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View Full Version : Optimization Please critique my Totem Barbarian 4, Battle Master Fighter build.



excommunicated
2017-07-09, 08:54 PM
We are playing a campaign of characters just turning level 9 and our GM allows us a reasonable amount of freedom to change characters (not too often). We are unlikely to play beyond 14th level so optimisation for level 20 is not an issue. We are playing with the Primeval Thule campaign world, but Character as written is vanilla. Party has a multi purposed Wizard, melee Fighter/Thief, Cleric, Bow Ranger and one other who's class I don't recall. There are usually at least two others in melee not counting my current Moon Druid who seems to be running out of steam.

Totem Warrior 4, Battle Master 5

Race: Human Variant.
Characteristics at level 1, point buy.

Strength 16 (15 (9 points) +1 from race)
Dexterity 14 (7 points)
Consitution 16 (15 (9 points) +1 from race)
Intelligence 8 (0 points)
Wisdom 10 (2 points)
Charisma 8 (0 points)

Background (Urchin, Stealth, Sleight of Hand, Disguise Kit, Thieve's tools)
Racial Feat: Great Weapon Master (GWM). Racial skill: Intimidate
Level 1: Barbarian 1 (skills: Athletics, Perception) Rage, Unarmored Defence.
Level 2: Barbarian 2 Reckless Attack, Danger Sense.
Level 3: Barbarian 3 Totem Warrior - Bear.
Level 4: Barbarian 4 ASI - Strength 18.

Level 5: Fighter 1 Second Wind, Fighting Style - Great Weapon Fighting
Level 6: Fighter 2 Action surge
Level 7: Fighter 3 Martial Archtype - Battle Master (Goading attack, Precision Attack, Riposte)
Level 8: Fighter 4 Feat - Lucky. Very vulnerable to a bad wisdom save without this.
Level 9: Fighter 5 2nd attack per action.

Equipment: +1 Two Handed Sword, Non Magical Maul, Halfplate (AC = 17)
I may be able to get two uncommon magic items, in which case I'd also take winged boots, providing fly 30.

My thinking is two main modes of attack:
1) Against multiple enemies, take 2 attacks per round raging with reckless attacks taking the -5 penalty
from GWM hitting AC 16 69.8% of the time for average HIT damage of 25.33 hit points per hit (2d6 with
GWF = 8.33 +2 Rage, +4 strength, +1 Magic Two Handed Sword, +10 GWM) average ATTACK damage 26.6 once you
take into account critical damage (assumes a goading attack die and bonus action attack on a critical),
using a precision attack dice where required, which brings the chance of a hit up to 88.1%. Try to hit
wounded targets or action surge to trigger the bonus action attack. If someone wants to check my math
on the GWM raging attack average damage the calculation is as follows:

(2d6 with GWF = 8.33 +2 Rage, +4 strength, +1 Magic Two Handed Sword, +10 GWM)*(.881(chance to hit with
advantage and precision*)-0.098(chance of critical with advantage))
+42.66 (critical damage as above +8.33 plus 4.5*2 for goading die)*0.098(chance of critical)
+(0.881-0.098*0.098(chance to hit on Bonus action excluding chance of second critical))*25.33*0.098(
chance of crit)
+0.098*0.098(chance of a second critical)*42.66(average critical damage)
*Calculating the chance to hit with advantage and precision (.881) required 8 matrices of 20x20,=((8*20*20
all rolls)-(3^2+4^2+5^2+6^2+7^2+8^2+9^2+10^2 miss)) divided by (8*20*20 all rolls)


2) Against solo BBEG, My analysis suggests I should only forego GWM's -5 +10 option if the target's AC is
above 23 which should be rare, or I've run out of superiority dice and it's AC is above 18.
Try to conserve superiority dice but try to get in a hit and use Goading
attack (DC 16 wisdom save) and move out of reach of mobbed BBEG with multiple melee attacks (Party has
the melee resources to deliver a hefty opportunity attack reaction if it follows). Chance to
hit AC 18 without GWM is 84%, average damage is 10 less than for using GWM (15.33) maybe + 4.5 from the
superiority die of Goading (19.83).


