high level attack bonuses?

I was only looking at changes since level one. The base armour will be the same thoughout 20 levels (assuming a Paladin) or go up 1-2 points otherwise as you get the superior armour feats. Similarly your starting stat will be the same as it was at level 1 + the improvements.

So at level one you are main stat +4 & at level 30, as Branduil states, +29 an improvement of +25 but monsters have improved by +29.

There do not seem to be very many feats that boost attack rolls that are not situational (Nimble Blade looks the most reliable). Powers that do so seem to rely on hitting which will be harder at high levels though the rewards are often greater being stat based.

Without playing it I do not really know if it all works but seeing eg the Podcast does not fill me with optimism. (Overall I am sure it will mostly work & am planning to run an epic game soon to see how that pans out)
 

log in or register to remove this ad

hong said:
The idea seems to be that you'll always have about 50% chance of hitting, at all levels, against enemies of the same level.

That 50% is a base, not a constant. When you've got the whole party working together it can drop rapidly.
 

I think the info people are providing is good. Your allies DO give you some bonuses to attack. Lets suppose that this bonus is on average +4 (including buffs on you, debuffs on enemy). Now your chance to hit, without min/max is around 50%, more if you target his weekness.

Now consider the wizard's strengths. An encounter with the atropal is not balanced against a team of level 28s, you would also include 3 other monsters worth of enemies. Let's say we get 3 normal type monsters of the same level (not elite or solo). Now their defenses are a little bit lower, let's say your chance to hit is now just over 50% on average. Many of the wizards spells will hit all 3 of these monsters in the area of effect (you roll separate attacks against each). Additionally, these spells tend to do a lot more than a fighter can with a single action. It's a decent trade off.
 


Attack bonus divergence through level range.

Regardless of where a character starts on the +attack scale, over the course of advancing a character from 1 to 28, they'll ideally get additional bonuses of:

+4 from 8 ability score increases in their to-hit ability
+14 from level advancement
+6 from implement or weapon bonus

= +24

Monsters, on the other hand, will get on average +27.

Those few missing attack bonuses need to be made up from either feat/paragon path attack bonuses (not many there) or power attack bonuses (give your Leader a hug). I haven't progressed through the level range but I imagine (hope) that the increase in the number of encounter and daily powers usable in an encounter will make up for the difference.
 

It's probably the Leader bonus. A tactical Warlord at level 30 can give you something on the order of +5 to +8 just be you using an action point, and there's an additional +3 from Action Surge and +4 from Battle Mage.

If you play the team right, that's an additional +12 to hit on two Standards on an action point, if we're modest about optimizing it. We might add +5 more on that if you're a Wand Wizard and decide to blow the feature on this one attack, but +12 is plenty.

If you only had a 30% chance to hit before, now you got a 90% chance of hitting.
 

Also keep in mind what was mentioned above. Atropal's are *elite* monsters. Elites are designed to be harder to hit than average. Meaning, you should be getting less than 50% change to hit them.

When my perfectly useable level 3 dwarf paladin was fighting a solo, I had to roll 16+ to hit. It was a pain, but it wasn't impossible. It just made the battle *hard*.
 

Roxlimn said:
It's probably the Leader bonus. A tactical Warlord at level 30 can give you something on the order of +5 to +8 just be you using an action point
It's 1/2 the Warlord's secondary-stat (INT) bonus. Expect it to be +1 at low level, maybe another +1 at each tier (his INT has to go up 4 points). If he takes the Tactical Assault feat, though, you at least get the full bonus to damage, as well as the halved bonus to attack. Maybe you're thinking of a Paragon path ability that betters Tactical presence? I can't recall one that good, but it's not like I've quite memorized the class, yet. (I am so anticipating playing a warlord...)

The warlord can give you much juicier INT+1 bonus to attack - but, he has to hit the target's AC to give it to you, and those powers aren't Reliable.

Either way, it should still be enough to do the job. One thing to look out for, though, is named bonuses. Only the best 'power' or 'feat' bonus gets to add in.
 


Tony Vargas said:
It's 1/2 the Warlord's secondary-stat (INT) bonus. Expect it to be +1 at low level, maybe another +1 at each tier (his INT has to go up 4 points). If he takes the Tactical Assault feat, though, you at least get the full bonus to damage, as well as the halved bonus to attack. Maybe you're thinking of a Paragon path ability that betters Tactical presence? I can't recall one that good, but it's not like I've quite memorized the class, yet. (I am so anticipating playing a warlord...)

The warlord can give you much juicier INT+1 bonus to attack - but, he has to hit the target's AC to give it to you, and those powers aren't Reliable.

Either way, it should still be enough to do the job. One thing to look out for, though, is named bonuses. Only the best 'power' or 'feat' bonus gets to add in.

Perhaps he's talking about Furious Smash, an at-will to-hit and damage bonus equal to your Charisma. It's difficult to set up and dangerous for a wizard to rely on, but depending on the battlefield and the warlord it might be pretty easy to do over and over.
 

Pets & Sidekicks

Remove ads

Top