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Giant2005
2016-04-13, 03:46 AM
Damage isn't really a fair metric for a build's competency, but this is just for fun.
So make a build, follow the rules, and total the damage inflicted over a 5 round period.

Here are the rules:
1. Your target is a single, indestructible training dummy that counts as a monster, and will not react to anything you do in any way. It has an AC of 18 and +6 to all saves.
2. No outside buffs and no pre-buffing (you can buff all you like but must do them during the 5 rounds allowed).
3. Canon classes/races/feats only. No UA, no DMsGuild, no DnDWiki, or anything of the like. However all options present within canon sources are available, no matter how obscure (hint: things like being a werebear are acceptable within these confines).
4. If your concept relies on a dubious DM call, then it doesn't qualify for inclusion here.
5. Builds are to be level 20 characters made via point buy, and all races (variant or otherwise), classes, spells, and feats that do not contradict rule 3 are permissible.
6. I hope to see two versions of your build - one without magic items and another with a single, permanent (ie no potions) magic item from any canon source that is of rare or lower quality. If you are unsure what sort of magic item benefits what sort of attack (and it can be confusing with SCAG cantrips), any attack or effect that involves a weapon attack benefits from the use of a magic weapon, any attack or effect that does not involve a weapon can benefit from the use of a wand (for these purposes, even something like a Dragonborn's breath attack can benefit from any wand the character is capable of using).
7. Any damage or ability that has a conditional component in order to be met (sneak attack) is automatically in effect including surprise, although surprise can only apply during the first round of combat.

wunderkid
2016-04-13, 04:11 AM
Just to point out, you've covered AC, but what about saving throws? I'm sure a few builds will require the use of a hold person/hold monster. Also which would it be person or monster with it being a 'training dummy?

Giant2005
2016-04-13, 05:37 AM
Just to point out, you've covered AC, but what about saving throws? I'm sure a few builds will require the use of a hold person/hold monster. Also which would it be person or monster with it being a 'training dummy?

Fair enough! Added that info.

Gtdead
2016-04-13, 05:58 AM
Make a ruling for contagion.

Deadandamnation
2016-04-13, 06:09 AM
Any race with at least +1 to CHA, point buy charisma to 15 (16). Bring it up to 20 with 2 ASIs.

Sorc 2+/ Warlock 2+/ Fighter 2+

1st turn: Hex the Dummy with your bonus action, Eldritch Blast (EB) x4, Action Surge EB x4

2nd and so on: EB x 8 (one quickened)

EB dmg= 1d10+1d6+5 (14 avg)

Total Average Damage (40 EB strikes)= 560

Chance to hit: +11 vs 18 AC = Hit on 7+ or 65% chance to hit

Chance to crit: 5% = 2 times on 40 strikes= +2d10 +2D6= 18 Avg

Realistic Damage= 65% of 560 + crit (18) = 382

Another Build can be the Sorcadin using smite with a Greatsword.

BW022
2016-04-13, 06:27 AM
Since the training dummy is an object.

Cast teleport and send it to the center of an active volcano. The DM would have to rule on the damage but a rounds in molten lava is going to be insanely high. One could also sent them 1000' above the active volcano and you'd have falling damage plus a few rounds in the lava.

Wouldn't work with a creature, though.

Giant2005
2016-04-13, 06:51 AM
Make a ruling for contagion.

It is the same as the developers ruled it: disease doesn't happen until 3 saving throws have been failed.

Gtdead
2016-04-13, 06:53 AM
bronze Sorc 10+, tempest 6+, fighter 2
Quicken a call lightning under optimal conditions and use the action to deal damage two times.
Basic damage is (by casting the spell quickened every round)
12d10+5, 14d10+5, 16d10+5, 18d10+5, 30d10+5 (action surge) = 90d10+25

90d10+25=90*5.5+25=495+25=520

With 2 optimal CDs
Since cd always deals damage, afinity bonus always applies.
520+80=600

Against 65% dex save (2 optimal CDs)
495*0.65+495/2*0.35+80+25= 513

I'm not very well versed with magic items, perhaps I'll add something later.

I can use contagion to get another 36d10 and a sacred flame attack, provided that it takes place at the end of the third round, but whatever. Don't want to.

