A Cloak of Charisma (Dungeon Master's Guide 253) provides an enhancement bonus to Charisma which will both help with Iaijutsu Focus checks and add to the bonus damage to Iaijutsu bonus dice at 10th level. If you can convince your DM to allow it, you could create a Crystal Mask (Magic Item Compendium) that provides a bonus to Iaijutsu Focus.
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- 3Game Rule Components
Introduction[edit]
Why waste time and risk your life in a long, dangerous battle when you can just kill your opponents in one quick, decisive cut. The Massive Damage Striker optimization seeks to do just that. If your target survives the first attack, it won't want to know what a second is like. Just keep in mind, unless you can fly or run faster than your opponents, you'll want to have a retainer or two with a strong bow at your side, because the Striker is a melee combatant through-and-through.
References[edit]
Complete Warrior [1]
Dungeon Master's Guide [2]
Magic Item Compendium [3]
Oriental Adventures [4]
Player's Handbook [5]
Player's Handbook II [6]
Unearthed Arcana [7]
Netbook of Feats
Dungeon Master's Guide [2]
Magic Item Compendium [3]
Oriental Adventures [4]
Player's Handbook [5]
Player's Handbook II [6]
Unearthed Arcana [7]
Netbook of Feats
Game Rule Components[edit]
Race and Templates[edit]
This build was designed on a human character; the human race provides an extra feat which helps tremendously, and the extra skill points help offset the build's comparatively low Intelligence score. Templates that give bonuses to Charisma and Dexterity may be helpful, but you will need to juggle your feat selections accordingly.
Classes[edit]
This build uses only the Fighter base class from the Player's Handbook and Iaijutsu Master prestige class from Oriental Adventures.
Items[edit]
The Focus ability (Oriental Adventures, 125) grants a +4 insight bonus to Iaijutsu Focus checks, only costs 640gp, and does not count against the weapon's enhancement bonus for purposes of determining weapon cost.
Dust of Immobility (Oriental Adventures, 140) forces opponents to succeed on a Fortitude saving throw or be affected by hold person and only costs 300gp. This allows you additional uses of Iaijutsu Focus against the same opponent.
A Circlet of Persuasion (Dungeon Master's Guide 252) provides a +3 competence bonus to Charisma-based checks (which includes Iaijutsu Focus), and costs 4,500gp.
A Cloak of Charisma (Dungeon Master's Guide 253) provides an enhancement bonus to Charisma which will both help with Iaijutsu Focus checks and add to the bonus damage to Iaijutsu bonus dice at 10th level.
If you can convince your DM to allow it, you could create a Crystal Mask (Magic Item Compendium) that provides a bonus to Iaijutsu Focus. This would be a +10 Insight bonus to Iaijutsu Focus for 10,000gp.
Dust of Immobility (Oriental Adventures, 140) forces opponents to succeed on a Fortitude saving throw or be affected by hold person and only costs 300gp. This allows you additional uses of Iaijutsu Focus against the same opponent.
A Circlet of Persuasion (Dungeon Master's Guide 252) provides a +3 competence bonus to Charisma-based checks (which includes Iaijutsu Focus), and costs 4,500gp.
A Cloak of Charisma (Dungeon Master's Guide 253) provides an enhancement bonus to Charisma which will both help with Iaijutsu Focus checks and add to the bonus damage to Iaijutsu bonus dice at 10th level.
If you can convince your DM to allow it, you could create a Crystal Mask (Magic Item Compendium) that provides a bonus to Iaijutsu Focus. This would be a +10 Insight bonus to Iaijutsu Focus for 10,000gp.
Miscellaneous[edit]
This build is feat-heavy, and uses the maximum (two) flaws to help obtain the vast repetoire required to fully take advantage of its features. The build was designed with the flaws Shaky and Illiterate from Unearthed Arcana. Shaky confers a -2 penalty to ranged attack rolls --the Massive Damage Striker is a purely melee combatant, so this blatant abuse of the flaws system only works in your favor (bonus feat, no real penalty). Illiterate functions as the Barbarian class feature Illiteracy, but cannot be overcome by taking a level in a literate class. Additionally, it provides a +1 (unnamed) bonus to a single skill of your choice (since the build relies mostly on Iaijutsu Focus, I recommend that). You can, however, become literate without losing the bonuses of the flaw (extra feat, skill bonus) by spending two skill points to become literate.
