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  1. #1
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    Default KotC Tempest Zealot

    Updating a build idea I had for a Tempest Zealot. Less AC, More DPS vs. Evil Outsiders.

    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page

    Level 16 Lawful Good Human Male
    (14 Paladin / 6 Ranger)
    Hit Points: 470+

    20 Heroic Durability
    140 Paly Levels
    48 Ranger Levels
    120 Con Bonus
    22 TOughness
    60 TOughness ENH
    20 Minos Legen
    10 Draconic
    30 GFL
    --
    470 HP (COuld add Second Shroud Item for +45 More)

    Spell Points:ENough for DF/RM/Zeal up pretty much constantly.

    BAB: 20/20/25/30/30 X2

    20 BAB
    10 STR Bonus
    5 Weapons
    ---
    +35 Base
    -2/-2
    ----
    +33/+33
    1 Rams Might
    1 Rage Spell/Pot
    1 Haste
    3 Divine Favor
    4 GH (Gird or Scroll)
    --
    +43/+43 Self Buffed
    5 Bard Songs (Maxed Warchanter)
    2 Recitation
    ---
    +50/+50 FIrst Swings +3 VS Evil Outsiders (KotC + Fav Enemie)


    Fortitude/Reflex/Will

    9/5/5 Paladin 14
    5/5/2 Ranger 6
    6/7/4 Attributes
    4/4/4 AUra
    7/7/7 Divine Grace
    5/5/5 Resistance Item
    2/2/2 Luck
    1/1/1 Resist Ritual
    -----
    39/36/30
    4/4/4 GH
    ---------
    43/40/34




    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1) (Level 16)
    {30/34}Strength 16 +2 Tome +5 Levels +1 Human +6 Item +2 Rams Might +2 Rage
    {24}Dexterity 15+2 Tome +1 Ranger +6 Item
    {22}Constitution 14 +2 Tome +6 Item
    {16}Intelligence 8 +2 Tome +6 item as needed
    {18}Wisdom 10 +2 Tome +6 Item
    {24}Charisma 14+2 Tome +1 Paly +1 Human +6 ITem

    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +2 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 16)
    {28+}Balance 11 Ranks +7 Dex +10 Item


    {48}Diplomacy Back loaded this in paly levels just for some NPC stuff, but got high enough for those "Oh ****" Moments. 14 Ranks +7CHR +15 Item +4GH +2 Luck +6 Shroud


    Hide
    Move Silently Front loaded Hide and MS in Ranger Levels 11 Ranks+7Dex +15 Items +4 GH +2 Luck = 39 for good situational Sneaking
    Jump 8 Rank + STR gets solid Jump SKill



    Spot 8 Ranks, Enough for a little foresight on mob location when wearing an item.

    Tumble 1 Rank at Creation

    {29/33/38}Use Magic Device 11 Ranks +7 CHR +3 Cartouse +6 Shroud item +2 Luck = 29 +4GH =33 +2 Gloves +3 SF

    Level 1 (Ranger)
    Feat: (Selected) Dodge
    Feat: (Human Bonus) Exotic Weapon Proficiency: Khopesh
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider

    Level 2 (Ranger)

    Level 3 (Ranger)
    Feat: (Selected) Mobility

    Level 4 (Paladin)

    Level 5 (Paladin)

    Level 6 (Ranger)
    Feat: (Selected) Spring Attack

    Level 7 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead

    Level 8 (Ranger)

    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons

    Level 10 (Paladin)

    Level 11 (Paladin)

    Level 12 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting

    Level 13 (Paladin)

    Level 14 (Paladin)

    Level 15 (Paladin)
    Feat: (Selected) Toughness

    Level 16 (Paladin)

    Level 17 (Paladin)

    Level 18 (Paladin)
    Feat: (Selected) Oversize TWF, Power Attack, or Extend Spell if Timing is an issue with Self Buff Spells
    Level 19 (Paladin)


    Level 20 (Paladin)

    Enhancement: Ranger Sprint Boost I
    Enhancement: Divine Might I
    Enhancement: Divine Might II
    Enhancement: Human Adaptability Charisma I
    Enhancement: Human Adaptability Strength II
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Courage of Good II
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhaancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Extra Smite Evil IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Tempest I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Energy of the Templar II
    Enhancement: Paladin Charisma I
    Enhancement: Ranger Dexterity I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    ---
    64 Points

