Updated 03/01/13 to reflect U14 changes
Why this Guide?
Because the formula for turning undead is somewhat complicated and there's a lot of misunderstanding about turn undead and how it works. So the purpose of this guide is explain exactly how Turn Undead works and hopefully clear up some misunderstandings.
Who cares, Radiant Burst FTW!
Radiant Bursts work really well in non-epic, but starts to fall short in Epic when Mobs have thousands of HP.
Bursts are also subject to spell penetration, mobs that have SR can nullify your burst.
Turns do have it's uses in the right situations. Turns have the following advantages:
1. It is low HD seeking - Turn Undead seeks out and kills the lowest HD mob first. Which usually happens to be the most dangerous type (casters).
2. It has a wider range - When mobs are scattered, turn undead can reach mobs that Burst cannot.
3. It has vertical range - You can turn mobs even when they are on a different plane such as hard/unreachable cliffs, top of stairs, etc.
4. Short cooldown - You can spam Turns faster than you can spam radiant bursts.
5. No Spell Penetration/Save checks - Turns use a unique system to that bypasses spell penetration/save checks. If your turns are strong enough, you can no fail turn any undead (non-boss, of course).
6. It works through walls - Nuff said.
7. Against undeads that have deathward, a Paladin's turn undead becomes an effective CC as it will stun them.
But it takes to much effort to acquire all those gears for turning!
Gears that affect turning grant bonuses in the following 3 categories:
1. Effective Turn Level - This is most important bonus. it improves both Turning Check Roll and Turning Damage Roll (see below)
2. MaxHD - Second most useful bonus. It affects the Turning Check Roll only (the all important first roll)
3. TotalHD - Least useful bonus. It is only applied to Turning Damage.
List of items and their bonuses:
Code:
Turn Level MaxHD TotalHD
Hallowed +0 +2 +0
Eternal Faith +2 +2 +4
Sacred +2 +0 +0
Silver Flame +0 +0 +6
TOD Radiant Servant Set +3 Exceptional (stacking)
Items that grant the bonus in the same category do not stack.
To maximize gear for turning:
For low level:
Sacred: grants +2 bonus (for low level until you get eternal faith)
Silver Flame: grants +6 totalHD bonus, useful at low levels where mob HD is still low.
Higher Level
Eternal Faith: grants +4 bonus (+2 effective level and +2 maxhd).
TOD Radiant Servant Ring: grants +3 exceptional bonus
All other turning gear (hallowed, silverflame at high level) are mostly useless.
Ok then, how exactly does turning work?
Turning Undead consists of the following checks:
1. Turning Check - To determine the Hit Dice of the most powerful mob you can affect.
2. Turning Damage - To determine the number of undead you can affect.
The most important factor in making turns effective the first roll: the Turning Check. Turning Check is made to determine your effective Cleric Turn Level. If your effective Cleric Turn Level cannot beat the HD of the mob, then your turn is useless against it.
TURNING CHECK BREAKDOWN
Code:
Formula:
EFFECTIVE
TURN LEVEL = CLERIC LEVEL + EFFECTIVE LEVEL BONUS + MAXHD BONUS + BONUS MODIFIER (D20 roll)
LEVEL 20 CLERIC: +20
EFFECTIVE LEVEL BONUS
Items: (Eternal Faith) +2
Spells: (Seek Eternal Rest) +4
Action Points: (Improved Turning) +1 (max +3)
Feats: (Past Life: Cleric) +0 (max +6)
(*Improved Turning) +0 (max +1)
Exceptional: (Radiant Servant Set) +3
====================================================
EFFECTIVE LEVEL BONUS +10 (max +19)
MAXHD BONUS** (Eternal Faith) +2
===================================================
TOTAL BEFORE D20 ROLL 32 (max 41)
*You typically would not burn a feat on Improved Turning
Cleric Past Lifes are a boon and helps significantly
if you can acquire them.
**MAXHD is a special bonus found on Eternal Faith item that
grants bonus to Turning Check roll, but not Turning Damage roll.
BONUS MODIFIER
D20 Roll + Bonus
*CHA Modifier Modifier
0 -4
1-3 -3
4-6 -2
7-9 -1
10-12 +0
13-15 +1
16-18 +2
19-21 +3
22+ +4
*The higher your charisma bonus, the less variance and more
predictable your turn ability becomes. For example if you
have +9 CHA modifier, you can't roll less than 10. You will
always gain bonus of +0 to +4.
