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Grading At-Will Powers
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<blockquote data-quote="Switchback" data-source="post: 4353034" data-attributes="member: 69793"><p>Have you averaged out every monster in the manual? Because other's have and do not agree with you. But the averages are not as important as being able to pick the foes out in a battle that you can hit most easily. </p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?t=229092" target="_blank">http://www.enworld.org/forum/showthread.php?t=229092</a></p><p></p><p>Most combats last more in the neighborhood of 7-12 rounds than 16. Of which I am sure the Wizard is not sitting pumping out CoD into one minion every single action. It's a situational type deal as with all powers. The guys you want to be hitting Ambush on are the big hitters. And as you yourself admitted, some monsters have more than one attack, solo's esp, and the penalty hits all of them until the end of your next turn.</p><p></p><p></p><p></p><p>The math favors attacking Will defense. Especially in the longest battles against the most beefy of creatures that will be the ones standing for many rounds. Getting +3 would be a 15% increase every round when you target the right creatures. It is not the best idea to simply look at a general avg of Will and Reflex. Because you have the option at which defense to attack with different powers. You want to leverage the chances you get to hit the weakest defense. If there happens to be a low Reflex monster in the battle, then you might spend some turns hitting it with a different power. That is the value of being able to target different things.</p></blockquote><p></p>
[QUOTE="Switchback, post: 4353034, member: 69793"] Have you averaged out every monster in the manual? Because other's have and do not agree with you. But the averages are not as important as being able to pick the foes out in a battle that you can hit most easily. [URL]http://www.enworld.org/forum/showthread.php?t=229092[/URL] Most combats last more in the neighborhood of 7-12 rounds than 16. Of which I am sure the Wizard is not sitting pumping out CoD into one minion every single action. It's a situational type deal as with all powers. The guys you want to be hitting Ambush on are the big hitters. And as you yourself admitted, some monsters have more than one attack, solo's esp, and the penalty hits all of them until the end of your next turn. The math favors attacking Will defense. Especially in the longest battles against the most beefy of creatures that will be the ones standing for many rounds. Getting +3 would be a 15% increase every round when you target the right creatures. It is not the best idea to simply look at a general avg of Will and Reflex. Because you have the option at which defense to attack with different powers. You want to leverage the chances you get to hit the weakest defense. If there happens to be a low Reflex monster in the battle, then you might spend some turns hitting it with a different power. That is the value of being able to target different things. [/QUOTE]
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