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The Awesomeness that is Hypnotism
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<blockquote data-quote="DracoSuave" data-source="post: 5669822" data-attributes="member: 71571"><p>Your math is WAY off. Enchanters are using this, for one.</p><p></p><p>Under current math, monsters generally have level + 5 vs AC, and have Level + 12 - 16. The ironic part here is that the monster you best want to use this on is a Brute, which has the best chance of hitting itself for the most damage. But let's assume it's a skirmisher instead.</p><p></p><p>Level + 5 to hit Level + 14 = 9 will hit, meaning 60% hit chance. Then you factor in +4 from the power itself making it 80% hit chance, 90% if you've got the enchanter bonus.</p><p></p><p>The monster misses on a 1 or a 2. If the monster rolls a 3, 3+5+6=14. That hits. Let's do that math again. Level+3+5+6=Level+14 = a hit. </p><p></p><p>The damage on the attack will be around 1d8+4 damage, which is not too shabby given that this is a modal power that also has the ability to push something <s>4</s> <s>6</s> 6 or more squares depending on the build.</p><p></p><p>And that's not even factoring that this power is DEVASTATING against brutes. More accuracy+More accuracy+More damage? Sign me up!</p><p></p><p></p><p></p><p>Yeah, if you're not using actual numbers</p><p></p><p></p><p></p><p>Nor does it factor in that monsters are more likely to have conditions that suck attacked to basic attacks like ongoing damage or marked or immobilized or restrained or weakened...</p><p></p><p></p><p></p><p>And let's be honest, that slide is a DAMN useful option.</p><p></p><p></p><p></p><p>Also, if you're building a group around the idea of using hypnotism to trigger defender tricks and not using the defender to defend or the controller to control, you'll be more effective at this goal of 'damage them' by taking two strikers and calling it a day.</p><p></p><p>The real point of Hypnotism tho is its threat value. Monsters don't clump together when you've got someone capable of making them beat each other up. And it's useful for placing monsters exactly where you want them. It's got two uses, and at-will positioning is a far better combo with REAL defenders than simply using two characters as half-ass strikers.</p><p></p><p>Honestly tho, Hypnotism is a back-up utility. The real enchanter at-will power is in beguiling strands. Move 6 on a close blast 3 that can be buffed with superior orbs and all that? Sign me the hell up.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5669822, member: 71571"] Your math is WAY off. Enchanters are using this, for one. Under current math, monsters generally have level + 5 vs AC, and have Level + 12 - 16. The ironic part here is that the monster you best want to use this on is a Brute, which has the best chance of hitting itself for the most damage. But let's assume it's a skirmisher instead. Level + 5 to hit Level + 14 = 9 will hit, meaning 60% hit chance. Then you factor in +4 from the power itself making it 80% hit chance, 90% if you've got the enchanter bonus. The monster misses on a 1 or a 2. If the monster rolls a 3, 3+5+6=14. That hits. Let's do that math again. Level+3+5+6=Level+14 = a hit. The damage on the attack will be around 1d8+4 damage, which is not too shabby given that this is a modal power that also has the ability to push something [s]4[/s] [s]6[/s] 6 or more squares depending on the build. And that's not even factoring that this power is DEVASTATING against brutes. More accuracy+More accuracy+More damage? Sign me up! Yeah, if you're not using actual numbers Nor does it factor in that monsters are more likely to have conditions that suck attacked to basic attacks like ongoing damage or marked or immobilized or restrained or weakened... And let's be honest, that slide is a DAMN useful option. Also, if you're building a group around the idea of using hypnotism to trigger defender tricks and not using the defender to defend or the controller to control, you'll be more effective at this goal of 'damage them' by taking two strikers and calling it a day. The real point of Hypnotism tho is its threat value. Monsters don't clump together when you've got someone capable of making them beat each other up. And it's useful for placing monsters exactly where you want them. It's got two uses, and at-will positioning is a far better combo with REAL defenders than simply using two characters as half-ass strikers. Honestly tho, Hypnotism is a back-up utility. The real enchanter at-will power is in beguiling strands. Move 6 on a close blast 3 that can be buffed with superior orbs and all that? Sign me the hell up. [/QUOTE]
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