Talk:Vestiges of Divergence/@comment-85.252.68.4-20160518070901

Before reading this, I never realized how nearly overpowered the vestiges are. Take the Strength of 24? Enlarge effect? Advantage on strength checks/saving throws? Siege!?

Okay, let's talk about siege a bit. Let's do some very simple math. Grog is now, effectively, a siege weapon. First, grog's new bloodaxe does a large amount of damage by itself: 1d12 damage, +?d6 necrotic damage (I can't remember how many dice of necrotic damage. 2, I believe). Then we take Grog's number of attacks per round: two due to level, one more if he uses reckless attack, and then another one if he uses frenzied attack. Add Grog's new strength of 24 due to the Titanstone Knuckles, and the effects of enlarging (should he chose to do it). 1d12+2d6+1d4+8X4, averageing at 72 damage. 72 damage a turn! Then we add siege, doubling that average to a whopping 144! Additionally, if we use the rule of counting all hits against still targets as automatic criticals, Grog gets his brutal critical effect on top. An extra 2d12 against structures, averageing at (1d12+2d6+1d4+8+1d12+1d12X4) 120 damage, doubled to 240! That's more damage than an in-game Balista! In a single turn!

This is just one of the many Vestiges, each one equally powerful. The Deathwalker's Ward is the only item in the game that gives a constant advantage on death saving throws, for example, while simultaneously halving elemental damage against the wearer, the element being chosen by the wearer. That's also really powerful!

For those who are curious the maximum amount of damage grog can deal to structures in a single turn is 480 with Brutal Critical.