As a prereq to reading this build, you're going to have to go read "The Hate Monster" (http://forums.ddo.com/showthread.php?t=190763). My goal here is to see if I can make an unarmed variant of the Hate Monster build that performs nearly as well or better against the key build goals of the Hate Monster. To reiterate, here were the main Hate Monster goals:
Also note that the Hate Generation bonuses are reported to be not working as intended, so this is all academic until those are actually *fixed*!!! (Although this build maintains enough Intimidate to reasonably intimitank in the meantime while they're getting it fixed.)Originally Posted by Thanimal
I'm going to explicitly assume the +3 tomes and other "uber gear" (exceptional stat items, etc) that the Hate Moster did up-front. (Hate Monster doesn't list them in the original stat listing, but does give a "with uber gear breakout" later in the thread in AC calcs, save calcs, etc.
Punch-a-potamus
WF Stalwart Defender 18/Monk 2
STR 16 [10] + 3 Tome + 3 fighter + 1 levels + 6 item + 4 stance +1 exceptional = 34
DEX 16 [10] + 3 Tome + 1 exceptional + +4 levels + 6 item [+2 Wind Stance] = 30/32
CON 11 [1] + 3 Tome + 2 wf + 6 item + 4 stance [+2 Earth Stance] = 26/28
WIS 13 [8] + 3 Tome + 1 exceptional + 1 Monk + 6 item = 24
INT 11 [3] + 2 Tome = 13
CHA 6 [0]
With the unarmed variant, we can also use stances here. I'm going to assume Wind Stance I most of the time, at the expense of hit points, *except* when talking about end-game raid boss tanking where the hit point buffer trumps the AC help. Note that I actually put level-ups into DEX rather than STR, as the Hate Monster did. I *think* I can hit higher DPS with the rings even with a net -4 STR, and the extra AC and reflex save are both desirable.
Note that I'm not assuming +3 exceptional bonuses; we'll generally want damage crafted into the rings, and there's no other good place to get the +2 exceptional bonus that I know of for unarmed.
Feats (7 base + 2 MBF + 10 FBF = 19):
FBF: Dodge, TWF, iTWF, gTWF, Focus:Bludgeon, Spec:Bludgeon, Greater Spec:Bludgeon, PA, CE, iCrit
Monk: Toughness, Lightning Reflexes
Base: DRx5, Luck of Heroes, SF: UMD
Skills: Intimidate, Balance maxed, UMD at half-ranks, extra points from Monk levels in Jump.
Enhancements through 20
6: Warforged Damage Reduction II
2: Monk Wis I
1: Monk wind Stance I
1: Monk Earth Stance I
1: Monk Fire Stance I
1: Monk Way of the Tenacious Badger I
6: Fighter Haste Boost III
6: WF Power Attack III
12: Fighter STR III
3: Fighter Intim II
6: Fighter AC Boost III
2: Fighter Item Defense II
6: Fighter Toughness III
8: Fighter Stalwart Defender III
2: WF Healer's Friend I
6: WF Con II
3: Fighter Unarmed Spec II
6: WF Toughness III
(2 unallocated)
(Note for Thanimal: I notice you gave a nod to Wind Stance in the Hate Monster post, but didn't actually spend an enhancement on it in your enhancement list. I'm going to make comparisons as if you'd swapped Ranger Sprint Boost I for Wind Stance I.)
AC at 20
10 base
9 DT docent
1 alchemical
11 dex (in wind stance)
7 wis
5 CE
5 deflection
3 Stalwart Defender
4 SD Stance
1 Dodge
1 Centered
2 Chaosguarde
4 Insight (DT docent)
3 Dodge (ouch...losing a ring slot to AC, here.)
--------------
66 beholder-proof (HM 67 here)
Self-buffed
4 Shield
3 Bark
1 Haste
---------
74 self-buffed (HM 73 here)
Full raid
5 Pally
2 Ranger
2 Cleric
4 Bard
---------
87 (HM 86 here)
Dangit. When doing apples-to-apples comparisons, I have a slotting problem between the chattering ring, the stat rings, and the Insight. (sigh) Looks like this guy has to have different equipment loadouts for different purposes: unarmed for DPS, and kamas for AC.