Progression[edit]
The suggested ability scores for this build are as follows.
For a Standard Point-Buy system, your starting abilities should be Str 10, Dex 14, Con 10, Int 10, Wis 8, Cha 17.
If your campaign uses the Elite Array, you should distribute your scores in this manner: Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 15.
Make sure your Dexterity score is at least 14 at character creation, otherwise you will not be able to raise it high enough (without permanent, expensive magical enhancement) to take Flick of the Wrist at 15th level. A high Intelligence will confer a Dodge bonus to Armor Class after taking the first level of Iaijutsu Master, but only when not wearing armor.
For a Standard Point-Buy system, your starting abilities should be Str 10, Dex 14, Con 10, Int 10, Wis 8, Cha 17.
If your campaign uses the Elite Array, you should distribute your scores in this manner: Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 15.
Make sure your Dexterity score is at least 14 at character creation, otherwise you will not be able to raise it high enough (without permanent, expensive magical enhancement) to take Flick of the Wrist at 15th level. A high Intelligence will confer a Dodge bonus to Armor Class after taking the first level of Iaijutsu Master, but only when not wearing armor.
ECL | Class/HD/LA | Feats | Special |
---|---|---|---|
1st | Fighter | Cross Class Learning(Iaijutsu Focus, any other) , Perceptive Duelist, Improved Initiative, Exotic Weapon Proficiency(Katana) | Iaijutsu Focus* 4 ranks |
2nd | Fighter | Quick Draw | Iaijutsu Focus 5 ranks |
3rd | Fighter | Improved Unarmed Strike | Iaijutsu Focus 6 ranks |
4th | Fighter | Weapon Juggle | Ability Increase: Dexterity +1, Iaijutsu Focus 7 ranks |
5th | Fighter | -- | Iaijutsu Focus 8 ranks |
6th | Fighter | Stunning Fist, Skill Focus(Iaijutsu Focus) | Iaijutsu Focus 9 ranks |
7th | Iaijutsu Master | -- | Canny Defense, Weapon Finesse(Katana), Iaijutsu Focus 10 ranks |
8th | Iaijutsu Master | -- | Lightning Blade, Ability Increase: Dexterity +1, Iaijutsu Focus 11 ranks |
9th | Iaijutsu Master | Freezing the Lifeblood* | Iaijutsu Focus 12 ranks |
10th | Iaijutsu Master | -- | (Bonus Feat: Dodge), Iaijutsu Focus 13 ranks |
11th | Iaijutsu Master | -- | Strike From the Void, Iaijutsu Focus 14 ranks |
12th | Fighter | Combat Reflexes | Iaijutsu Focus 15 ranks |
13th | Fighter | Weapon Focus (Katana) | Ability Increase: Dexterity +1, Iaijutsu Focus 16 ranks |
14th | Fighter | -- | Iaijutsu Focus 17 ranks |
15th | Fighter | Mobility, Spring Attack | Iaijutsu Focus 18 ranks |
16th | Fighter | -- | Ability Increase: Charisma +1, Iaijutsu Focus 19 ranks |
17th | Fighter | Weapon Specialization(Katana) | Iaijutsu Focus 20 ranks |
18th | Fighter | Improved Critical(Katana) | Iaijutsu Focus 21 ranks |
19th | Fighter | Bonded Weapon (3.5e Feat) | Iaijutsu Focus 22 ranks |
20th | Fighter | -- | Ability Increase: Charisma +1, Iaijutsu Focus 23 ranks |
- Oriental Adventures
Highlights[edit]
This build relies on killing enemies before they get a chance to react. Iaijutsu Focus grants a character generous bonus damage dice against flat-footed opponents. So long as the Striker acts first in combat, takes his opponents by surprise, or successfully employs his Stunning Fist, he can deal massive damage (both literally and figuratively) to his opponents. A high Charisma modifier acts as bonus on each bonus damage die granted by Iaijutsu Focus at the 5th Iaijutsu Master level. The minimum bonus damage dice at this level (10th) will be +3d6 on a result of 22 (2 result + 3 skill focus + 1 illiterate + 13 skill ranks + 3 Charisma modifier) and the maximum will be +7d6 on a result of 40 (20 result + 3 skill focus + 1 illiterate + 13 skill ranks + 3 Charisma mdifier). This damage is in addition to the normal damage dealt by the katana, so minimum damage output will be 13 (1 katana + 3 Iaijutsu bonus dice + 9 Iaijutsu bonus damage) and maximum damage (no critical) will be 73 (10 katana + 42 Iaijutsu bonus dice + 21 Iaijutsu bonus damage), with the average damage output being 37 with an Iaijutsu Focus roll of 10 (5 katana + 17 Iaijutsu bonus dice + 15 Iaijutsu bonus damage).
