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<blockquote data-quote="Ibixat" data-source="post: 4582635" data-attributes="member: 71416"><p>No I never said that you can't get CA ranged, For instance I play a Drow, I can get CA against anyone I please for 2 rounds every fight with no chance of it not working. Combine that with status's from the group, forcing people prone, daze etc, I am rarely denied combat advantage.  Though more often than not the times I am unable to get combat advantage is usually when I'm at range still.</p><p></p><p>The problem with twin strike is most of us who follow the artful dodger path are going to have a 10 strength and a 20 dex at the start, so twin strike would be +4 vs AC x2 for 1d4 each if used in melee.  And sly flourish would be +9 vs ac 1d4+7 or 1d4+8, or make those +6's and +11 with combat advantage.</p><p></p><p>Oddly enough mathematically having a 5 better chance to hit when swinging once means that rolling twice never actually gives you a better chance of hitting unless you can hit on a 6 or less with the lower mod.  If you need say a 10 to hit with the higher mod you'd need a 15 with the lower mod, a 45% chance to miss on the single attack a 49% chance to miss twice with the lower mod, things only get worse as you level up more and raise your dexterity, once you reach epic tier, and have 6 more points in dexteiry for +3 to the mod and only 2 more points of strength you know have a deficit of 7 points on your strength based attack verse your dexterity based attacks.</p><p></p><p>When you figure the ranged attack benefits of it then sure it's pretty spiffy for that but I'll take my chances with one shot and take a second melee at will that targets a different defense that can often be up to 3-6 less than AC</p></blockquote><p></p>
[QUOTE="Ibixat, post: 4582635, member: 71416"] No I never said that you can't get CA ranged, For instance I play a Drow, I can get CA against anyone I please for 2 rounds every fight with no chance of it not working. Combine that with status's from the group, forcing people prone, daze etc, I am rarely denied combat advantage. Though more often than not the times I am unable to get combat advantage is usually when I'm at range still. The problem with twin strike is most of us who follow the artful dodger path are going to have a 10 strength and a 20 dex at the start, so twin strike would be +4 vs AC x2 for 1d4 each if used in melee. And sly flourish would be +9 vs ac 1d4+7 or 1d4+8, or make those +6's and +11 with combat advantage. Oddly enough mathematically having a 5 better chance to hit when swinging once means that rolling twice never actually gives you a better chance of hitting unless you can hit on a 6 or less with the lower mod. If you need say a 10 to hit with the higher mod you'd need a 15 with the lower mod, a 45% chance to miss on the single attack a 49% chance to miss twice with the lower mod, things only get worse as you level up more and raise your dexterity, once you reach epic tier, and have 6 more points in dexteiry for +3 to the mod and only 2 more points of strength you know have a deficit of 7 points on your strength based attack verse your dexterity based attacks. When you figure the ranged attack benefits of it then sure it's pretty spiffy for that but I'll take my chances with one shot and take a second melee at will that targets a different defense that can often be up to 3-6 less than AC [/QUOTE]
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