Giant2005
2016-04-13, 07:16 AM
bronze Sorc 10+, tempest 6+, fighter 2
Quicken a call lightning under optimal conditions and use the action to deal damage two times.
Basic damage is
12d10+5, 14d10+5, 16d10+5, 18d10+5, 30d10+5 (action surge) = 90d10+25

90d10+25=90*5.5+25=495+25=520

With 2 optimal CDs
Since cd always deals damage, afinity bonus always applies.
520+80=600

Against 65% dex save (2 optimal CDs)
495*0.65+495/2*0.35+80+25= 513

I'm not very well versed with magic items, perhaps I'll add something later.

I can use contagion to get another 36d10 and a sacred flame attack, provided that it takes place at the end of the third round, but whatever. Don't want to.

Can you explain that one a bit better please?
I don't really know what exactly is going on - a 9th level Call Lightning does 9d10 per round.
I don't know why yours is starting so high, nor climbing higher in power.

Gtdead
2016-04-13, 07:25 AM
Can you explain that one a bit better please?
I don't really know what exactly is going on - a 9th level Call Lightning does 9d10 per round.
I don't know why yours is starting so high, nor climbing higher in power.

If you control an existing storm, you get an extra 1d10. You said that any conditional is automatically met, so I just assumed that it transfered to that as well.

Giant2005
2016-04-13, 07:41 AM
If you control an existing storm, you get an extra 1d10. You said that any conditional is automatically met, so I just assumed that it transfered to that as well.

That makes sense, and that would up the damage to 10d10, it still doesn't explain everything that is going on there though.
What I think is happening is there is a storm, you take control of it with a 5th level spell slot for 6d10 damage, then recast the spell next round with a 6th level slot and re-control the same storm for 7d10 (kind of dubious considering the concentration mechanic, but I'll allow it), then repeat the process (7th level slot = 8d10, 8th level slot = 9d10), until your 5th turn when you cast with a 9th level slot for 10d10 and then repeat the action with an Action Surge for a further 10d10. I assume you maximize the two 9th level attacks with your Channel Divinity.

How are your doubled figures coming into play? Also, aren't you are much better off just casting with a 9th level slot during the first round for 10d10 for the duration?

Gtdead
2016-04-13, 08:03 AM
No, what I'm doing is cancelling the concentration by recasting the spell quickened.
When you cast the spell you can call down a lightning, but then you have your normal action to call down again.

So I cast a lvl 5 call lightning for 6d10 dmg quickened, and I use my action to call down another for 12d10 total.
It's not the most efficient use of the spell, but it is fun for some nova.

I took 10 levels of sorcerer so I will have 10 sorcery points, not having to use my bonus action to replenish them.

Giant2005
2016-04-13, 08:05 AM
No, what I'm doing is cancelling the concentration by recasting the spell quickened.
When you cast the spell you can call down a lightning, but then you have your normal action to call down again.

So I cast a lvl 5 call lightning for 6d10 dmg quickened, and I use my action to call down another for 12d10.
It's not the most efficient use of the spell, but it is fun for some nova.

I took 10 levels of sorcerer so I will have 10 sorcery points, not having to use my bonus action to replenish them.

Oh that works! Very smart.

JeffreyGator
2016-04-13, 06:53 PM
I am going to try this and check the math and probably find out I am subpar.

DEX 20 Ranger 5, Assassin 15 with crossbow expert and sharpshooter.
Always has advantage and has surprise first round.
Round 1 bonus cast hunter mark
Attacks twice with guaranteed crits for 4d6+15 * .7 {1-(.55*.55)} = 44 points
.95 at least one hit = crit for d8 colossus and 7d6 SA doubled = 55 points
Rounds 2-5
Attack Twice and bonus attack once
15.34 average base damage = 46 points
98% at least one hit so 7d6+d8 = 28.5
27% that there is one crit to get that again = 6.5

So 428 points of damage

I could use a heavy crossbow in round 1 drop it and then switch to the hand bow but that only adds about 6 points to the initial amount.

