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<blockquote data-quote="KarinsDad" data-source="post: 5070697" data-attributes="member: 2011"><p>But it does do damage. It does indirect damage.</p><p></p><p>Say each PC has a 50% chance to hit the foe. The Cleric hits it with Astral Seal.</p><p></p><p>The defense of the foe drops by 2. For every PC.</p><p></p><p>So on average, if one PC then attacks that foe, instead of doing 50% of the Cleric's average damage (which tends to be a bit lower than most), he is doing 10% of the other PC's damage. 2 PCs = 20%, 3 PCs = 30%, etc.</p><p></p><p>In a solo fight, all 5 PCs (including the Cleric the next round) might attack with a damaging attack. That's +50% and typically, that is more average damage than what the Cleric would normally do.</p><p></p><p>Granted, Lance of Faith would have added +10% to one ally anyway and Righteous Brand could add even more.</p><p></p><p>But the advantage here is that multiple PCs get the +10%, so they have a better chance of hitting with multiple encounter or daily powers.</p><p></p><p>So, not only is one PC typically healed for the equivalent of a surge, but the PCs still average some percentage of the damage that the Cleric would have done had the Cleric chosen a different At Will power.</p><p></p><p></p><p>If the Cleric hits with Astral Seal on round one, he too has a +10% chance to hit the following round. So, he had a 50% chance to hit with Astral Seal on round one and a 60% chance to hit with Astra Seal on round two. Throw in a feat like Distance Advantage and have the foe flanked by two allies and it's suddenly 70% chance to hit.</p><p></p><p>The synergies can add up quickly.</p><p></p><p>A power or feat doesn't have to be 100% broken by itself to quickly get broken combinations. They just have to be stronger than most other equivalent abilities.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5070697, member: 2011"] But it does do damage. It does indirect damage. Say each PC has a 50% chance to hit the foe. The Cleric hits it with Astral Seal. The defense of the foe drops by 2. For every PC. So on average, if one PC then attacks that foe, instead of doing 50% of the Cleric's average damage (which tends to be a bit lower than most), he is doing 10% of the other PC's damage. 2 PCs = 20%, 3 PCs = 30%, etc. In a solo fight, all 5 PCs (including the Cleric the next round) might attack with a damaging attack. That's +50% and typically, that is more average damage than what the Cleric would normally do. Granted, Lance of Faith would have added +10% to one ally anyway and Righteous Brand could add even more. But the advantage here is that multiple PCs get the +10%, so they have a better chance of hitting with multiple encounter or daily powers. So, not only is one PC typically healed for the equivalent of a surge, but the PCs still average some percentage of the damage that the Cleric would have done had the Cleric chosen a different At Will power. If the Cleric hits with Astral Seal on round one, he too has a +10% chance to hit the following round. So, he had a 50% chance to hit with Astral Seal on round one and a 60% chance to hit with Astra Seal on round two. Throw in a feat like Distance Advantage and have the foe flanked by two allies and it's suddenly 70% chance to hit. The synergies can add up quickly. A power or feat doesn't have to be 100% broken by itself to quickly get broken combinations. They just have to be stronger than most other equivalent abilities. [/QUOTE]
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