charge
30 Epic : Epic Damage Reduction
30 Legend : Scion of: Arborea
Enhancements (80 AP)
Kensei (35 AP)
Kensei Focus: Picks and Hammers, Spiritual Bond, Strike with No Thought, Power Surge
Extra Action Boost II, Weapon Group Specialization, Haste Boost III
Weapon Group Specialization, Improved Dodge III
Weapon Group Specialization, Athletic Mastery III, Shattering Strike III
Weapon Group Specialization, Strike at the Heart
A Good Death: Melee, Weapon Master, One with the Blade, Deadly Strike, Keen Edge
Frenzied Berserker (19 AP)
Die Hard, Frenzied Toughness, Frenzy
Power Rage II
Angry Arms III, Extra Action Boost III
Mad Munitions III, Supreme Cleave III
Harper Agent (11 AP)
Agent of Good I
Harper Enchantment, Traveler's Toughness II
Versatile Adept III, Know the Angles III
Halfling (8 AP)
Halfling Luck
Acrobatic III, Cunning I
Nimble Reaction III
Ravager (4 AP)
Furious Rage
Barbarian Power Attack III
Occult Slayer (3 AP)
Weapon Bond
Uncanny Dodger II
Destiny (24 AP)
Legendary Dreadnought
Legendary Tactics III, Extra Action Boost III, Strength
Momentum Swing III, Imp. Power Attack
Lay Waste
Anvil of Thunder
Advancing Blows, Devastating Critical
Master's Blitz, Pulverizer
Twists of Fate (30 fate points)
Sense Weakness (Tier 4 Fury)
Grim Precision (Tier 3 Shadowdancer)
Lithe (Tier 2 Shadowdancer)
Primal Scream (Tier 1 Fury)
I will compare this to my current character in game, next time I log in.
One thing I have found that does help quite a bit is a legendary affirmation green steel weapon for the extra 1k health.
SlashbackWarrior
09-06-2016, 01:05 PM
I'd say with diminishing returns, a good balance of those will give best outcome. However I find that PRR is probably first one and AC - last on the list of things to invest. I like having good dodge if possible. Also remember that large shield will double your MRR against harmful effects without restricting your dodge. It is possible on fighter get no fail reflex saves that evasion not really needed except very few situations. Also very underused effects such as extra spell save items and good SR (id consider 70+/-) item can be a balance changing in your survivability. And situational items/spells/enhancements like elemental absorption if you know you need it.
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