    4 KotC I
    2 KotC II
    3 LoH III
    3 Resistance of Good III
    4 Dex or CHR II if a +3 TOme is found for one of those stats.
    ----
    80 Points
    Last edited by Impaqt; 03-18-2009 at 02:36 PM.
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    Thelanis

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    Quote Originally Posted by Severlin View Post
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  2. #2
    Community Member Jay203's Avatar
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    going full plate on this guy then?
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  3. #3
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    Quote Originally Posted by Jay203 View Post
    going full plate on this guy then?
    Full Plate, Robes, Brigadine....

    Shouldnt matter all that Much...

    Dragontouched Leather perhaps?
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    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  4. #4
    Community Member LargeMarge's Avatar
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    Default Prereqs for KotC II

    I am leveling up a WF (14 paly/6 ranger) just like this build. I've noticed that the clickies take a little getting used to due to their short duration. However, once I master the playing style of this build I should be dishing out a TON of dmg. Spamming Exalted Smites and Divine Sacrafice with Divine Might takes those red names down REALLY FAST.

    One thing I noticed in your enhancements was I didn't see Paladin Courage of Good II and Paladin Energy of the Templar II. Both are prereqs for KotC II (according to the official preview).

    If you like...I can post my planned WF build and we can compair notes. I actually rolled him up as a pure paly...but then (around lvl 6) compaired a pure paly to a tempest paly and decided that you get WAY more stuff with the tempest paly and also better DPS overall.

    Awesome build man!


    Twitter THAT! B#^ch!

  5. #5

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    On average how much damage per swing do you expect be doing per swing against a MOB with a 48 AC?

    PS I picked 48 at somewhat random as it is about 10 higher than Harry and Sally.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  6. #6
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    Quote Originally Posted by LargeMarge View Post
    I am leveling up a WF (14 paly/6 ranger) just like this build. I've noticed that the clickies take a little getting used to due to their short duration. However, once I master the playing style of this build I should be dishing out a TON of dmg. Spamming Exalted Smites and Divine Sacrafice with Divine Might takes those red names down REALLY FAST.

    One thing I noticed in your enhancements was I didn't see Paladin Courage of Good II and Paladin Energy of the Templar II. Both are prereqs for KotC II (according to the official preview).

    If you like...I can post my planned WF build and we can compair notes. I actually rolled him up as a pure paly...but then (around lvl 6) compaired a pure paly to a tempest paly and decided that you get WAY more stuff with the tempest paly and also better DPS overall.

    Awesome build man!
    Fixed the Enhancments, Had Devotion II and Bulwark II instead of the reqs.

    I need to take a good long look at the enhancments still though. I'm sure I can fit at least Divine Sacrifice II if not III in there.
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    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  7. #7
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    Quote Originally Posted by GoldyGopher View Post
    On average how much damage per swing do you expect be doing per swing against a MOB with a 48 AC?

    PS I picked 48 at somewhat random as it is about 10 higher than Harry and Sally.
    I dont understand, Are you implying that the To Hit is Low?


    I'm not a hugh "DPS Numbers" Person, but...

    12 STR Damage
    2 RamsMight
    4 Divine Might
    3 Divien Favor
    5 Weapon
    6 Fav Enemy
    ---
    so 1d8 +32 +2d6 Evil Outsider KotC + Holy Burst (Holy Sword Spell)

    Seems like pretty good numbers to me.
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    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  8. #8

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    Quote Originally Posted by Impaqt View Post
    I dont understand, Are you implying that the To Hit is Low?
    Nope, Just want to know what the world thinks is good DPS (Damage per Swing) or more DPS in your case.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  9. #9
    Community Member Cold_Stele's Avatar
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    Quote Originally Posted by GoldyGopher View Post
    Nope, Just want to know what the world thinks is good DPS (Damage per Swing) or more DPS in your case.
    Damage Per Second is more important than Damage Per Swing. His DPS comes from his more or less permanent +20% melee alacrity...
    Last edited by Cold Stele; 03-18-2009 at 03:30 PM.

