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<blockquote data-quote="Colmarr" data-source="post: 5547307" data-attributes="member: 59182"><p>I get it. My point is that (assuming you're making the same number of attacks in each example), preventing the first 10 hp means your ally is on 20 hp rather than 10 hp when the last hit lands. Therefore, they're not on 0 hp and they're not unconscious.</p><p> </p><p>Hence, in a theoretical one attacker/one defender/consistent damage scenario it's irrelevant whether whether you interrupt the first attack or the last makes no difference.</p><p> </p><p>I fully understand your aversion to the DPR aspects of these powers. I haven't encountered them in play but they <em>might </em>annoy me no end if I did, but to be honest I half suspect that I'd be too busy enjoying those later crits and/or dazes and/or forced movement that the ranger could have prevented if he hadn't blown his wad on a little extra damage. In fact, that's exactly the outcome your example describes. </p><p> </p><p>No one ever cheers an extra 1[W] but my group sure did when our bow ranger saved the fighter 29 hp by turning a crit into a hit.</p><p> </p><p>Edit in response to your edit:</p><p> </p><p></p><p> </p><p>I think I'd like to see some more empirical evidence before accepting this assertion as fact, while at the same time accepting that it's almost impossible to provide it. I think we might need to accept me as "unconvinced".</p><p> </p><p>In many ways, it's an equivalent argument that arises when comparing Weapon Focus with Deadly Axe (as an off-the-cuff example); small change every round vs big change occasionally. To be honest, I don't think the mathematical answer is the only one. If a player wants the nickel and dime benefit (DPR) rather than the game changer (preventing crits or forced movement or stun), then why not let them choose it?</p></blockquote><p></p>
[QUOTE="Colmarr, post: 5547307, member: 59182"] I get it. My point is that (assuming you're making the same number of attacks in each example), preventing the first 10 hp means your ally is on 20 hp rather than 10 hp when the last hit lands. Therefore, they're not on 0 hp and they're not unconscious. Hence, in a theoretical one attacker/one defender/consistent damage scenario it's irrelevant whether whether you interrupt the first attack or the last makes no difference. I fully understand your aversion to the DPR aspects of these powers. I haven't encountered them in play but they [I]might [/I]annoy me no end if I did, but to be honest I half suspect that I'd be too busy enjoying those later crits and/or dazes and/or forced movement that the ranger could have prevented if he hadn't blown his wad on a little extra damage. In fact, that's exactly the outcome your example describes. No one ever cheers an extra 1[W] but my group sure did when our bow ranger saved the fighter 29 hp by turning a crit into a hit. Edit in response to your edit: I think I'd like to see some more empirical evidence before accepting this assertion as fact, while at the same time accepting that it's almost impossible to provide it. I think we might need to accept me as "unconvinced". In many ways, it's an equivalent argument that arises when comparing Weapon Focus with Deadly Axe (as an off-the-cuff example); small change every round vs big change occasionally. To be honest, I don't think the mathematical answer is the only one. If a player wants the nickel and dime benefit (DPR) rather than the game changer (preventing crits or forced movement or stun), then why not let them choose it? [/QUOTE]
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