Future plans:
Level 10: Barbarian 4, Fighter 6 ASI - Strength 20 finally
Level 11: Barbarian 4, Fighter 7 Know Your Enemy, Extra Superiority die, trip attack, Menacing Attack
Level 12: Barbarian 4, Fighter 8 Feat - Tough? Sentinal?
Level 13: Barbarian 4, Fighter 9 Indomitable, free up 'Lucky' to use to counter disadvantage on attack.
Level 14: barbarian 4, Fighter 10 Superiority dice jump to 5d10

I need help with how to optimize use of the combat superiority dice. I feel I can make a good guess of the
AC of many monsters and use them in a frugal manner, but should I throw one in when I roll a Critical?
Though it will add in an average of 9 (2*4.5) damage, there is only Goading Attack to use it with and a fair
chance of killing the target, so the Goading may be wasted. Assuming 2 encounters per short rest, I would want
to limit use to 2 superiority dice per encounter. Should I take Trip Attack rather than Riposte as the chances
of being missed when granting advantage is small. Is using one for a Riposte more effective than for a
Precision Attack? There is only a roughly 58% chance
to hit AC 18 when using GWM (without the Precision Attack), which means a higher dice burn rate, but not all
of the rolls with advantage would be worth using a superiority die on. I estimate There is a range of 5 spots
on the dice where I would use the Precision Attack if I have guessed the target's AC correctly, but with
advantage, that is not 25% of attacks, it depends on the AC of the target. For AC 16, it would only be 11%
of attacks, those that fall between 3-7, for AC 18 it would be 16% of the time that the roll with advantage results in a best number of 5-9. Using precision on every miss would use a die 30% of attacks against AC 16 or 42% of the time against AC 18. I suspect my 'burn rate' would be somewhere in between.

For Primeval Thule, there is a feat available that provides +1 CON and ability to treat effects of exhaustion as two levels lower, so exhaustion 3 would be treated as exhaustion 1. While this sounds perfect for a Berserker Fury Barbarian, you can still only get rid of one level of exhaustion per long rest and that would require dropping the 18 strength or Lucy feat which I'm not keen on.

bid
2017-07-09, 09:58 PM
1) Against multiple enemies, take 2 attacks per round raging with reckless attacks taking the -5 penalty
from GWM hitting AC 16 69.8% of the time for average HIT damage of 25.33 hit points per hit (2d6 with
GWF = 8.33 +2 Rage, +4 strength, +1 Magic Two Handed Sword, +10 GWM) average ATTACK damage 26.6 once you
take into account critical damage (assumes a goading attack die and bonus action attack on a critical),
using a precision attack dice where required, which brings the chance of a hit up to 88.1%. Try to hit
wounded targets or action surge to trigger the bonus action attack. If someone wants to check my math
on the GWM raging attack average damage the calculation is as follows:

(2d6 with GWF = 8.33 +2 Rage, +4 strength, +1 Magic Two Handed Sword, +10 GWM)*(.881(chance to hit with
advantage and precision*)-0.098(chance of critical with advantage))
+42.66 (critical damage as above +8.33 plus 4.5*2 for goading die)*0.098(chance of critical)
+(0.881-0.098*0.098(chance to hit on Bonus action excluding chance of second critical))*25.33*0.098(
chance of crit)
+0.098*0.098(chance of a second critical)*42.66(average critical damage)
*Calculating the chance to hit with advantage and precision (.881) required 8 matrices of 20x20,=((8*20*20
all rolls)-(3^2+4^2+5^2+6^2+7^2+8^2+9^2+10^2 miss)) divided by (8*20*20 all rolls)
That's a little complex for no reason.
You will lose your BA attack if none of the attacks are crits, aka all 4 dice rolled 1-19. That's .95^4 = .8145..., leaving .1855... of having a BA attack. Much easier than adding squares.

