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  1. #21
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    You also have the +2 racial action point tome, so you end up with 16 free racial action points. Total pain to get, but it's fantastic for making builds and makes race choice matter a lot more.

  2. #22
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by Fauxknight View Post
    You also have the +2 racial action point tome, so you end up with 16 free racial action points. Total pain to get, but it's fantastic for making builds and makes race choice matter a lot more.
    Once you get nicely along the racial TR train it just becomes more outright fun too since only the core racial enhancements are level gated, so that power boost just gets compounded giving some fantastic advantages at low levels.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  3. #23
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    Since the majority of players play human, you can assume those 16 AP go into human tree as 2 action boosts, +3 Primary stat Action Surge, +2 Action Surge Con, +1 to primary stat and + 1 con, and 40 HAmp.

    Then you can do a "Grand Slam" total of Human, all purchased power, all tomes, all past lives, all RXp.

  4. #24
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by Tilomere View Post
    Since the majority of players play human, you can assume those 16 AP go into human tree as 2 action boosts, +3 Primary stat Action Surge, +2 Action Surge Con, +1 to primary stat and + 1 con, and 40 HAmp.

    Then you can do a "Grand Slam" total of Human, all purchased power, all tomes, all past lives, all RXp.
    It's a solid choice, but I'm gonna find it very hard to have my completionist as anything other than a stick-using tabaxi trailblazer.. pure SPEEEEEEEED!
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  5. #25
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    All in - everything DDO bonuses - Past Lives, Purchable Tomes, and Reaper Trees
    {total reaper bonuses for inside reaper dungeons only are in brackets-choosing ability score chosen above}
    Activated fully by level 22 [save for HP/SP/AC by level 32]


    Abilities:
    +5 Str +8 tome = +13 assume modifier of +6
    +8 Dex +8 tome +1 reaper tree = +17 {r +21} assume modifier of +8 {r 10}
    +6 Con +8 tome +1 reaper tree = +15 {r +19} assume modifier of +7 {r 9}
    +6 Int +8 tome +1 reaper tree = +15 {r +19} assume modifier of +7 {r 9}
    +6 Wis +8 tome = +14 assume modifier of +7
    +7 Cha +8 tome = +15 assume modifier of +7

    Action Points:
    +14 Racial Enhancement Action Points +2 tome = +16
    +1 Universal Tree Tome action point
    +9 Permanent Epic Destiny Points (5 from ED PLs + 4X Epic Completionist) +1 Historic +1 Fey +1 Dread +1 (+3 Fate Tome) = +13

    Skills:
    +5 Balance +5 tome + 8 am (ability modifier) = +18 {r 20}
    +4 Bluff +5 tome + 7 am = +17
    +4 Concentration +5 tome + 7 am = +16 {r 18}
    +5 Diplomacy +5 tome + 7 am = +17
    +7 Disable Device +5 tome + 7 am = +19 {r 21}
    +5 Haggle +5 tome +7 am = +17
    +5 Heal +5 tome +7 am = +17
    +4 Hide +5 tome + 8 am = +17 {r 19}
    +5 Intimidate +5 tome + 7 am = +17
    +4 Jump +5 tome + 6 am = +15
    +4 Listen +5 tome + 7 am = +16
    +5 Move Silently + 5 tome + 8 am = +18 {r 20}
    +4 Open Lock +5 tome + 8 am = +17 {r 19}
    +4 Perform +5 tome + 7 am = +16
    +8 Repair +5 tome + 7 am = +20 {r 22}
    +8 Search +5 tome +7 am = +20 {r 22}
    +9 Spellcraft +5 tome +7 am = +21 {r 23}
    +6 Spot +5 tome +7 am = +18
    +4 Swim +5 tome +6 am = +15
    +5 Tumble +5 tome +8 am = +18 {r 20}
    +8 UMD +5 tome +7 am = +20 [edit: corrected - credit Glass_Jaws!]

    Defensive:
    +66 HP (at level 1, increases to 210 as you level, plus an additional 34 from Epic Destiny points)
    At level cap 244 +176 reaper tree and ((32 L * 7 am)) +224 +10 destiny tome = 680 hit points {10+64+224+244+986=1528}
    +24 AC (at level 1, increases to 60 as you level) [Ac will vary by max allowed Dex bonus with possible +8 more {r 10}
    +12 Fort {r 14} / +13 Ref {r 27} / + 12 Will
    +48 PRR {r 69}
    +24 MRR
    +4% Dodge {r 13}
    +1% Dodge cap {r 3}
    +15% Fortification
    +15% Elemental absorption
    +45 Positive Healing Amplification
    +15 Negative Amplification
    +6 Elemental Resistance
    +11 Saves vs Traps; +19 Saves vs Ref-Based Traps {r 21}
    +8 Saves vs Enchantments and Illusions; +15 Saves vs Will-Based Enchantments and Illusions

    Spells:
    +180 Spell Points (plus an additional 17 from Epic Destiny points) +500 Reaper tree +5 Destiny tomes = 702 {r 752}
    +24 Positive Spell Power +17 Heal Skill +4 Inherent Tome of Spellpower +6 Reaper tree = 51 {r 93}
    +15 Fire, Lightning, Sonic, Acid, Poison, Negative Spell Power +21 spellcraft +4 Inherent Tome of Spellpower +6 Reaper tree = 46 {r 88}
    +10 DCs - Illusion, Evocation, Conjuration, Transmutation {r 14} +7 DCs - all other Schools of magic {r 11}
    +9 Spell Penetration [r 14}

    Offensive:
    +12 Attack with Str-based melee weapons {r 13}
    +12 Damage with Str-based melee weapons {r 13}
    +3 Sneak Attack
    +6 Sneak Attack Damage
    +6 Ranged Damage [+15 with Str-based thrower weapon {r 16}]
    +3 Tactical DCs {r 7}
    +7 Ranged Power from Reaper tree and Inherent tomes {r 28}
    +7 Melee Power from Reaper tree and Inherent tomes {r 28}

    Other:
    +6 Wand DCs
    +3 Extra Bard Songs
    +3 Extra Turns
    +6 Caster Levels for Turning
    +6 Summons and Hirelings Abilities


    I redid the calculations and hope I got everything.
    Last edited by Silverleafeon; 04-29-2023 at 12:59 AM.