This is going to go significantly if my handcrossbow is +3 and/or has added elemental damage of some sort. +18 points /round for +3 and maybe another +18 for a 2d6 elemental effect.
(+3 acidtongue hand crossbow)

~580 points

So still pretty far behind but greater benefit of magic items helps significantly

krugaan
2016-04-13, 07:41 PM
Valor Bard 18 (lol), Fighter 2

level 8 cloud of daggers (lol) = 16d4 / round = 40 dmg round

magic secrets prismatic wall = 50d6 / round = 50(3.5)(0.875) = 153.125

level 7 magic missle = 9d4+9 = 31.5
level 6 magic missle = 8d4+8 = 28
level 5 magic missle = 7d4+7 = 24.5

round 1 = lv8 cloud of daggers, action surge prismatic wall, bonus action grapple dummy and drag through wall, 193.125

Round 2 = drag through walls, level 7 magic missle and a bonus action punch to the face

Round 3 = same as round 2, but level 6 magic missle

Round 4 = same as round 2, but level 5 magic missle

Round 5 = same as round 2, but level 5 magic missle

Total Damage = 965.625 + 31.5 + 28 + 49 + 4 punches to the face = 1074.125 + 4 punches to the face

bid
2016-04-14, 12:14 AM
EK 7 / sorcerer 6 / assassin 5 / barbarian 2 (4 ASI)
- 16 14 14 10 10 13
- Str20
- magic initiate (warlock) for hex
- alert (just because)
- dueling style
- rapier (finesse using Str)
- 6 SP for 6 twinned cantrips
- reckless attack for advantage

hit +11 vs AC18 = 7+ (.91 with advantage)

action = twin BB for (1d8+7 + 1d6 + 3d8 = 28.5) each
war magic bonus = 1d8+7 + 1d6 = 15
SA = 3d6

Round 1 - hex + twin BB + war magic + twin BB (action surge)
- (28.5 + 23.5) * 4 * .91 = 189.28
- (15 + 10) * .91 = 22.75
- 10.5 * 2 * 1.000 = 21
= 233

Round 2 - twin BB + war magic
Round 3 - twin BB + war magic
Round 4 - twin BB + war magic
Round 5 - twin BB + war magic
- 28.5 * 2 * .91 + 23.5 * 2 * .0975 = 56.45
- 15 * .91 + 10 * .0975 = 14.625
- 10.5 * .992 + 10.5 * .0975 = 11.43
= 330

Total = 563

I suspect paladin 2 will do better than barbarian 2.

bid
2016-04-14, 12:29 AM
Ok, really...

EK 7 / sorcerer 6 / assassin 3 / paladin 2 / barbarian 2 (3 ASI)

- loses 6d6 SA (-18)
- loses alert (no impact)
- has 5 crit attacks + 12 attacks (*.91 = 4.5 and 10.9)
- is 9th caster for 4 3 3 3 1 slots

roughly:
- 4 * 5d8 (all crit)
- 3 * 4d8
- 3 * 3d8
- 4 * 2d8
- (total 14 smites vs 15.47 average)
= +310.5

= total 855

JackPhoenix
2016-04-14, 05:49 AM
Since the training dummy is an object.

Cast teleport and send it to the center of an active volcano. The DM would have to rule on the damage but a rounds in molten lava is going to be insanely high. One could also sent them 1000' above the active volcano and you'd have falling damage plus a few rounds in the lava.

Wouldn't work with a creature, though.

No need for rulings, there's an universal supplement regarding this situation: http://www.scratchfactory.com/Resources/LavaBanners/LavaRules.pdf

Wilko
2016-04-15, 05:40 AM
Hmm.. i'll give this a quick go, but lets go all out for a single class build:smallbiggrin:

lvl 20 sorcerer

Round 1

Incendiary Cloud (Lvl 8) - 10d8 per round (Up to one min)

Quickened spell - Finger of Death (Lvl 7) 7d8 + 30

Round 2

Cloud give another 10d8

Finger of death (Lvl 7) - 7d8 + 30

Quicken spell - Disintegrate (Lvl 9) 19d6 + 40

Round 3

Cloud give another 10d8

Disintegrate (Lvl6) - 10d6 +40

Quicken spell - Disintegrate (Lvl6) - 10d6 +40

Round 4

Cloud give another 10d8

Cone of cold (Lvl5) - 8d8

Quickened spell - Cone of cold (Lvl5) - 8d8

Round 5

Cloud give another 10d8

Cone of cold (Lvl5) - 8d8

Quickened spell - Fireball (Lvl4) - 9d6


Totals 88d8 + 48d6 + 180 = 396 + 161 + 180 =737

Based on average rolls and failed saves, in reality i'd also burn the remaining sorcery points to empower some of the spells.

krugaan
2016-04-15, 12:58 PM
Hmm.. i'll give this a quick go, but lets go all out for a single class build:smallbiggrin:

lvl 20 sorcerer

Round 1

Incendiary Cloud (Lvl 8) - 10d8 per round (Up to one min)

