User:Franken Kesey/DPR (3.5e Guide)

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Author: Franken Kesey (talk)
Date Created: 04/29/19
Status: Work in progress
Editing: In talk.
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DPR[edit]

Damage is not just a question of how much you can deal, but also how often you hit, crit, and if buffs help. This is calculated using probabilities with a maximum of 95% success rate of any attack hitting (natural 1 keeps it from being 100%), and minimum of 5% chance (natural 20). This must then be corrected for Armor Class, which is ECL*1.5+10. Thirdly, critical chance and damage must be calculated separately; this means that if the threat range is 19-20 there is a 10% chance of a critical hit, but also 10% must be reduced from all average hit chances (i.e., if non-crit is 95%, it now is 85%). Fourth, the question of buffs. Buffs take time and increase the risk of no action (by complications which can arise within a prep round). However, the right kind of buff can greatly increase damage. Thus, rounds that a player uses to buff divide the total damage (i.e., if 1 prep round, then divide by 2). Quickening spells and powers or getting an ally to buff is the best way to do it; for the less prep rounds the better. All this put together is called Damage Per Round (or DPR). This guide notes good ways to increase this, and things to avoid.

Basic Principles[edit]

First, prioritize attack chance over damage. If you can kill a dragon in one hit 10% of the time, but miss 90% of the time your DPR will be drastically decreased.

Second, minor ability bonuses especially to strength and dexterity are more useful than a extra die in damage. For the ability bonus affects both chance to hit and damage. However, chance to hit can never exceed 95%, thus if you are well over this invest in damage die.

Third, critical threat range is better than a bonus multiplier. Thus 18-20x2 is better than 20x3. Also the keen weapon enhancement or improved critical feat can increase this threat range. However, they do not stack, but certain enchantments and feats can increase damage die on a critical hit.

Fourth, increasing number of attacks with two weapon fighting, mutiweapon fighting, haste, etc. is generally a good idea. This reduces attack chance, thus not good against epic AC. But can increase DPR if done correctly.

Fifth, buffs are the most debated and customizable boon to DPR. See below list of common buffs. However, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see modifiers).

Sixth, is the final calculation which is: (<1st attack damage>*<1st attack chance–critical chance>+<2nd attack, etc.>*<2nd attack chance–critical chance, etc.>+<1st critical damage>*<critical chance>+<2nd critical damage, etc.>*<critical chance>)/<number of prep rounds+1>.

Bonuses[edit]

Weapons[edit]

The easiest way is to increase weapon enchantments. A simple numerical bonus can be good, and the following enchantments are also good: keen, vicious, flaming, frost, shock, psychokinetic and collision.

Feats[edit]

Start by increasing number of attacks in a round with things like: two-weapon fighting, improved two-weapon fighting, greater two-weapon fighting, multiweapon fighting, improved multiweapon fighting, greater multiweapon fighting, multiattack and improved multiattack.

Then add anything which gives an attack bonus, damage die, or ability score bonus (i.e., hothead).

Critical Specialization[edit]

Weapons with criticals of 18-20x2 can be empowered significantly with the keen enhancement or improved critical feat. Many of the burst weapon enchantments will add to this damage output on critical hits (and should be invested in with this type of build). This can drastically increase DPR, but will only deal epic damage 30% of the time (in best case scenario). Keen enchantment is very good, however all other critical specialization is better to be avoided. At later levels, improved critical will help by increasing critical threat range.

Buffs[edit]

All temporary buffs, remember the less prep rounds the better.

Optimized Spells: enlarge person, heroism, magic weapon, bull's strength, cat's grace, haste, rage, good hope, greater heroism

Optimized Powers: expansion, metaphysical weapon, manifest blade, animal affinity, lion's charge, psychofeedback

Avoid Spells: bless (not worth the time)

Avoid Powers: weapon of energy (not worth the time), hustle (unless a feature requires a move action to activate).


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