  6. #26
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    Quote Originally Posted by Tilomere View Post
    Fantastic work all, looking forward to the grand summary of uberpletionist have-everything-ist!
    +1 Your wish is fulfilled, have a nice weekend!

  7. #27
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    Adding in Human Int + Con + HAmp, assuming reaper, and a cosmetic bunny hat. Interesting, that this is what moves an R1 character to land DCs and survive in R10.

    Abilities:
    +5 Str +8 tome = +13 assume modifier of +6
    +8 Dex +8 tome +5 reaper tree = +21 assume modifier of +10
    +6 Con +8 tome +5 reaper tree +1 Human + 2 Surge = +22 assume modifier of +11
    +6 Int +8 tome +5 reaper tree +1 Human + 3 Surge = +23 assume modifier of +11
    +6 Wis +8 tome = +14 assume modifier of +7
    +7 Cha +8 tome = +15 assume modifier of +7

    Action Points:
    +14 Racial Enhancement Action Points +2 tome = +16
    +1 Universal Tree Tome action point
    +9 Permanent Epic Destiny Points (5 from ED PLs + 4X Epic Completionist) +1 Historic +1 Fey +1 Dread +1 (+3 Fate Tome) = +13

    Skills:
    +5 Balance +5 tome + 10 am (ability modifier) = +20
    +4 Bluff +5 tome + 7 am + 3 bunny = +20
    +4 Concentration +5 tome + 11 am = +20
    +5 Diplomacy +5 tome + 7 am = +17
    +7 Disable Device +5 tome + 11 am = +23
    +5 Haggle +5 tome +7 am = +17
    +5 Heal +5 tome +7 am = +17
    +4 Hide +5 tome + 10 am = +19
    +5 Intimidate +5 tome + 7 am = +17
    +4 Jump +5 tome + 6 am + 5 bunny = +20
    +4 Listen +5 tome + 7 am = +16
    +5 Move Silently + 5 tome + 10 am = +20
    +4 Open Lock +5 tome + 10 am = +19
    +4 Perform +5 tome + 7 am = +16
    +8 Repair +5 tome + 11 am = +24
    +8 Search +5 tome +11 am = +24
    +9 Spellcraft +5 tome +11 am = +25
    +6 Spot +5 tome +7 am = +18
    +4 Swim +5 tome +6 am = +15
    +5 Tumble +5 tome +10 am = +20
    +8 UMD +5 tome +7 am +3 bunny= +23

    Defensive:
    +66 HP (at level 1, increases to 210 as you level, plus an additional 34 from Epic Destiny points)
    At level cap 244 +176 direct hp in reaper tree + 986 Reaper Indirect HP + ((32 L * 11 am = 352)) +10 destiny tome = 1656
    +24 AC (at level 1, increases to 60 as you level) [Ac will vary by max allowed Dex bonus with possible +10 more
    +16 Fort / +13 Ref / + 12 Will
    +69 PRR
    +24 MRR
    +13% Dodge
    +3% Dodge cap
    +15% Fortification
    +15% Elemental absorption
    +85 Positive Healing Amplification
    +15 Negative Amplification
    +6 Elemental Resistance
    +11 Saves vs Traps; +19 Saves vs Ref-Based Traps
    +8 Saves vs Enchantments and Illusions; +15 Saves vs Will-Based Enchantments and Illusions

    Spells:
    +180 Spell Points (plus an additional 17 from Epic Destiny points) +500 Reaper tree +5 Destiny tomes = 752
    +24 Positive Spell Power +17 Heal Skill +4 Inherent Tome of Spellpower +6 Reaper tree = 51 {r 93}
    +15 Fire, Lightning, Sonic, Acid, Poison, Negative Spell Power +25 spellcraft +4 Inherent Tome of Spellpower +6 Reaper tree = 92
    +16 DCs - Illusion, Evocation, Conjuration, Transmutation +13 DCs - all other Schools of magic (assume Int casting)
    +14 Spell Penetration

    Offensive:
    +19 Attack with Int-based melee weapons
    +19 Damage with Int-based melee weapons
    +3 Sneak Attack
    +6 Sneak Attack Damage
    +25 Ranged Damage {assuming Int to damage and Int trance)
    +19 Tactical DCs {assuming Int tactical and Int trance)
    +28 Ranged Power from Reaper tree and Inherent tomes
    +28 Melee Power from Reaper tree and Inherent tomes

    Other:
    +6 Wand DCs
    +3 Extra Bard Songs
    +3 Extra Turns
    +6 Caster Levels for Turning
    +6 Summons and Hirelings Abilities

    +1 to all who came before me.
    Last edited by Tilomere; 04-29-2023 at 09:59 PM.

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