Quickened spell - Finger of Death (Lvl 7) 7d8 + 30

Round 2

Cloud give another 10d8

Finger of death (Lvl 7) - 7d8 + 30

Quicken spell - Disintegrate (Lvl 9) 19d6 + 40

Round 3

Cloud give another 10d8

Disintegrate (Lvl6) - 10d6 +40

Quicken spell - Disintegrate (Lvl6) - 10d6 +40

Round 4

Cloud give another 10d8

Cone of cold (Lvl5) - 8d8

Quickened spell - Cone of cold (Lvl5) - 8d8

Round 5

Cloud give another 10d8

Cone of cold (Lvl5) - 8d8

Quickened spell - Fireball (Lvl4) - 9d6


Totals 88d8 + 48d6 + 180 = 396 + 161 + 180 =737

Based on average rolls and failed saves, in reality i'd also burn the remaining sorcery points to empower some of the spells.

Sadly, you can't quicken two full action spells in one round unless one is a cantrip.

Otherwise sorcerors would be significantly more powerful (and fun, cough).

Gtdead
2016-04-15, 04:09 PM
Since it's hot lately, let's try some simulacrum goodness.

First round
Wish -> Simulacrum

Second round
2x Disintegrate lvl 8
2x96=192

Third round
2x Disintegrate lvl 7
2x85.5=171

Fourth round
2x Disintegrate lvl 7
2x85.5=171

Fifth round
2x Disintegrate lvl 6
2x75=150

Total 684
684*0.65=444.6

Now I wish for sorcerer to do this too!
We quicken disintegrate and cast a firebolt for 4d10+5
9 Firebolts
9*27=243
684+243=927*0.65=602.55

Should probably leave one 7th slot open for finger of death. Zombie training dummy is fun.
Also I'm not sure if the simulacrum can act on the round it was created. Let's say it doesn't.

JeffreyGator
2016-04-15, 07:36 PM
round 1 I am Conjuring animals @level 9 to get 32 flying snakes
These are highly mobile and tiny and do a lot of damage.
They attack in pairs and so have advantage and can all attack each round because of tiny size and mobility (they get strafe like owls)
189.72=8.5*(1-0.55*0.55)*32
So the next 4 rounds I am spending concentration watching snakes eat the thing.
Total 948.6 damage and I have a new problem of
max damage in 4 rounds for a caster without using concentration and having already used the level 9 slot
that has access to conjure animals (so lore bard 6 or druid 5)
for simplicity I am going with sorlock 12/2
My conjure animals would have been quickened to add EBs each round another 173 damage
5rounds * 4EB *(4.5+5CHA)*(1-0.3*0.3) (I'm assuming I have advantage against a creature being swarmed by snakes)
Round 2 level 8 disintegrate = 16d6+40 * .6 = 57.6
or better yet since I have advantage level 8 scorching ray = (9rays*7damge*(1-0.3*0.3))+5CHA = 62
(gold/brass/red dragon sorc)
rounds 3+4 level 7 scorching rays for 56 points
round 5 level 6 scorching ray for 50 points

Grand total = 1345 points of damage

With magic items I have a 22 cha from a tome and am +3 to hit/saves for a wand
At that point the disintegrate against my DC 23 is better than +15 to hit with advantage

with magic 1430

Note that this uses the top 5 daily spell slots and 10/12 sorcery points.

Also note in the course of these 5 rounds I will have rolled
442 d20 (isn't advantage great? another advantage of disintegrate is there are less rolls to hit)
336 d4 for the snakes that hit
18-20 d8 for the EB that hits (with magic items and advantage there is 1% chance of missing else 9%)
58-64 d6 for the scorching rays

In reality I probably would write an excel file to calculate each round.

rhouck
2016-04-15, 07:47 PM
round 1 I am Conjuring animals @level 9 to get 32 flying snakes
These are highly mobile and tiny and do a lot of damage.
They attack in pairs and so have advantage and can all attack each round because of tiny size and mobility (they get strafe like owls)
189.72=8.5*(1-0.55*0.55)*32


Flying Snakes don't have pack tactics so not sure how you are getting advantage.

JeffreyGator
2016-04-15, 08:06 PM
Flying Snakes don't have pack tactics so not sure how you are getting advantage.

Flanking? I suppose that is an optional rule from p251 of the dmg.

Or I can choose my environmental effects. It is dark and neither the snakes (blindsight) or I care about darkness (either from racial advantages or my second invocation.