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Is an 18/19/20 an absolute must?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5023912" data-attributes="member: 82106"><p>On the other hand your analysis is entirely correct as far as it goes, but there are plenty of additional things to consider. Conditions are of course one that is often mentioned because they are all or nothing and thus value to-hit more than damage does. Miss effects and reliable powers also have a VERY considerable effect and Reaping Strike for instance does on average a fairly phenomenal amount of damage and is little affected by to-hit chance on a proportional basis.</p><p></p><p>However even all of these things are not taking into consideration the tactical implications of hitting and doing damage. Hitting weak monsters is often less valuable than hitting powerful ones. Weak monsters usually have weak powers used against them for one thing. They have generally weak defenses and thus boosting your to-hit in cases where you're facing a weak opponent is less valuable. OTOH they are also a lot less of a threat, so it matters less. Hitting the STRONG opponents though, which have generally higher defenses is even more critical. You don't want to miss them and you often deploy encounter or daily powers against them that you REALLY want to hit with. Even a character that is nominally hitting equal level monsters on a 6+ may find that it still makes sense to have a bit higher to-hit bonus just for that time when you're after the level+5 Solo Soldier monster that's eating your lunch. Of course you now have to factor in what kind of leader support you get in that case and decide if its better to up your to-hit more or just get the leader to stock some extra buffs.</p><p></p><p>Really its also not worth studying any of these numbers in isolation from other things you may be gaining/losing by increasing a starting stat. It won't do you a lot of good to have a really high to-hit number if your character drowns, falls off the side of a cliff, or gets killed by a pit trap because he only had one really good stat.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5023912, member: 82106"] On the other hand your analysis is entirely correct as far as it goes, but there are plenty of additional things to consider. Conditions are of course one that is often mentioned because they are all or nothing and thus value to-hit more than damage does. Miss effects and reliable powers also have a VERY considerable effect and Reaping Strike for instance does on average a fairly phenomenal amount of damage and is little affected by to-hit chance on a proportional basis. However even all of these things are not taking into consideration the tactical implications of hitting and doing damage. Hitting weak monsters is often less valuable than hitting powerful ones. Weak monsters usually have weak powers used against them for one thing. They have generally weak defenses and thus boosting your to-hit in cases where you're facing a weak opponent is less valuable. OTOH they are also a lot less of a threat, so it matters less. Hitting the STRONG opponents though, which have generally higher defenses is even more critical. You don't want to miss them and you often deploy encounter or daily powers against them that you REALLY want to hit with. Even a character that is nominally hitting equal level monsters on a 6+ may find that it still makes sense to have a bit higher to-hit bonus just for that time when you're after the level+5 Solo Soldier monster that's eating your lunch. Of course you now have to factor in what kind of leader support you get in that case and decide if its better to up your to-hit more or just get the leader to stock some extra buffs. Really its also not worth studying any of these numbers in isolation from other things you may be gaining/losing by increasing a starting stat. It won't do you a lot of good to have a really high to-hit number if your character drowns, falls off the side of a cliff, or gets killed by a pit trap because he only had one really good stat. [/QUOTE]
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