Doubling Damage

Post/Author/DateTimePost
#1

Kingofswing

Sep 20, 2013 15:58:50

How many ways do you know of increasing the damage multiplyer or doubling the damage done by weapon off of an attack? The best example I can think on is headlong rush feat, which doubles the damage you do when you charge. Feats, class features, spells, and magic item would be great thanks.

#2

furius22

Sep 20, 2013 18:25:47

There are many more than that. The Leap Attack feat, Valorous weapons, Charging on a mount with a lance, and others that I've missed, that others will almost certainly hop in and mention. I'm not terribly well-versed in CharOp, so I don't have the near-encyclopedic knowledge that others here may have, and don't have the means to look things up where  I am.

#3

Kingofswing

Sep 20, 2013 18:52:04
Ok so I guess a build outline might help with this. Looking at a build like this Orc fighter:16 Feats: power attack,improved bull rush,shock trooper,leap attack,headlong rush,combat reflexes,robilets gambit, class feature: devastating attack. Any feats that are still available I will work on. The idea of the build is to charge in smack someone for a ton of damage, a triple the damage of the attack,if I can get some items that increase the damage even better Valours enchantment will not be allowed. So others that do it and since the devastating attack and headlong rush last till your next attack any attacks of opportunity I get deal the triple damage.
#4

WizardDidIt

Sep 20, 2013 21:27:36

http://community.wizards.com/forum/previous-editions-character-optimization/threads/1659301

This thread pretty much covers everything.

#5

Andarious-Rosethorn

Sep 21, 2013 8:59:41

Decisive Strike does it too, but it's a Monk sub feature and mutually exclusive with charging. It is possible through action abuse to Decisive Strike and then Charge but not worth the hoop jumping.

Your basic idea's sound but I doubt it's so feat starved as to need Fighter 16, you'd probably do fine with 2 or 4 levels. Use Water Orc if allowed (It's in Unearthed Arcana). Since you're probably doing the ol' two handed Power Attack (and why wouldn't you be?) you'll not just want to stack damage multipliers, but Power Attack increasers as well. Leap Attack, and levels in Frenzied Berserker are probably the best options you're going to get. Don't forget to grab Shock Trooper as well.

If you're able to use Barbarian to get Pounce, do so. Before you ever get access to Robilar's Gambit this will be allowing you to make more than one attack/round which is key to taking your charges from "effective", to "OMG what did you do?!"

#6

daedhaed

Sep 23, 2013 14:04:19

Don't forget Battle Jump and Halberd of Vaulting.

The following thread details everything you are trying to do. Enjoy.

http://community.wizards.com/forum/previous-editions-character-optimization/threads/1659301

#7

mouser13

Sep 30, 2013 14:01:41

Don't forget the rules for double are not has good has everyone would like. 

 

http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_multiplying&alpha=

 

 

#8

Tempest_Stormwind

Sep 30, 2013 15:14:12

That's kind of understood at this point. However, some methods of "multiplying" really do work the way they do in every other sense - if you're dealing with a vulnerability or a partial immunity it really does multiply the final damage output as it should (even if that damage contains some bonus damage dice and has been subject to multiplication of its own), and if you use Pounce you "multiply" your damage through getting extra hits (and here, two hits at x4 damage deals as much as one hit at x8, although the hit percentages are likely to vary.)

 

Honestly, with the ubercharge approach (read: Shock Trooper + Power Attack multipliers), you only really need about two to four other multipliers or near-multipliers before the damage really outstrips anything you have any business fighting. Headlong Rush, Leap Attack (not a true multiplier, as it only hits PA, but may as well be since that's where all the damage really comes from), a Valorous weapon, and (say) a triggered item of Rhino's Rush (just to pick a second multiplier; Battle Jump could easily fit in here if your DM allows racial-region feats outside their race) can be assembled around level 6 to level 8 or so (with room for Strength enhancers at 8). You should easily find yourself dealing enough damage on a single pounce to instantly kill things 3 or more CRs above you on any given charge.

Thus, if the goal is a single character to help with this thread, instead of creating a comprehensive list of multipliers as if in a handbook (I'm not sure what your goal is), after you get your first couple of multipliers, you would be much better served looking into mobility and vision, so you always know where your targets are and are always in a position to actually "charge" (as charging carries VERY tight restrictions on movement - even something as cheap as a smokestick can stop you from charging, as you need line of sight at the start of your turn to charge. This means you CANNOT use a swift-action movement to establish line of sight and then charge, for instance, but you could use an immediate-action repositioning effect (there aren't many) to make sure line of sight was available at the start of your turn.) A bit of defense against ray spells in particular would not go amiss either; thankfully, simple things like Wall of Blades are often enough in this area. (If you invest in any other defenses, they should be percentage-based miss chances, not AC or anything like that.)