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4e One-trick ponies: Why is it the DM's fault about combat grind?
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<blockquote data-quote="Cadfan" data-source="post: 4643591" data-attributes="member: 40961"><p>1. Concentrated fire IS more efficient than area effects as a general rule, but area effects do more damage total, and eventually you have to get through all of the enemy's hit points. Opening the battle with a big explosion helps a lot, and often can involve one character doing as much damage in one round as the rest of the whole party is likely to do that round put together.</p><p> </p><p>2. Its true that most good ongoing effects don't occur until at least the middle of the heroic tier.</p><p> </p><p>3. As far as boosting ally damage output, there are a lot of ways to do it. Boosting accuracy will do the same thing as boosting damage, functionally speaking, and you can do that with a daze, stun, by sliding an ally into a flanking position, or any number of other effects, many of which are usable by strikers, but most of which are more easily found in controller or leader powers. Ongoing effects can do similar things, because an attack that pushes or pulls can receive a functional damage boost if you push someone into a damaging cloud or wall.</p><p> </p><p>In general, striker daily powers tend to be "hit one guy really big this round" type effects. They're great for when you need to put one particular enemy on the floor right now. But if your overall goal is a fast combat, doing high single target damage isn't always the best solution. You get further towards killing everything if you do 15 points of damage to five targets than 30 points of damage to one. Same if you deal 10 damage per round to two or three targets over 4 rounds versus if you deal 30 damage to one once.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4643591, member: 40961"] 1. Concentrated fire IS more efficient than area effects as a general rule, but area effects do more damage total, and eventually you have to get through all of the enemy's hit points. Opening the battle with a big explosion helps a lot, and often can involve one character doing as much damage in one round as the rest of the whole party is likely to do that round put together. 2. Its true that most good ongoing effects don't occur until at least the middle of the heroic tier. 3. As far as boosting ally damage output, there are a lot of ways to do it. Boosting accuracy will do the same thing as boosting damage, functionally speaking, and you can do that with a daze, stun, by sliding an ally into a flanking position, or any number of other effects, many of which are usable by strikers, but most of which are more easily found in controller or leader powers. Ongoing effects can do similar things, because an attack that pushes or pulls can receive a functional damage boost if you push someone into a damaging cloud or wall. In general, striker daily powers tend to be "hit one guy really big this round" type effects. They're great for when you need to put one particular enemy on the floor right now. But if your overall goal is a fast combat, doing high single target damage isn't always the best solution. You get further towards killing everything if you do 15 points of damage to five targets than 30 points of damage to one. Same if you deal 10 damage per round to two or three targets over 4 rounds versus if you deal 30 damage to one once. [/QUOTE]
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4e One-trick ponies: Why is it the DM's fault about combat grind?
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