Endgame wrote: My group is getting ready for our first epic run, likely to be V5C. I'm seeing some crazy numbers thrown around here and there that I think are actually overkill (ex, +30 hit, and +30 saves).
Realistically, what do we need to target for hit, damage, saves, and AC?
My assumptions:
Sliders need approximately +20 hit. Factor in 5th level Bard, Legendary Lute, Bless, and Prayer, and that will net an additional +7, meaning in V5 we hit all monsters on a 15 or better. On any room with AC 40 or higher, the melee characters can use Tultz to drink a Potion of Zealot Brew to bring that down a little more, and ranged characters can drink a Cat's Grace.
Saves should be OK at +20 to +25. We'll get an extra +1 from Necklacke of the Songbird, and can use a scroll of Bolster Allies where necessary (+2 fort). Of the other saves, Ref save usually only deals extra damage, so it can be on the lower end, and will save can be negated by the skull once.
Damage, I don't know what should be the target. My assumption is that this is an area where the party is OK, but we have a wide range (Barb at +44, dwarf fighter at +12).
For AC, there aren't a ton of direct attacks and I don't know what the monster +hit is. Our Dwarf Fighter is running AC 42, and we don't really have much of a way to make it higher, so its probably as high as we are going to get.
For healing, I ran as the only healer in the last 2 nightmare runs, and +25 healing was plenty when mixed with Soothe Wounds from the bard. Generally only used cure minor wounds 3-4 times.
Any other thoughts out there?
40 AC is really rare to see (but we did see it in V5B) - generally, Epic you need to hit the mid 30s. Assuming you are ok with 50% chance to hit, and the items you mentioned, a +20 to hit is usually good.
Saves - you want most saves around +17-+18 or better and to have a legendary item (Bard instrument or Ava's) to allow for a mulligan. It is ok to have a bad save if you have a couple ways around failing it (psychic power, figurine, etc..) DC's in the 30's are pretty normal for Epic runs.
Healing - when hit, you'll take 20-30 damage (most times) and area effect will be 15-25 damage (usually) unless the effects are paralysis, petrification, etc.. A healer will likely need to do 200-400 points of healing during a run if you aren't winning initiative regularly.
(Related note - winning initiative at Epic is really helpful - Elf Wizard granting +10 in every room and complete sets of CoAS help a lot - most baddies will be at least +15 initiative - sometimes a good deal more.)
Damage output - this really depends. First - if your melee types are hitting and all doing 30-50 damage per hit - you are off to a good start (no, a bard or cleric isn't considered a melee type.) You usually need a spell-caster or two that can do 50+ as well in a round. If you design your party well, the damage becomes easy deliver. For example - A barbarian with Fury who is hitting on 5 or better against an AC of 35 getting an MEC boost of a 3rd level spell from a wizard will deliver an additional 80 damage on that crit. Monks stunning is huge. Having the wizard go last and cast lesser maze a single opponent after you deliver solid damage against it keeps your party from taking hits if they win initiative again.
AC's - I wish it weren't the case, but ACs don't matter in True Dungeon above Normal difficulty with only rare exceptions. Individual characters may get targeted once or twice per run. Paladin and Dw Fighter are the only two where it matters and only a little even there. If their AC is less than around the mid 30's, they will get hit on Epic on most attacks. AC 40 means they rarely get hit. With that said, the current mechanics encourage you to trade AC for any other benefit if you can get it. For example, Cranston's hat rather than a helm means another eye slot which can improve your to-hit, etc.. Yes - this last dungeon had something that attacked every character. This happens in maybe 2 rooms per year. In the most recent run, that risk could be completely negated with a 2021 common potion. Shadowskin is also common for the squishier members of the party
(I do hope mechanics change regarding AC so being a wizard with an AC of 16 means real risk and AC isn't ignored.)
Remember - worst case, characters drop. Raising them isn't that hard. Pretty much design around winning against a single very difficult combat (usually, but not always, room 7) for most dungeons and you'll be fine.
Fred