I'm not sure if you used AC16 vs Str18 (+4) and level 9 (+4) with a +1 weapon, that would hit on 7+ for 70%. GWM reduces it by 25% to 45%. Reckless makes it miss only if both dice miss: 55%^2 = 30.25% miss or 69.75% hit.

It is also much easier to do (2d6+4/3+2+4+1+10 * .70 + 2d6+4/3 * .0975) aka basic damage + extra damage from crit rather than non-crit-hit-damage + crit-hit damage.

Precision is applied after your attack roll, its impact depends on knowing the target AC. Here you know you need 12+ to hit the target, I will assume you use a precision dice only if you rolled 9-11.
First, the precision die might not be enough (9+1=10, 9+2=11, 10+1=11, 3 cases out of 24, 12.5% failure)
Second, rolling 9-11 happens (.55 - .40 = .15) on a single die, but (.55^2 - .4^2 = .1425) with advantage.
Precision adds .1425 * (1 - .125) = .1246875 to the .70 normal hit for .8222... actual hit. It will take (4 / .1425 = 28) attack rolls before your 4 SD are spent.

If you were to goading attack and riposte every round, you'd be done in 2 rounds and precision becomes unlikely.

tl;dr
So each attack does (2d6+4/3+2+4+1+10 * .8222 + 2d6+4/3 * .0975 = 21.64 damage)
- 81% you won't get BA = 43.28
- 19% you will have BA = 64.92
Overall, that's 2.1855 * 21.64 = 47.29 DPR

excommunicated
2017-07-10, 12:06 AM
That's a little complex for no reason.
You will lose your BA attack if none of the attacks are crits, aka all 4 dice rolled 1-19. That's .95^4 = .8145..., leaving .1855... of having a BA attack. Much easier than adding squares.

Against multiple foes, I would likely use Action surge of the first round if I were attacking a fresh foe giving 8d20 dice in total so .95^8 = 0.66, so 33% chance to bonus plus huge chance that the 106 average damage will have killed something. Targets rarely last more than 3 rounds in our campaign, si I want to get in early.


I'm not sure if you used AC16 vs Str18 (+4) and level 9 (+4) with a +1 weapon, that would hit on 7+ for 70%. GWM reduces it by 25% to 45%. Reckless makes it miss only if both dice miss: 55%^2 = 30.25% miss or 69.75% hit.

Yes, that was my calculation (rounded to 69.8%)


It is also much easier to do (2d6+4/3+2+4+1+10 * .70 + 2d6+4/3 * .0975) aka basic damage + extra damage from crit rather than non-crit-hit-damage + crit-hit damage.

Good point. Did I forget some damage? 2d6+4 strength +3 Rage +1 Magic +10 GWF. I don't understand the source of the "4/3" value you used above.


Precision is applied after your attack roll, its impact depends on knowing the target AC. Here you know you need 12+ to hit the target, I will assume you use a precision dice only if you rolled 9-11.
First, the precision die might not be enough (9+1=10, 9+2=11, 10+1=11, 3 cases out of 24, 12.5% failure)
Second, rolling 9-11 happens (.55 - .40 = .15) on a single die, but (.55^2 - .4^2 = .1425) with advantage.
Precision adds .1425 * (1 - .125) = .1246875 to the .70 normal hit for .8222... actual hit. It will take (4 / .1425 = 28) attack rolls before your 4 SD are spent.

