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Channel Divinity: Sacred Weapon - Does the action to activate it make it weak?
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<blockquote data-quote="Blue" data-source="post: 7823471" data-attributes="member: 20564"><p>I think there are a lot of situational times that it's good that ends up with it being a positive bonus.</p><p></p><p>Here's some off the top of my head.</p><p>1. Sometimes it doesn't take up an attack - like when the foe start more than one move away but less than two - you can move and activate.</p><p></p><p>2. If you are hasted, do it with your Haste action and you are only giving up one attack.</p><p></p><p>3. Up level opponents have different criteria. For example, if a foe has a high AC and you miss a lot, wasting one action to be able to hit regularly is likely worth it.</p><p></p><p>4. With a -5/+10 feat and a 20 CHR, it becomes -0/+10. Where does that math end up in missing an action?</p><p></p><p>5. Evaluating it in a vacuum is all we can do but not the full picture. Say the first round against tough opponents is "buff the pally" time and you beat your party with initiative. Missing an action for unbuffed attacks to later make the buffs you receive even more effective due to bonus to hit and damage may be worth it.</p><p></p><p>6. Say and average combat lasts 4 rounds. (Someone else said 3 and then more for harder.) If you have a 65% chance to hit and average 12 points per hit with 2 attacks, that's 15.6 per action for 62.4 total for four rounds. With +4 hit/damage you'd have 90% chance to hit for 12 points of damage with 2 attacks, that's 21.6 per action for 64.8 for three rounds. Huh, seems like it does more damage just off the cuff.</p><p></p><p>EDIT: [USER=6802487]@rczarnec[/USER] corrected me that it only adds to hit, so I updated the examples above.</p></blockquote><p></p>
[QUOTE="Blue, post: 7823471, member: 20564"] I think there are a lot of situational times that it's good that ends up with it being a positive bonus. Here's some off the top of my head. 1. Sometimes it doesn't take up an attack - like when the foe start more than one move away but less than two - you can move and activate. 2. If you are hasted, do it with your Haste action and you are only giving up one attack. 3. Up level opponents have different criteria. For example, if a foe has a high AC and you miss a lot, wasting one action to be able to hit regularly is likely worth it. 4. With a -5/+10 feat and a 20 CHR, it becomes -0/+10. Where does that math end up in missing an action? 5. Evaluating it in a vacuum is all we can do but not the full picture. Say the first round against tough opponents is "buff the pally" time and you beat your party with initiative. Missing an action for unbuffed attacks to later make the buffs you receive even more effective due to bonus to hit and damage may be worth it. 6. Say and average combat lasts 4 rounds. (Someone else said 3 and then more for harder.) If you have a 65% chance to hit and average 12 points per hit with 2 attacks, that's 15.6 per action for 62.4 total for four rounds. With +4 hit/damage you'd have 90% chance to hit for 12 points of damage with 2 attacks, that's 21.6 per action for 64.8 for three rounds. Huh, seems like it does more damage just off the cuff. EDIT: [USER=6802487]@rczarnec[/USER] corrected me that it only adds to hit, so I updated the examples above. [/QUOTE]
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Channel Divinity: Sacred Weapon - Does the action to activate it make it weak?
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