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DPR Output Guidelines

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Mar 2nd, 2017
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  1. Lv Trash Floor DMax
  2. 3 7 15 39
  3. 4 10 19 52
  4. 5 15 26 68
  5. 6 19 34 85
  6. 7 26 43 95
  7. 8 34 48 114
  8. 9 43 57 126
  9. 10 48 63 147
  10. 11 57 74 161
  11. 12 63 81 184
  12. 13 74 92 200
  13. 14 81 100 217
  14. 15 92 109 246
  15. 16 100 123 275
  16. 17 109 138 304
  17. 18 123 152 333
  18.  
  19. Trash: Below this value, the ability is pointless if its primary aspect is damage. The damage is at best a minor secondary boon of whatever the primary effect is.
  20. Trash Line: 1/2 of CR-2 Median
  21.  
  22. Floor: "damage dealers" should not go below this. This is the 'simple' level; pick the ability, maybe one or two glaringly obvious feats made for it, and basic obvious equipment for said ability (like someone that fights with swords would want a magic sword). It need not fully compensate for stormwinds or retards, but it shouldn't require system mastery to get here
  23. Floor: 1/2 of = CR
  24.  
  25. DMax: What normal optimization should attain without going full 2hu "only these best options" or multiclassing/gestalting. This should be the natural ceiling. If well but reasonably optimized builds go above this, it's probably trouble.
  26. DMax: Full HP of CR+1
  27.  
  28. DNe: There is no 'Never Exceed' damage within standard balancing; Such a value would only be appropriate for full multisystem-gestalt combination considerations.
  29.  
  30. AoE: Generally speaking AoE base output should remain close to 1/2 of the single target value. This will fall further due to saving throws, and then be multiplied by the number of targets hit. Its base should be decent however, and its scaling limited, to avoid needing high optimization to avoid falling under the trash-line: An AoE incapable of wiping out minions 1/2 the party's CR should they fail their saving throws is likely a wasted turn.
  31.  
  32. It is important to remember the accuracy factor, and to include for growth between Floor and VMax not only the basic class abilities but also things like FCBs and Itemization. Some warlock arm-cannon or aether codpiece adds a cost to the build that may be necessary to ensure all-around balancing, while still helping ensure proper output.
  33.  
  34. A rough estimate would be that if the floor is in the ranges above, but the 2hu builds cannot surpass the health of CR+2 on "regular" (non crit/miss) average turns, that's probably just right.
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