Hmm that is different from the results I got for using a precision die. Ah, I think it is because I calculated to use a precision die when I was in the range 7-11 rather than 9-11. Thank you for the precision die burn rate calculation, It is a little different to mine and results in a higher burn rate despite using a smaller range of numbers where a die is used. Does it account for use of precision die used but still resulting in a miss? I assumed rolling the precision die (targeting AC 16) where the best result on the two d20 used in advantage was in the range 3-7 (before adding the +9-5) this gave me a chance to use the die of 7^2 - 2^2 out of 400 possible combinations = 45/400 = .1125 meaning the 4 dice would last 35 attacks. Your range of use for the superiority dice being 9-11 means the range of 5-7 required as best number on the two d20 which should result in 7^2 - 4^2 out of 400 combinations for the 2d20 = 33/400 = 0.0825 burn rate having them last more than 40 attacks. While this assumes perfect knowledge of the AC of the target, can you please let me know what false assumption I have made as I'm new to this so you probably have the correct burn rate.


If you were to goading attack and riposte every round, you'd be done in 2 rounds and precision becomes unlikely.

tl;dr
So each attack does (2d6+4/3+2+4+1+10 * .8222 + 2d6+4/3 * .0975 = 21.64 damage)
- 81% you won't get BA = 43.28
- 19% you will have BA = 64.92
Overall, that's 2.1855 * 21.64 = 47.29 DPR

I suspect getting a riposte every round may be optimistic as having advantage against my mediocre AC means most attacks will hit, especially with the BBEG averaging about +9 at this CR means most double attacks will both hit 80% of the time. Thats why I'm considering Trip Maneuver rather than riposte. What do you think?

djreynolds
2017-07-10, 12:30 AM
I would spam reckless attack all day long.

While raging you always take half-damage.... you are designed basically to get hit and draw agro.

Tell that lazy cleric to cast on you protection from good/evil or bless, aid and healing spells

I like mage slayer as a feat, especially at higher levels most enemy will have some spell casting ability allowing reaction attacks and you have advantage on saves he casts at you

Since you have lucky, now grab resilient wisdom sooner than later which ends up +6 at 17th level and later indomitable at fighter 9, all of these should help with wisdom saves

I do not like tough, I would rather +2 con as it affects your con saves and some DCs are very high

I would not take sentinel as it is you getting hit, tell the fighter/rogue to take this.

Oh and berserker barbarian's mindless rage, you don't need lucky or resilient wisdom, as it is an auto-pass for fear and charm.

But I prefer bear totem, its potential is greater

Its a vey strong build, precision will be your go to maneuver, IMO, battlemasters are the best fighter archetype with SS and GWM, and battlemaster/barbarian's are the best with GWM

You want to have a maneuver to cover:

1 a reaction... riposte or parry for a plain fighter
2. a miss... precision
3. drawing agro... goading

you have the above already

4. gain advantage... trip and feinting (uses the BA you may have no use for, or reckless attack at this moment sucks)
5. help out... disarm, also good if you crit, trip for your buddies (the ranger may not like)
6. control... menacing... remember this good as its off your attack stat and it cost most casters an action to cast fear, pushing attack when lava pool or cliff is 15 feet away
7. a bonus action.. rally, commander's strike
8. more than one... sweeping... poor man's horde breaker
9. gotta get to the BBEG and you are low on hp and no rages.... evasive

Remember some BBEG have high strength saves, don't waste maneuvers on them like trip or push.

Coranhann
2017-07-10, 03:14 AM
One feedback no one made:

Given your future plan, dump one level of Barbarian and take one level of BM. Same attributes, but access to higher level BM stuff faster.

It delays the 20 Str, but you can take it by level 11 instead of level 10. No "biggy".

And it makes getting that 3rd attacks by level 14. 3 attacks are worth it.

djreynolds
2017-07-10, 03:25 AM
One feedback no one made:

Given your future plan, dump one level of Barbarian and take one level of BM. Same attributes, but access to higher level BM stuff faster.

It delays the 20 Str, but you can take it by level 11 instead of level 10. No "biggy".

And it makes getting that 3rd attacks by level 14. 3 attacks is worth it.