It is important to note that Iaijutsu focus only functions against Flat-Footed and Immobilized opponents, and that the bonus damage applies to the first attack made after the check. Additionally, however, to gain the benefits of Iaijutsu Focus, you must draw a weapon in the same round, so Quick Draw and Quick Sheath are absolutely necessary to this build. Quick Sheath makes sheathing your weapon a free action, which does not provoke attacks of opportunity, allowing you to freely draw and sheath your weapon throughout combat, conceivably gaining the benefits of Iaijutsu Focus every attack (the check is a free action).
!!Iaijutsu Focus requires you to strike before the opponents turn in the initiative order 'If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage' so while stunning fist may be used to delay their action for one turn, it cannot be used mid combat for additional Iaijutsu Focus strikes as it merely denies them Dex to AC, NOT leaving them flat-footed.
This is a correction to the concept of Iaijutsu Focus being used against Immobilized opponents, if they are not flat-footed, it doesn't work!!
Check with your DM as to the appropriateness of the above statement. An example of a flat-footed opponent is given as first round of combat. However, the next sentence can be read that the conditions for flat-footed i.e. an opponent who loses their Dex AC bonus, and cannot make attacks of opportunity. There are feats, such as surprise riposte (Drow of the Underdark), that allow you to confer the flat-footed status in combat.
Unfortunately due to the wording of several books, it's unclear whether immunity to either one of the conditions grants immunity to being flat-footed, i.e. whether a character who retains his dex bonus to AC when he normally would lose it, but cannot make AoOs may still be considered flat-footed.
However, given that feats can confer this status, it would make sense that any combination of status' that would leave an opponent without the Dex bonus to AC and unable to make attacks of opportunity should confer flat-footed as the condition in addition to any other effects. This would make an immobilized opponent flat-footed.
Munchkin-Size Me[edit]
The Striker is already a Munchkin-level abuse of the existing rules, but if you can add anything to it, please feel free to add it here!
- Blurstrike (Magic Item Compendium) helps greatly.
- A one level dip into the Marshal base class (Miniatures Handbook) gets you your CHA bonus to CHA (skill) checks. Good for them early damages. -BBQLord
- Since Stunning Fist doesn't work well for this classes purposes, get rid of it along with Improved Unarmed Strike and Freezing The Life Blood. (If you want to have the ability to punch something in a grapple go for a gauntlet). Instead, take Item Familiar (Unearthed Arcana) and apply it to your Katana. Pump your skill points into it, potentially doubling your Iajutsu Focus base. Also gives nice additional benefits. Change your 6th level feat to Power Attack (Player's Handbook) and your 9th level feat to Leap Attack (Complete Adventurer). With this combo, there shouldn't be a second turn. You rush in, draw your weapon as part of your charge, Jump at the target. With a -5 point power attack you get +30 damage. Due to the Item Familiar you should have an additional +8 to your Iajutu Focus by tenth level increasing your min, max, and average by one die, by 20th level it should increase IF by +18, leaving your minimum IF roll at the maximum for the skill (2 (d20) + 23(skill) + 18 (Item Familiar) + 3 (skill Focus) + 4 (charisma Bonus) = 50). Downside is that if you lose your Item Familiar you are totally screwed.
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Aura Kingdom Crit vs Dmg Stat Analysis by imakebirdiescry
Hi, welcome to my guide to CRIT vs DMG. Hopefully this will be part of a series that will include HP/DEF/EVA, ACC/CRITDMG, and possibly more (if anyone can think of a comparison they would like, please let me know).
Since I want this guide to be accessible and useful for everyone, I will start off with the conclusions of my math.
