seems a fun build to play.
the only flaw may be the to-hit vs high fort bosses, especially when you will need to swap to a DR beater.
afaik you don't get the SA bonus to hit when the SA is resisted by fort.
Thanks for putting up this build. If the numbers you gave are the sustained values, I can really see the advantage of your build, as you are not too far behind the Str-score of a non-outgeared Str-based rogue.
How do you get to that Str-number, actually?
1 exceptional, ravager
4 tome (?)
2 rage or ship; whatever you consider more sustainable
Is that breakdown correct?
Re: Most DPS comes from SA damage. It's actually a close call, even against 0% fort targets, and assuming that you never have aggro.
I'm going to assume that you have a bard in your party which can grant at least +6 morale bonus to damage (this is achievable by any pure spellsinger, or any level 8+ warchanter).
SA damage is 17d6 + 12 + 5 (plus past lives?) = 76.5, i.e. 1453.5 damage over 20 hits. If I am not mistaken, you are not wearing any item which gives an enhancement bonus to SA damage.
With 30+ Int, an EMG has the following stats:
2d4 = 5 base
12 str bonus (counting Rage and Ship, but not Madstone, or Titan's Grip)
6 bard song
weapon base damage over 20 hits: 19*35 = 665 damage.
a kukri is a 18-20x2 weapon, so on 6 of 20 hits, we can add 6*35:
critical damage over 20 hits : 210
EMG has Disintegration, which adds about 250 damage over 20 hits.
The Gloves have shocking blow, which add 20d6 = 70 damage on a vorpal hit.
The Assassins Vorpal ability will usually only add 100 extra damage
665 + 210 + 250 + 70 + 100 = 1295 damage over 20 hits, which is indeed less than 1453.5.
But then, as soon as you can't apply SA damage on the first few hits, the Str-part takes over. Note that other enhancements not included, such as Deadly Weapons or Power Attack (each grants +5 weapon base damage, i.e. 95 + 30 extra damage over 20 hits), a seeker item (+36 damage for a bloodstone over 20 hits), prayer, higher bard songs, etc. will further give an advantage to the non-SA part of your damage.
Edit: Added colors to show where what came from.
Add rage for 34 for a nice bonus. You could even madstone at times for more.
Currently, I am a drow and started with 15 str to get to that same number with a +3 tome, But I have a +4 int and str tome waiting to go for me when I TR into HElf.
My intentions were not to make anyone laugh (about the attempt? about me?), but to provide some insight into the claims you made. I feel a bit insulted by your statement.
To me (and to many, I suspect) all I see is a bunch of numbers multiplied by this or divided by that and I have no clue where these factors come from. That just makes me laugh, its not about you or the attempt, it is about the sheer wall of text, that, at least in my mind, could be simplified down to one sentence or less.
It is like a geometric proof, page after page of diagrams and math just to say, yep, its a triangle. Those make me laugh, too.
The way I see it, (much simpler, at least to me) is base weapon damage is a constant, whether you are actually sneak attacking or not, and therefore is factored out of the issue. So SA becomes the overwhelming component to DPS, at least in this case. In my mind, this translates as "make sure I get sneak attacks to do nice DPS". If thats what your numbers mean, then I thank you for quantifying it for us. I am a geologist, not a math genius!
I tried to make my calculations as transparent as possible, nevertheless, there are a few parts where I did not explain where the numbers came from, indeed.
In particular: 1d6 rolls 3.5 on average, 1d4 rolls 2.5 on average. (This is why the SA damge has a .5 at the end).
For the numbers, I calculated the estimated damage over 20 attacks. One of them misses, 19 of them deal the base damage (including SA damage and other effects), 6 of them (rolls 15, 16, 17, 18, 19 and 20) deal an additional base weapon damage because they are crits. In addition to that, one of them gets the Assassin III extra bonus, and the Charged Gauntlets 20d6 damage.
So, yes if you consider a bit more than half of the cake the overwhelming part of the cake, then, yes I've proven your point. Otherwise, I showed that under ideal conditions for the SA damage, it's contribution to the DPS is essential, but only a bit more than 50%.
Your rogue performs so well because you don't have Str dumped, and you use a weapon with very good base damage.
Lots of strangeness with fortification and SA.
OP, your build looks pretty solid. I also went Helf with Arti Dilly (please fix int enhancement Devs!), but I went strength based with just enough int to hit the 42 DC and max out the enhancement on the EMG. In fact, our rogues look very similar, just swap the str and int scores. There are lots of ways to play rogues, and I think they can all bring something to the table. IMO, it's player skill > gear > build
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