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Ability Score Blues
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<blockquote data-quote="Doctor Proctor" data-source="post: 4517541" data-attributes="member: 78547"><p>That's not the point. The fact is, there are a lot of powers that give bonuses to attack rolls, and they exist at all levels of the game. Yes, if you have lower ability scores it might be harder to actually score hits with them, but with things like flanking you can get some extra bonuses to make those abilities hit. </p><p></p><p>And then once they do, you can <em>still</em> use flanking along with the attack bonus to stack up even larger modifiers to your rolls. Then once you do that we're no longer talking about +1's. We're talking about +4's and up.</p><p></p><p>And if you still want to be nitpicky and talk about misses, there are abilities that key off of a miss. Villain's Menace, a Fighter level 1 daily, is a particularly nasty power. It's essentially your big boss killer. If it hits, it does some decent damage (2[W]+Mod) and gives you a +2 to hit and a +4 to damage for the rest of the encounter. If it misses, you still get a +1 and a +2 for the rest of the encounter against that enemy.</p><p></p><p>So using this will increase your chances to hit those powerful elites and solos that have the higher defenses. Even if you miss, it will give you that magic '+1' that you seem to think is so important.</p><p></p><p>Other abilities like the Fighter level 16 Utility "Surprise Step" will give you automatic combat advantage against opponents, which is worth a +2 bonus. You don't even need to hit with those powers, it's automatic.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4517541, member: 78547"] That's not the point. The fact is, there are a lot of powers that give bonuses to attack rolls, and they exist at all levels of the game. Yes, if you have lower ability scores it might be harder to actually score hits with them, but with things like flanking you can get some extra bonuses to make those abilities hit. And then once they do, you can [I]still[/I] use flanking along with the attack bonus to stack up even larger modifiers to your rolls. Then once you do that we're no longer talking about +1's. We're talking about +4's and up. And if you still want to be nitpicky and talk about misses, there are abilities that key off of a miss. Villain's Menace, a Fighter level 1 daily, is a particularly nasty power. It's essentially your big boss killer. If it hits, it does some decent damage (2[W]+Mod) and gives you a +2 to hit and a +4 to damage for the rest of the encounter. If it misses, you still get a +1 and a +2 for the rest of the encounter against that enemy. So using this will increase your chances to hit those powerful elites and solos that have the higher defenses. Even if you miss, it will give you that magic '+1' that you seem to think is so important. Other abilities like the Fighter level 16 Utility "Surprise Step" will give you automatic combat advantage against opponents, which is worth a +2 bonus. You don't even need to hit with those powers, it's automatic. [/QUOTE]
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