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<blockquote data-quote="CovertOps" data-source="post: 5284356" data-attributes="member: 65152"><p>You can get the errata for free from wizards site. They posted the chart there or somewhere for free. I have used the updated MB and I have to say it is really slick. Worth the 1 month sub to get the updates. Every attack now has the following settings:</p><ul> <li data-xf-list-type="ul">Type: Normal (-) or Limited Use (+75%)</li> <li data-xf-list-type="ul">Average Damage: (this is the L+8 value)</li> <li data-xf-list-type="ul">Dice Sides: You can of course pick 4, 6, 8, 10, and 12 for how random you want their damage to be</li> <li data-xf-list-type="ul">Modifier: Low (-25%), Medium (-), and High (+25%)</li> </ul><p>The first thing I noticed about all the MM1 creatures I've looked at is that their Modifiers are all set to "Low" (disclaimer here that I didn't look at more than 10). I opened a copy of the Goblin Warrior from MM1 (awesome new filter tools to filter by source and other things). First I changed his modifier to "Normal" then clicked the fancy "reset" button next to his average damage and suddenly it said he does 9 average damage (L+8). His damage went from d8 + 2 to d8 + 5. My guess is that I could edit any creature from MM1 up to standards in about 2-3 minutes or less. Just edit each attack power.</p><p></p><p>About elites. Elites don't do more damage on a single swing, but instead they usually get an at-will power that let's them swing twice using their normal attack on their turn. This keeps them in line with all other creatures since an elite can make an OA for each PC so that shouldn't be double damage just because it's an elite. Also, elites generally do more damage over their lifetime because they have the same damage output as a single standard creature, but have double HPs and so stay standing longer than 2 standard creatures and continue to do full damage where with 2 standard creatures 1 of them would drop when the elite would only be bloodied.</p><p></p><p>About grind. For sandbox play you can keep the built in scaling by making your creatures whatever level you want them to be, then just manually adjust their defenses so they can be hit (a quick monster level - PC level as penalty should do EX: Level 10 creature vs level 2 PCs would be -8 on all defenses). They'll do more damage per swing as well as hit more often (from +1/2 level), and have tons more HPs. If they can't figure out they're over matched they'll be dead. Soliders can be just a bit tougher to hit if you use that. You can of course do the same thing in reverse for lower level monsters by increasing defenses.</p></blockquote><p></p>
[QUOTE="CovertOps, post: 5284356, member: 65152"] You can get the errata for free from wizards site. They posted the chart there or somewhere for free. I have used the updated MB and I have to say it is really slick. Worth the 1 month sub to get the updates. Every attack now has the following settings: [list] [*]Type: Normal (-) or Limited Use (+75%) [*]Average Damage: (this is the L+8 value) [*]Dice Sides: You can of course pick 4, 6, 8, 10, and 12 for how random you want their damage to be [*]Modifier: Low (-25%), Medium (-), and High (+25%) [/list] The first thing I noticed about all the MM1 creatures I've looked at is that their Modifiers are all set to "Low" (disclaimer here that I didn't look at more than 10). I opened a copy of the Goblin Warrior from MM1 (awesome new filter tools to filter by source and other things). First I changed his modifier to "Normal" then clicked the fancy "reset" button next to his average damage and suddenly it said he does 9 average damage (L+8). His damage went from d8 + 2 to d8 + 5. My guess is that I could edit any creature from MM1 up to standards in about 2-3 minutes or less. Just edit each attack power. About elites. Elites don't do more damage on a single swing, but instead they usually get an at-will power that let's them swing twice using their normal attack on their turn. This keeps them in line with all other creatures since an elite can make an OA for each PC so that shouldn't be double damage just because it's an elite. Also, elites generally do more damage over their lifetime because they have the same damage output as a single standard creature, but have double HPs and so stay standing longer than 2 standard creatures and continue to do full damage where with 2 standard creatures 1 of them would drop when the elite would only be bloodied. About grind. For sandbox play you can keep the built in scaling by making your creatures whatever level you want them to be, then just manually adjust their defenses so they can be hit (a quick monster level - PC level as penalty should do EX: Level 10 creature vs level 2 PCs would be -8 on all defenses). They'll do more damage per swing as well as hit more often (from +1/2 level), and have tons more HPs. If they can't figure out they're over matched they'll be dead. Soliders can be just a bit tougher to hit if you use that. You can of course do the same thing in reverse for lower level monsters by increasing defenses. [/QUOTE]
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