IF YOU DON’T WANT TO READ A WALL OF MATH, JUST READ THE FIRST PART. HOWEVER, PLEASE DON’T TRY TO ARGUE MY MATH WITHOUT READING IT, THANKS.
IF YOU DON’T WANT TO READ A WALL OF MATH, JUST READ THE FIRST PART. HOWEVER, PLEASE DON’T TRY TO ARGUE MY MATH WITHOUT READING IT, THANKS.
How should I build?
If you’re focusing on dealing the most damage possible, build for crit and crit damage. If you’re focusing more on defense (like guardian and bard), build for damage and ignore crit, because crit damage takes up alot of stat option slots that you would rather use for damage reduction, and crit without crit damage does not give you as much damage as DMG does.
In general, if you have over 200% crit damage, building more crit chance will give you more damage. If you have less than that, building more DMG will give you more damage. BUILDING CRIT AND CRIT DAMAGE WILL GIVE YOU MORE DAMAGE THAN BUILDING PURE DAMAGE WILL EVER GET YOU.
In particular, if you are going crit, you should try to get crit damage anywhere you can. This includes Envoy path, Ultimate skill (Callousness), Secret stones (go for the +6% crit dmg ones, even if they don’t affect any of your skills), trophies (aka Fia’s Fairy dust – this item was made for crit builds), and any other crit damage bonuses you can find. If you have to choose between crit chance and crit damage, and are around 200% crit damage already, 1% crit damage is worth about 0.25% crit chance. Obviously the more crit chance you already have, the more useful crit damage is, and the more crit damage you already have, the more useful crit chance is.
Calculations Intro
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Since crit runs on RNG, we will use the law of large number averages to calculate an average damage. The simple formula for average damage is therefore as follows:
![3.5 increasing base dmg system 3.5 increasing base dmg system](https://vignette.wikia.nocookie.net/bossmonster/images/1/1a/KSA012_Trash_Compactor.jpg/revision/latest?cb=20121228060959)
total damage = DMG * [1 + critrate * (critdmg – 1) ]
ex: You have 15000 DMG, 50% crit chance, and 170% crit damage. Your average damage is therefore 15000 * (1 + 0.5 * (1.7 – 1) ] = 20250.
Now, most of your damage comes from skills. Skills have a base damage and a damage ratio (these can be found here). Say you’re a level 45 wizard and your Meteor skill is level 48. You have a DMG stat of 15000. Then its damage is 1.4 * (9103 +15000).
Now one thing to note here is that increasing your DMG will increase the bonus damage, but not the base damage. A crit, however, will increase the damage of both the base and the bonus components. We can thus give the damage formula for a skill as:
skill damage = skillbonus * (base + DMG) * [1 + critrate * (critdmg – 1) ]
Now that we have a formula for skill damage, let’s take a look at how adding points to crit or damage will affect your overall damage.
Stats
Title bonuses and Eidolon bonuses are always applied at the end. They are not affected by any % increases.
DMG
Each stat point in damage increases your damage by 0.35%. This applies to both your base damage, weapon damage, and any bonus damage from gear. Other percentage increases in damage (from Envoys and from %DMG stats on gear) stack additively, not multiplicatively, with this. For example, say you have 10 points in damage (3.5% increase) and a full set of damage gear (8% increase). This is an 11.5% increase (3.5+8=11.5).
So the overall formula for damage stat is:
DMG = [(base + weapon + gear) * (stat% + gear% + envoy%)] + title + eidolon
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This is the damage stat listed in your character window. The only difference between your primary and secondary weapons is the main damage stat listed on the respective weapons. All other % bonuses are applied the same way.
CRIT
![Increasing Increasing](https://gamepedia.cursecdn.com/arksurvivalevolved_gamepedia/7/78/Eurypterid_PaintRegion3.jpg)
When dealing with crit, I will refer to crit stat and crit chance. These are different. Gear/stats dealing with crit are generally added to your crit stat (some exceptions exist). Crit chance is your percentage chance to land a crit derived from your crit stat relative to the target’s level. Crit stat is linearly related to crit chance – that is, increasing your crit stat by 10 gives you the same increase in crit chance whether your crit stat is going from 100->110 or 3500->3510.