TURNING DAMAGE BREAKDOWN
Code:
Formula:
TOTAL # HD TURNED = 2D6 + CLERIC LEVEL + EFFECTIVE LEVEL BONUS + TOTALHD BONUS + CHA MODIFIER
LEVEL 20 CLERIC: +20
EFFECTIVE LEVEL BONUS
Items: (Eternal Faith) +2
Spells: (Seek Eternal Rest) +4
Action Points: (Improved Turning) +1 (max +3)
Feats: (Past Life: Cleric) +0 (max +6)
(Improved Turning) +0 (max +1)
Exceptional: (Radiant Servant Set) +3
====================================================
EFFECTIVE LEVEL BONUS +10 (max +19)
TOTALHD BONUS: (Eternal Faith) +4
CHA MODIFIER: (28 Charisma) +9
===========================================
TOTAL: +43 (max +52)
+2D6 ROLL: 45-55 (max 54-64)
Item Modifiers:
Hallowed: +2 totalHD
**Eternal Faith: +6 total (+4 totalHD, +2 Clr Level)
**Silver Flame: +6 totalHD
*Turning Damage really only matters in non-epics. Epic mob HD are so high
that, unless you have extremely high Charisma (40+), it is practically
impossible to turn more than one at a time.
** Note that you can stack Eternal Faith and Silver Flame for a total of +8 bonus from items (+6 totalHD, +2 clr
level).
What is Turn Resistance?
Turn Resistance is a mechanic that just artificially inflates a mob's HD for the purposes of turning. So if you see a mob with CR7 and your turning roll is 7HD or less - yet the mob doesn't die. Then the mob has either some form of turning resistance or their HD is higher than their CR.
Detailed Explanation:
Originally Posted by
MrCow
It may be worth noting that most undead in quests made past Module 7.1 (from when monks were made) have a Hit Dice equal to their Challenge Rating, including monsters where this defies the normal tendency (such as zombies and skeletons). Also, a large amount of the undead that have Turn Resistance on Normal sometimes lack it on Hard or Elite Difficulties (Korthos quests are pretty infamous on this with the ghouls).
Turn Resistance is an ability undead possess that helps protect them against Turn Undead. It effectively raises their Hit Dice for the purpose of resisting Turn Undead (the check to see if you hit the undead with Turn Undead), but does not grant any other bonuses that more Hit Dice would yield (such as higher saves, or consuming more Turn Damage from Turn Undead).
Turn Resistance typically is found on sentient undead such as wights, ghouls, mummies, vampires, liches, quells, wheeps, and so forth.
However, due to how DDO handles monster data in the more recent years, there are bugs that crop up. One such bug is that undead that are templated for use on Normal Difficulty sometimes lack their innate Turn Resistance on Hard or Elite difficulty.
Quests made prior to Module 7.1 such as Xorian Cipher, have a Hit Dice to Challenge Rating Ratio of about 1.5 HD per 1 CR. Newer skeletons, such as the ones found in Spies in the House, have a 1 HD per 1 CR ratio, and are much easier to turn due to that.
How effective is turn undead in Epic Content (EN/EH/EE)?
Effectiveness of turns are based on CR. The following is a list of CR's of undeads found in various epic
quests:
Code:
Undead CR in Epic Content
Black VoN5 Lord of Unquiet Madstone
Loch Dust Graves Crater
EN 22 20 23 17-24 24
EH 30 28 32 20-28 28
EE 45 43 48 31-43 54(!)
From the above, we can conclude:
- Epic Normal, turn is very effective.
- Epic Hard turn is effective.
- Epic Elite is (almost) useless.
On average this is how many undeads you can kill in a single turn:
- Epic Normal: 2 - 3
- Epic Hard: 1 - 2
- Epic Elite: 0.. 1 if against the weakest undead (slain villagers), 1 IF you invested heavily (see below)
What is the maximum turn level a cleric can reach?
Current possible maximum HD a cleric can turn is 45. So it is theoretically possible to turn undead in certain EE's. To reach 45, the following is required:
Code:
LEVEL 20 CLERIC: +20
Items: (Eternal Faith) +4
Spells: (Seek Eternal Rest) +4
Action Points: (Improved Turning 3) +3
Feats: (3 Past Life: Cleric) +6
(Improved Turning) +1
Exceptional: (Radiant Servant Set) +3
====================================================
+41
+4 Bonus on D20 Roll +4
====================================================
+45
Even if you can reach the magic 45 HD number, you need very high CHA bonus (+22!!) to ensure you roll a +4 bonus each attempt.
How do I get more turns?
The main sources of turns are:
Code:
Base - 3
+Charisma Modifier - 28 charisma (+9)
+*Items - Lesser Turning item (+2)
Alchemist Pendant (+1)
TOD Ring set: Radiant Servant (+1)
Warpriest (+2)
Silver Flame (+3)
+AP - Extra Turning Enhancements (Max +4)
+Feat - Extra Turning Feat (+4)
Past Life: Cleric (+1, max+3)
+ED Enhancements - Endless Turning ability for Unyielding Sentinel
*Items that grant additional turns do not stack with each other.
Would having paladin levels add or hinder for turning purposes?
The short answer is it would hinder:
Originally Posted by
butcheredspirit
From testing I did awhile back, cleric and paladin turn levels do appear to stack. However this would be irrelevant either way, if you only splash 2 levels.
Paladins only begin to gain turn levels at level 4.
You would have 2 turning levels less than a pure build.
Additional details regarding turn undead can be found here:
http://ddowiki.com/page/Turn_Undead