  10. #10
    Community Member LargeMarge's Avatar
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    Default My Build

    Ok...here is my planned build. I wasn't able to use a generator (at work atm), so look at it and tell me what you think.

    WF (14 Paladin / 6 Ranger)
    lvl 1 through 6: Paladin
    lvl 7 through 12: Ranger
    lvl 13 through 20: Paladin

    Feat Progression
    1: Toughness
    3: Dodge
    6: Mobility
    - 7: Favored Enemy Giant
    - 8: TWF

    9: Improved Crit (Slashing)
    - 11: Favored Enemy Evil Outsiders
    12: Spring Attack
    - 12: ITWF
    15: Extend
    18: GTWF

    I am hoping to find a +3 dex tome for GTWF

    Stats
    Str: 16 +5(lvl) +3(tome) +6(Levik's Bracers) = 30
    Dex: 14 +3 (tome) +5 (Spectral Gloves) = 22
    Con: 10 +2 (tome) +6 (Neck or DT Docent) = 18
    Int: 8 +2 (tome) = 10
    Wis: 6 +2 (tome) +6 (GS Stalemate) = 14
    Cha: 16 +4 (tome) +6 (Cloak) = 26

    Skill Progression
    UMD
    Intimidate
    Balance
    Jump

    Gear
    Head: Minos Legens
    Neck: +6 Con / Silver Flame Tailsman
    Trinket: Bloodstone / Head of Good Fortune
    Cloak: GS Air (+6 Dex Skills, +45 HP, Haste 3/rest, Air Guard)
    Belt: GS Stalemate 2 (+6 Wis, WIZ VI, +4 Cha Skills, +150 SP, +2 Int Skills, Concordant Opp)
    Ring 1: GFL (+1 Saves Ritual)
    Ring 2: +6 Cha Ring
    Gloves: Spectral Gloves / Seven Fingered Gloves (for UMD)
    Boots: Striders 30% / Gyroscopic Boots / Madstone x2
    Bracers: Levik's Bracers
    Goggles: Tharne's Goggles
    Docent: Dragontouched (+5 Res / Crushing, Salt, or Magma Guard / Freezing or Earth Guard) and Titanic Docent x 4 for the clickies

    Weapon(1): GS Scimitar (Lightning II)
    Weapon(2): GS Kukri (Min II) or (Pos/Pos/Pos)

    Shield: Levik's Defender (for Turtleing up)

    *Also plan on having lots of GS displacement clickies


    Enhancements:
    Ranger Tempest I
    Ranger Favored Dmg
    Ranger Energy of the Wild
    Ranger Sprint Boost I
    Ranger Favored Defence I
    Ranger Favored Attack I
    Total: 12

    Paladin Follower of the Lord of Blades
    Paladin Bladeswarm Transformation
    Paladin Courage of Good II
    Paladin Energy of the Templar II
    Paladin KotC II
    Paladin Extra Smite Evil III
    Paladin Divine Might II
    Paladin Exalted Smite III
    Paladin Divine Sacrafice II
    Paladin Toughness III
    Paladin Bulwark of Good III
    Paladin Extra Lay on Hands III
    Paladin Item Defense I
    Paladin Resistances of Good III
    Total: 60

    WF Healer's Friend I
    Total: 2

    Sum = 74 (got 6 more to play with)

    The one mistake I made was that I was trying for a pure paly build...but decide to go tempest/paly at around lvl 6. If I would have know that...I would have lowered his initial Cha to 14, and increase his Con. Maybe even his Str. But I have already put in all +2 Tomes and plan on continuing him to end game.
    Last edited by LargeMarge; 03-18-2009 at 04:07 PM.


    Twitter THAT! B#^ch!

  11. #11

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    Quote Originally Posted by Cold Stele View Post
    Damage Per Second is more important than Damage Per Swing. His DPS comes from his more or less permanent +20% melee alacrity...
    I have to completely disagree with that statement, for the most part. If we were talking Damage per 10 seconds or 20 seconds or even 1 minute it makes more sense. But DPSecond is either 0 (I missed) or a bazillion (I hit). There is no average DPS in a game that doesn't use rounds.

    It isn't about DP Second but how far through the attack chain or how many times through an attack chain/sequence you need to go through to dispatch a mob. In that case the Swing become important.