Each stat point you invest in crit will give you enough crit stat to raise your crit chance by 0.25%. That means the stat points you invest in crit give you a constant crit chance as you level, but their crit stat value increases as you level.
Most things that give CRIT+X% just add directly to your crit chance without affecting your crit stat. These incluce costumes, envoy path, and secret stones (?unsure, I don’t have any crit chance stones to test). However, a few gear bonuses will actually add a % of your crit stat. These % crit stat bonuses will ignore any crit stat you get from adding stat points, but include all crit stat gained from gear as well as your base crit stat.
The overall formula for CRIT% is:
CRIT% = %CRITBonus + (0.25 * statpoints) + {K * [ %CRITStat * (base + gear) + title + eidolon] }.
statpoints is the number of attack points you have invested into crit. %CRITBonus is the total sum of all your %CRIT bonuses that apply directly to your crit chance (envoy, costume, secret stone, gear). %CRITStat is the total sum of the %CRIT bonuses that apply to your crit stat instead of directly to your crit chance (ultimate skill, some gear). K is a constant of proportionality between your crit stat and your crit chance. This changes based on level. At level 53 my value of K is around 0.007, which means every point of crit stat gives me 0.007% crit chance.
A nice explanation of K by Mythyc:
I was actually compiling statistics on K (or in my case, 1/K [how many points does it take to get a 1% increase in a stat]and with my preliminary results (had to start a character from scratch to get these):
- LVL 1 – 1.55
- LVL 2 – 1.70
- LVL 3 – 1.95
- LVL 4 – 2.30
- LVL 5 – 2.75
- LVL 6 – 3.30
- LVL 7 – 3.95
- LVL 8 – 4.70
- LVL 9 – 5.55
- LVL 10 – 6.50
- LVL 11 – 7.55
- LVL 12 – 8.70
- LVL 13 – 9.95
- LVL 14 – 11.30
- LVL 15 – 12.75
- LVL 16 – 14.30
- LVL 17 – 15.95
- LVL 18 – 17.70
- LVL 19 – 19.55
- LVL 20 – 21.95
- LVL 21 – 23.55
- LVL 22 – 25.70
- LVL 23 – 27.95
- LVL 24 – 30.30
- LVL 25 – 32.75
- LVL 26 – 35.30
- LVL 27 – 37.95
- LVL 28 – 40.70
- LVL 29 – 43.55
- LVL 30 – 46.50
- LVL 31 – 49.55
- LVL 32 – 52.70
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etc…
In other words, the difference in points between each successive level is increased by 0.1. 1/K describes the amount of points required to increase a given stat by 1%.
Applies to CRIT, EVA, SPD and DEF.
In other words, the difference in points between each successive level is increased by 0.1. 1/K describes the amount of points required to increase a given stat by 1%.
Applies to CRIT, EVA, SPD and DEF.
I found that the formula to find 1/K is:
(N (N+1) / 2) * 0.1 + (1.5 – [N * 0.05])
Where N is your current level.
In your case, 1/K would be:
53(54)/2 * 0.1 + (1.5 – (53 * 0.05)) = 141.95
or
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K = 0.00704 (which coincides with your results)
Hope that helps
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A more simplified version of the crit formula if you just want to check values quickly:
CRIT% = %CRITBonus + (K * critstat).
Maths on total damage
Using level 48 Meteor as an example, we have:
skill damage = 1.4 * (9103 + DMG) * [1 + critrate * (critdmg – 1) ]
Sample starting stats are 15000 DMG and 20% crit chance. I plotted a change of 50 stat points’ worth in crit (red line) and indamage (blue line) at different levels of crit damage (130%, 190%, 200%, 210%, 300%). The following plot is what results:
skill damage = 1.4 * (9103 + DMG) * [1 + critrate * (critdmg – 1) ]
Sample starting stats are 15000 DMG and 20% crit chance. I plotted a change of 50 stat points’ worth in crit (red line) and indamage (blue line) at different levels of crit damage (130%, 190%, 200%, 210%, 300%). The following plot is what results:
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Here we see that at low crit damage, adding points to DMG will increase your damage more. However, once you go over 200% crit damage, adding points to crit will add more to your damage. Also, we can see that you will get more out of building crit+crit damage than you could ever get out of going pure damage. Also, a 10% increase in crit damage is worth a good 10 stat points’ worth of crit chance.