That's an excellent catch

Also take that 14 in dex and make a 13 and place the 2 in wisdom for a 12. Then grab resilient wisdom for 13 in wisdom.... and down the line even them off possibly to 14's

excommunicated
2017-07-12, 06:08 PM
One feedback no one made:

Given your future plan, dump one level of Barbarian and take one level of BM. Same attributes, but access to higher level BM stuff faster.

Good point, thanks for spotting that.

bid
2017-07-12, 08:26 PM
Good point. Did I forget some damage? 2d6+4 strength +3 Rage +1 Magic +10 GWF. I don't understand the source of the "4/3" value you used above.
You have gwf style, yes? It adds 2/3 to every 1d6 (1/2 for 1d4, 2/3, 3/4, 4/5, 5/6 for 1d12)
The +10 is GWM, the feat... as opposed to gwf the style.



Hmm that is different from the results I got for using a precision die. Ah, I think it is because I calculated to use a precision die when I was in the range 7-11 rather than 9-11. Thank you for the precision die burn rate calculation, It is a little different to mine and results in a higher burn rate despite using a smaller range of numbers where a die is used. Does it account for use of precision die used but still resulting in a miss? I assumed rolling the precision die (targeting AC 16) where the best result on the two d20 used in advantage was in the range 3-7 (before adding the +9-5) this gave me a chance to use the die of 7^2 - 2^2 out of 400 possible combinations = 45/400 = .1125 meaning the 4 dice would last 35 attacks. Your range of use for the superiority dice being 9-11 means the range of 5-7 required as best number on the two d20 which should result in 7^2 - 4^2 out of 400 combinations for the 2d20 = 33/400 = 0.0825 burn rate having them last more than 40 attacks. While this assumes perfect knowledge of the AC of the target, can you please let me know what false assumption I have made as I'm new to this so you probably have the correct burn rate.
Your calculations look good enough. Lasting 35 attacks is indeed 45/400 use. That includes the missed precision attacks. I may have flattened the probability, which would explain the difference in miss-to-hit conversions*. I feel 5/8 is too high a risk of wasting your SD (compare my .1246 @ 3/8 to your .0825 @ 5/8) but that's a tactical choice.

If you wish to account for mis-guessed AC, you could use 1/3 each {range 6-10 (auto-miss 11), range 7-11, range 8-12 (auto-miss 12, since you're already hitting without precision)}, or something similar.



I suspect getting a riposte every round may be optimistic as having advantage against my mediocre AC means most attacks will hit, especially with the BBEG averaging about +9 at this CR means most double attacks will both hit 80% of the time. Thats why I'm considering Trip Maneuver rather than riposte. What do you think?
Riposte is one of the best use, but you won't get advantage from reckless attack. You'll end up bleeding your short-rest resources too fast. Remember that usually you'll have 2-3 encounters per short rest.


* roughly
- 11+1 always hit ~ 11^2 - 10^2 / 400
- 10+2 always hit ~ 10^2 - 9^2 / 400 * 7/8
- 9+3 always hit ~ 9^2 - 8^2 / 400 * 6/8
Rewriting it to look like what I did before:
~ 11^2 - 8^2 / 400 * 6/8 + (21*2 + 19*1) / (400*8) = .1259
Compared to what I did before:
- 11^2 - 8^2 / 400 * 7/8 = .1246 {(24 - (2+1+0))/3 = 7}
So yeah, flattening it made it worse.

excommunicated
2017-07-15, 08:54 PM
Riposte is one of the best use, but you won't get advantage from reckless attack. You'll end up bleeding your short-rest resources too fast. Remember that usually you'll have 2-3 encounters per short rest.


I also can't use a precision die which means I shouldn't use GWM on targets over AC 14, which could be rare. Trip is looking nicer. With BBEG, Goading strike on first non precision hit, then Trip attack on the second, move out of reach, take the OA which the prone BBEG makes at disadvantage then they can either take OA from the melee party members to attack me or attack others at disadvantage.