So, I guess the "AC" loadout is:
+3 Dodge (DT Docent)
+4 Insight (kama)
+2 stats (+2 exceptional DEX & WIS on rings)
----------
89 (HM 86)
Saves @20
Fighter 18: 11/6/6
Monk 2: 3/3/3
Resist: 5/5/5
GH: 4/4/4
Stance: 3/3/3
Luck: 2/2/2
Attributes: 7/11/7 (in wind stance)
Crafting: 1/1/1
Feats: 1/3/1
---------------
37/38/32 (HM 37/36/32 here)
Note that this is *without* wearing the "tanking ring" configuration for the +2 exceptional dex and wis.
Hit Points@20
20 base
23 Toughness
60 Toughness enhancements
180 CON
180 Fighter (473)
16 Monk
30 GFL
20 Minos Hat (added 8/12/09)
10 Draconic
45 shroud
------
561 unbuffed (HM 502 here)
This is obviously the "big win" vs. the Hate Monster -- some comes from fighter levels, some comes from having a lot of action points freed up for more toughness enhancements. Speaking of enhancements:
Intimidate score optimally equipped at level 20:
23 ranks
+15 item
+3 CHA (6 base + 6 item + 4 Tome = 16)
+6 Shroud CHA skilz item
+4 GH
+2 luck (head)
+9 enhancements (vs. HM +6)
+2 Bard Song (hopefully available if tanking the game's hardest raid on Elite!)
---
64 (HM 61 here)
On the occasions where intimidate is useful over Hate Generation, this guy has the edge -- the difference comes from more flexibility with the Action Point allocation.
I'm going to summarize the DPS/Hate Gen calcs, rather than posting the full math. This is all stuff that be cross-checked once I've got a "final" version of the attack speed estimator.
As far as Hate generation goes, +200% *should* trivially generate more hate than any pure DPS build, but just to give a few numbers: in the worst case, against a 0-fort opponent (unarmed is realtivley better vs. heavy fort and worse vs. no fort compared to armed DPS builds, generally), while in CE stance, this would project to ~700/hps (hate per second) with Min II Kamas. Given that I haven't been able to find anything, assuming the easiest trash mobs and the highest-DPS shroud items, that get much above the low 500's in *actual* DPS, I think this is trivially "enough".
What about actual DPS gen? I'm going to look at a few different scenarios:
- AC tanking vs. HP tanking/DPS mode
- Undead/Evil-Outsiders vs. non-FE
- 0 fort vs. 100 fort
- Transmuting needed/not needed
...and now assume the optimal end-game equipment for both. Did the calculations out with a DPS spreadsheet -- won't bother posting the full math here, just the results.
Punchapotamus does more DPS when:
- DPS mode/HP tanking, all scenarios except FE+0% fort+Tranmuting required, where its a virtual tie. As long as Punchapotamus gets to use the uber 3-blast+Greater Bane ring/handwrap combo, combined with faster swing speed, it wins by a small margin in no-fort, FE scenario, and widens in the others.
Hate Monster does more DPS when:
- AC mode, all scenarios
So, Punch-a-potamus almost always deals more damage when *trying* to do more DPS, or when AC doesn't matter. Of course, the exception, FE:Evil Outsider+0% Fort+Transmuting required covers a *lot* of trash devils.
In AC tank mode, while Punchapotamus generates more hate, the Hate Monster deals more damage.
So, this ends up a little different, and I *think* better, than the Hate Monster: higher top-end AC when trying to max AC, and higher DPS when trying to max DPS -- with more hit points, higher Intimidate, and better saves. On the down side, the end-game uber-loot requirements are *much* higher... you essentially need different equipment loadouts on both, and have to grind Dragontouched for the +3 Dodge bonus. So, it's not necessarily a build for a casual player. (Like, for example, me.)