    Does that make sense?

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  12. #12
    Community Member vtecfiend99's Avatar
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    Quote Originally Posted by GoldyGopher View Post
    I have to completely disagree with that statement, for the most part. If we were talking Damage per 10 seconds or 20 seconds or even 1 minute it makes more sense. But DPSecond is either 0 (I missed) or a bazillion (I hit). There is no average DPS in a game that doesn't use rounds.

    It isn't about DP Second but how far through the attack chain or how many times through an attack chain/sequence you need to go through to dispatch a mob. In that case the Swing become important.

    Does that make sense?
    When there are as many swings in a second as there are in this game? No.

    Damage per second > Damage per swing.

    Why do you think that TWF>THF? THF will have a higher damage per swing, but TWF will have more hits per second. Making it have a higher damage rate.

  13. #13
    Community Member LargeMarge's Avatar
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    Quote Originally Posted by GoldyGopher View Post
    I have to completely disagree with that statement, for the most part. If we were talking Damage per 10 seconds or 20 seconds or even 1 minute it makes more sense. But DPSecond is either 0 (I missed) or a bazillion (I hit). There is no average DPS in a game that doesn't use rounds.

    It isn't about DP Second but how far through the attack chain or how many times through an attack chain/sequence you need to go through to dispatch a mob. In that case the Swing become important.

    Does that make sense?
    Tomato / Tomaato

    You are still talking about a RATE...which is a unit divided by time.

    If you would rather say Damage Per Swing...then multiply that unit by the Swings Per Min. That result will give you a Damage Per Min.

    Then conver Min. to Sec. and that will give you the Damage Per Second that everyone talks about.


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  14. #14
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    Quote Originally Posted by GoldyGopher View Post
    I have to completely disagree with that statement, for the most part. If we were talking Damage per 10 seconds or 20 seconds or even 1 minute it makes more sense. But DPSecond is either 0 (I missed) or a bazillion (I hit). There is no average DPS in a game that doesn't use rounds.

    It isn't about DP Second but how far through the attack chain or how many times through an attack chain/sequence you need to go through to dispatch a mob. In that case the Swing become important.

    Does that make sense?
    Not really.

    regardless of how a "Round" is set up, the number of attacks per minute is the critical factor in DDO. If rate of attack didnt matter, many more people would be using Falchions or even Greatswords. there really is no such thing as a "Round" in DDO. We are not confined to what PnP defines as a round at all. This is why "Damage per swing" is irrelevant. the character that is swinging 166 times over the course of a minue simply cant do as much damage as the player swinging 180 times in that same minute.

    When a Greataxe gets 5 more attacks over the course of a Minute, theres no way for a Falchion to keep up.

    DPSecond isnt about how much damage you actually do in 1 second. Its an Average per second.
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    Thelanis

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    Quote Originally Posted by Severlin View Post
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    Sev~

  15. #15
    Community Member Cold_Stele's Avatar
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    What they said...

  16. #16
    Community Member jakeelala's Avatar
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    Quote Originally Posted by LargeMarge View Post
    Tomato / Tomaato

    You are still talking about a RATE...which is a unit divided by time.

    If you would rather say Damage Per Swing...then multiply that unit by the Swings Per Min. That result will give you a Damage Per Min.

    Then conver Min. to Sec. and that will give you the Damage Per Second that everyone talks about.
    All Large is saying, and he's right, is that people frequently mix up the "per X" (or denominator). When we calculate DPS, it's damage per swing most of the time, when the calculations look like this:
    "1d8 +12str + 3.5 pure good etc etc etc" that's the avg damage a swing makes. If you then calculated average number of swings in a unit of time, like swings per second (which changes based on Haste, alacrity, TWF, THF, weapon type animation, etc!!!) then you could approach the Damage Per Second number. However, it will always be an average, since the dice roll makes things always variable!

    Hope that helps!
    good at business

  17. #17
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Impaqt View Post

    When a Greataxe gets 5 more attacks over the course of a Minute, theres no way for a Falchion to keep up.

    DPSecond isnt about how much damage you actually do in 1 second. Its an Average per second.
    Well actually, if the base damage of the falchion is higher than the greataxe (either in raw damage die, modifiers, or crit threat range), and the extra average damage over a minute from that falchion advantage is greater in summation than the extra 5 great axe attacks, they keep up perfectly!

