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Armor Specialization (Plate)
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<blockquote data-quote="Saeviomagy" data-source="post: 4774486" data-attributes="member: 5890"><p>You're absolutely right. I was going for con 10 actually (it was intended to represent a defense-light wizard), so 48 hps.</p><p></p><p>That means with his at-will, the foe will take 38.33% of a surge from the wizard, 18% of a surge from the dwarf, and suffer 36.6% of a surge in return for his attack on the dwarf, making attacking the wizard with his at-will a really bad decision. His encounter power is still a bad choice as well - he takes 53% of surge from the wizard, 25% from the dwarf and suffers 36.6% from the dwarf.</p><p></p><p>It's a fairly delicate balance though - if either AC swings 2 points in the wrong direction, or the hitpoints swing, or any number of other things, the wizard is a better choice again.</p><p></p><p></p><p>In an ideal world, the wizard would be winning this fight: after all, the fighter is a defender, not a striker or controller, and thus his primary job shouldn't be to deal out the hurt: if it is, then rogues and rangers are obsolete.</p><p></p><p>In reality though, this is quite possibly not true.</p><p></p><p>I don't understand the meaning of this sentence.</p><p></p><p>As does the fighter. There's not really much in it either way.</p><p></p><p>You're in heroic: healing varies pretty wildly, from a flat X hitpoints(from a healing potion for example), to flat surge value (for the dwarf burning his free action second wind or any number of attack+heal powers), to surge +1d6 (for an unfeated warlord), to surge + 1d6 + some number for a cleric.</p><p></p><p>It also assumes that we only have melee combatants. Once we've got ranged ones, the meter swings wildly in favour of blasting the mage to bits, because your retaliation counts for naught and your defenses make it the favourable action by a long shot.</p><p></p><p></p><p>As I pointed out above: it requires the enemyto be sticking it out toe-to-toe with the defender as well. As soon as you've got your scenario above and there's no retaliation involved, the wizard is a nice juicy pincushion, purely because the fighter is so much harder to hit than him.</p><p></p><p>So the moral is: you're going to be a more effective defender if your defenses are close to the defenses of those you are defending. That was the point.</p><p></p><p>Also - wow, that's a lot of defend in a single sentence.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4774486, member: 5890"] You're absolutely right. I was going for con 10 actually (it was intended to represent a defense-light wizard), so 48 hps. That means with his at-will, the foe will take 38.33% of a surge from the wizard, 18% of a surge from the dwarf, and suffer 36.6% of a surge in return for his attack on the dwarf, making attacking the wizard with his at-will a really bad decision. His encounter power is still a bad choice as well - he takes 53% of surge from the wizard, 25% from the dwarf and suffers 36.6% from the dwarf. It's a fairly delicate balance though - if either AC swings 2 points in the wrong direction, or the hitpoints swing, or any number of other things, the wizard is a better choice again. In an ideal world, the wizard would be winning this fight: after all, the fighter is a defender, not a striker or controller, and thus his primary job shouldn't be to deal out the hurt: if it is, then rogues and rangers are obsolete. In reality though, this is quite possibly not true. I don't understand the meaning of this sentence. As does the fighter. There's not really much in it either way. You're in heroic: healing varies pretty wildly, from a flat X hitpoints(from a healing potion for example), to flat surge value (for the dwarf burning his free action second wind or any number of attack+heal powers), to surge +1d6 (for an unfeated warlord), to surge + 1d6 + some number for a cleric. It also assumes that we only have melee combatants. Once we've got ranged ones, the meter swings wildly in favour of blasting the mage to bits, because your retaliation counts for naught and your defenses make it the favourable action by a long shot. As I pointed out above: it requires the enemyto be sticking it out toe-to-toe with the defender as well. As soon as you've got your scenario above and there's no retaliation involved, the wizard is a nice juicy pincushion, purely because the fighter is so much harder to hit than him. So the moral is: you're going to be a more effective defender if your defenses are close to the defenses of those you are defending. That was the point. Also - wow, that's a lot of defend in a single sentence. [/QUOTE]
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