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Magic Missile
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<blockquote data-quote="DracoSuave" data-source="post: 5244549" data-attributes="member: 71571"><p>+1d4 + items + feats means that the difference between that power, and... say... Ray of Frost... is that in exchange for having the slowed condition, you trade it for applying the damage directly, without any defenses contributing whatsoever. </p><p></p><p>And, when you have a power with 'Arcane' and 'Effect: roll damage' you have a sorcerer's best friend. That becomes better than any single target at-will a sorcerer can muster. </p><p></p><p>See, when you get to a certain point of static damage bonuses, comparing 1d4 and 1d6 is nonsense... it's like comparing 34 damage that hits half the time to 33 damage that never misses....</p><p></p><p>...there simply is no comparison possible.</p><p></p><p></p><p></p><p>scorching burst, 1d6+stuff. Magic missle, in your version, 1d4+the same stuff-3, and never misses.</p><p></p><p>And force resistance is hardly ever a factor, so the other fire advantage 'can pierce resistance' is a non-factor.</p><p></p><p></p><p></p><p>But it did miss... and generally 40% of the time. Tossing in a damage roll would put its damage output through the roof.</p><p></p><p>Imagine for a moment, a Goliath Greatweapon prowess sorcerer with 20 strength, a deadly staff of ruin +3, staff fighting, dual implement, paragon path'd into this power, those bracers of archery.... At paragon, that's 23 strength... 14 intellegence...</p><p></p><p>1d4+2+6+3+3+3+2+4 = 1d4+23 points of damage... per round... that you cannot stop. Contrast with... oh... 1d8+19 points of damage with 50% hit rate.</p><p></p><p>That's a LOT of damage output. Never underestimate that 'auto hit' thing.</p><p></p><p></p><p></p><p>This is a statement without evidence. Show the math.</p><p></p><p>At level 1, hitting average reflex of 13, average Int of 14, you have:</p><p></p><p>2d4+4 damage = 9 damage average, 9 to hit= 60% probability</p><p></p><p>vs</p><p></p><p>2+4 damage = 6 damage average, 100% probability.</p><p></p><p>9 X 60% = 5.4 damage.</p><p></p><p>6 > 5.4 damage.</p><p></p><p>Saying something does more damage requires more than simply looking at -potential- damage... you actually have to take the probability of doing that damage into account.</p><p></p><p>And in your analysis, you clearly have not.</p><p></p><p></p><p></p><p>Eh. Staff of Magic Missile was just as good, and had a bit more utility. And... well.. it has even MORE now.</p><p></p><p>And any wizard who made magic missile a go-to spell used it with the Master's Wand to get a push effect. That's only more powerful now.</p><p></p><p>And any wizard who wanted to maximize damage used a Staff of Ruin and left the bracers at home anyways... Staff of Ruin does comparable damage with all his powers.</p><p></p><p>If you're making general statements about optimized magic missile wizards, use optimal items in your statement, please and thank you.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5244549, member: 71571"] +1d4 + items + feats means that the difference between that power, and... say... Ray of Frost... is that in exchange for having the slowed condition, you trade it for applying the damage directly, without any defenses contributing whatsoever. And, when you have a power with 'Arcane' and 'Effect: roll damage' you have a sorcerer's best friend. That becomes better than any single target at-will a sorcerer can muster. See, when you get to a certain point of static damage bonuses, comparing 1d4 and 1d6 is nonsense... it's like comparing 34 damage that hits half the time to 33 damage that never misses.... ...there simply is no comparison possible. scorching burst, 1d6+stuff. Magic missle, in your version, 1d4+the same stuff-3, and never misses. And force resistance is hardly ever a factor, so the other fire advantage 'can pierce resistance' is a non-factor. But it did miss... and generally 40% of the time. Tossing in a damage roll would put its damage output through the roof. Imagine for a moment, a Goliath Greatweapon prowess sorcerer with 20 strength, a deadly staff of ruin +3, staff fighting, dual implement, paragon path'd into this power, those bracers of archery.... At paragon, that's 23 strength... 14 intellegence... 1d4+2+6+3+3+3+2+4 = 1d4+23 points of damage... per round... that you cannot stop. Contrast with... oh... 1d8+19 points of damage with 50% hit rate. That's a LOT of damage output. Never underestimate that 'auto hit' thing. This is a statement without evidence. Show the math. At level 1, hitting average reflex of 13, average Int of 14, you have: 2d4+4 damage = 9 damage average, 9 to hit= 60% probability vs 2+4 damage = 6 damage average, 100% probability. 9 X 60% = 5.4 damage. 6 > 5.4 damage. Saying something does more damage requires more than simply looking at -potential- damage... you actually have to take the probability of doing that damage into account. And in your analysis, you clearly have not. Eh. Staff of Magic Missile was just as good, and had a bit more utility. And... well.. it has even MORE now. And any wizard who made magic missile a go-to spell used it with the Master's Wand to get a push effect. That's only more powerful now. And any wizard who wanted to maximize damage used a Staff of Ruin and left the bracers at home anyways... Staff of Ruin does comparable damage with all his powers. If you're making general statements about optimized magic missile wizards, use optimal items in your statement, please and thank you. [/QUOTE]
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