    This gets further complicated by the fact that a bonus TO HIT modifier in DDO can make a huge difference too, because you can have a million attacks a minute, but if you only hit half that, you effectively have 500,000 attacks a minute.

    This is EVEN further complicated by the fact that 0's ALWAYS whiff in DDO, and 20s ALWAYS hit

    ...for an extra complication cherry thrown on top...sometimes you crit!!

    Let's not vastly oversimplify things please. It's all actually a little complicated! Much more so than most so called forum experts would have you believe.
    good at business

  18. #18
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    Quote Originally Posted by jakeelala View Post
    Well actually, if the base damage of the falchion is higher than the greataxe (either in raw damage die, modifiers, or crit threat range), and the extra average damage over a minute from that falchion advantage is greater in summation than the extra 5 great axe attacks, they keep up perfectly!
    not really. Base Damage, Crit Range, and Critical Multiplier should be the factors that go into balancing one weapon against another. not rate of attack. You dont really believe the devs Slowed down the Falchion annimation to reduce its damage output do you?


    This gets further complicated by the fact that a bonus TO HIT modifier in DDO can make a huge difference too, because you can have a million attacks a minute, but if you only hit half that, you effectively have 500,000 attacks a minute.
    Most melee focus builds should be able to hit everything, or at least most things on a 2. This isnt really all that complicated.

    This is EVEN further complicated by the fact that 0's ALWAYS whiff in DDO, and 20s ALWAYS hit
    I can honestly say I've never once rolled a 0 on a d20.

    ...for an extra complication cherry thrown on top...sometimes you crit!!

    Let's not vastly oversimplify things please. It's all actually a little complicated! Much more so than most so called forum experts would have you believe.
    People who calculate DPS generally do indeed include Critical hits, and "Rolling a 1"
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    Thelanis

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    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  19. #19
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Impaqt View Post
    not really. Base Damage, Crit Range, and Critical Multiplier should be the factors that go into balancing one weapon against another. not rate of attack. You dont really believe the devs Slowed down the Falchion annimation to reduce its damage output do you?


    Most melee focus builds should be able to hit everything, or at least most things on a 2. This isnt really all that complicated.

    I can honestly say I've never once rolled a 0 on a d20.


    People who calculate DPS generally do indeed include Critical hits, and "Rolling a 1"
    obviously the 0 was meant to be a 1.
    It doesn't matter WHY the devs slowed down the falchion, all that matters is that they're slower, right?!

    Also crit range can be modified by enhancements and feats, and can be passive or active changes. Very few people ever do all of the calculations correctly. That's why when people talk in absolute numbers in this game it's so silly!

    It's all AVERAGES first of all.

    And second of all, playstyle makes an enormous difference! Someone might have 8 smites but the guy who uses them every minute when they regen does more damage than the guy with the same build and weapons who does not. It is NOT a given.

    And I'm sorry but assuming all melee builds hit on a two is absolutely ham fisted and inaccurate with the enormous range of AC's of different types of mobs and again, playstyle. If I like to wait for someone to get aggro and always be flanking, I'm gonna hit and crit more against anything that I don't auto hit. If I grab aggro and keep it everytime, I may hit less.

    Sometimes boiling things down to their simplest form is useful for certain comparisons, but I find most of the math on this forum about DPS to be highly erroneous most of the time.
    good at business

  20. #20
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Impaqt View Post
    not really. Base Damage, Crit Range, and Critical Multiplier should be the factors that go into balancing one weapon against another. not rate of attack. You dont really believe the devs Slowed down the Falchion annimation to reduce its damage output do you?
    PS: the fact that you wrote this tells me that you have enormous gaps in your understanding of calculating average rates of damage in DDO.

    Base Damage, Crit Range, and Multiplier are all factors, HOWEVER the rate at which you swing them is of critical importance, for a reason you yourself pointed out just a few posts above, which is that ceteris paribus there is no round in DDO and some things swing faster, therefore having higher average damage over time.

    it doesnt matter if the devs meant anything or not, if a weapon swings faster or slower, that makes it's average output different than another weapon.
    good at business

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