Jhaelen said:
All right. Take a function with n variables, each of which may range from negative infinity to positive infinity. Obviously choosing a zero for every variable will give you a good idea about the function, since zero is right in the middle of the parameter range, right?
Too many jokes and insults... Ok.
I opened DMG, looked at the guidlines how to make monsters. Even babe can sit here and look at the numbers and tell that Skirmisher stats are in medium range of all stats...
Attack vs. AC (Skirmisher: Level + 5 Brute: Level + 3 Soldier: Level + 7 Lurker: Level + 5 Controller: Level + 5 Artillery: Level + 7). So as you can see the range is from 3 to 7. That's why 5 is correct number to calculate the average to hit bonuses vs. AC for all monsters. This number can vary but they will never be lower than level +3 and higher than level +7.
Let's look at... well 21 lvl monsters from MM. Compared to DMG average numbers should look like this:
Skirmisher +26 vs. AC; Brute +24 vs. AC, Soldier +28 vs. AC; Lurker +26 vs. AC, Controller +26 vs. AC and Artillery +26 vs. AC
Her's what MM states:
Ghaele of Winter (Artillery) +25 vs. AC (-1 from average)
Larva Mage (Ellite Artillery) +26 vs. AC
Giant Mummy (Brute) +24 vs. AC
Dark Naga (Elite Controller) +24 vs. AC (-2 from average)
Deathpriest Hierophant (Elite Controller) +24 vs. AC (-2 from average)
Tormenting Ghost (have no vs. AC attacks)
Angel of Valor Legionnaire (Minion) - +26 vs. AC
Legion Devil Legionnaire (Minion) +26 vs. AC
Wild Hunt Hound (Skirmisher) +26 vs. AC
Yuan-Ti Anathema (Elite Skirmisher) +26 vs. AC
Fire Titan (Elite Soldier) +26 vs. AC (-2 from average)
Marut Blademaster (Soldier) +27 vs. AC (-1 from average)
As you can see my average math works just fine when I say that most common attack bonus of 21 lvl monsters vs. AC is +26! Ok I will just make you a favor and count the NADs attacks the same way for you.
From DMG this are the average numbers:
Attack vs. other defenses (Skirmisher: Level + 3 Brute: Level + 1 Soldier: Level + 5 Lurker: Level + 3 Controller: Level + 4 Artillery: Level + 5). We take our example on 21 lvl and this is what the average stats should look like:
Skirmisher +24 vs. AC; Brute +22 vs. AC, Soldier +26 vs. AC; Lurker +24 vs. AC, Controller +25 vs. AC and Artillery +26 vs. AC
Her's what MM states:
Ghaele of Winter (Artillery) +25 vs. REF (+1 from average) +23 vs. WILL (close burst; +1 from average)
Larva Mage (Ellite Artillery) +24 vs. WILL (-2 from average) +24 vs. FOR (-2 from average) +26 vs. WILL +24 vs. REF (area attack)
Giant Mummy (Brute) +22 vs. FOR (close burst; +2 from average)
Dark Naga (Elite Controller) +25 vs. WILL (close burst; +2 from average) +26 vs. WILL (close burst; +3 from average)
Deathpriest Hierophant (Elite Controller) +24 vs. WILL (-1 from average) +24 vs. FOR (close burst; +1 from average)
Tormenting Ghost (Controller) +24 vs. REF (-1 from average) +24 vs. WILL (-1 from average) +24 vs. WILL (close burst; +1 from average)
Angel of Valor Legionnaire (Minion) (no NADs attacks)
Legion Devil Legionnaire (Minion) (no NADs attacks)
Wild Hunt Hound (Skirmisher) (no NADs attacks)
Yuan-Ti Anathema (Elite Skirmisher) +24 vs. REF (multiattack power; +2 from average) +26 vs. FOR (close burst; +4 from average)
Fire Titan (Elite Soldier) +24 vs. REF (-2 from average) +24 vs. REF (close burst)
Marut Blademaster (no NAD attacks)
As you can see my simple math works again. I stated that +24 will be average NAD bonus to attack at this level and... suprisely it is true!
I just found the Ghaele of Winter attack. I will post it here for you:
Chilling Defiance (standard; at-will) ✦ Cold, Healing
Close burst 3; targets enemies; automatic hit; the target takes 10 cold damage and is slowed until the end of the ghaele’s next turn. The ghaele of winter regains 2 hit points for each enemy who takes damage from this power.
I hope that will be final answer that hitting on 2 wasn't intended. We already have autohit powers! And don't forget about auras that are nasty and make monsters more threatening! Creating zones by monsters is a fact to.
Jhaelen said:
Well, actually my calculations include more factors than yours, like actual characters
Actually I made some characters to see how my math works. I will post them again:
I was wonder what NADs have any given classes. I was bulding characters at 25 lvl, when NADs HIT is at +28 on Average (+30 artillery):
====== Created Using Wizards of the Coast D&DI Character Builder ======
level 25
Tiefling, Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Infernal Pact
FINAL ABILITY SCORES
Str 10, Con 20, Dex 13, Int 20, Wis 12, Cha 25.
Starting Ability Scores
Str 8, Con 14, Dex 11, Int 15, Wis 10, Cha 16.
AC: 27 Fort: 32 Reflex: 33 Will: 35
HP: 152 Surges: 11 Surge Value: 38
TRAINED SKILLS
FEATS
POWERS
ITEMS
Piwafwi +5
====== Created Using Wizards of the Coast D&DI Character Builder ======
FOR 4 on die; Ref 5 on die; Will 8 on die.
====== Created Using Wizards of the Coast D&DI Character Builder ======
level 25
Half-Orc, Rogue
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel
FINAL ABILITY SCORES
Str 24, Con 12, Dex 24, Int 10, Wis 13, Cha 17.
Starting Ability Scores
Str 15, Con 10, Dex 16, Int 8, Wis 11, Cha 14.
AC: 29 Fort: 34 Reflex: 36 Will: 30
HP: 144 Surges: 7 Surge Value: 36
TRAINED SKILLS
Stealth, Thievery.
FEATS
POWERS
ITEMS
Piwafwi +5
====== Created Using Wizards of the Coast D&DI Character Builder ======
FOR 6 on die; REF 8 on die; Will 2 on die
====== Created Using Wizards of the Coast D&DI Character Builder ======
level 25
Human, Warlord
Commanding Presence: Inspiring Presence
FINAL ABILITY SCORES
Str 24, Con 10, Dex 14, Int 18, Wis 12, Cha 20.
Starting Ability Scores
Str 16, Con 8, Dex 11, Int 13, Wis 10, Cha 16.
AC: 26 Fort: 36 Reflex: 32 Will: 34
HP: 142 Surges: 7 Surge Value: 35
TRAINED SKILLS
FEATS
POWERS
ITEMS
Abyssal Adornment +5
====== Created Using Wizards of the Coast D&DI Character Builder ======
Jhaelen said:
I'll ignore the rudeness for a moment to point out that this is precisely why I don't think your calculations show anything useful: they're simple. Too simple. You simplify a complex problem until it's no longer properly modeled by your numbers.
If I simplify the range of possible colors by assuming that the red, green and blue components of a colour are either zero or one, I get a total of 8 colours. Do you believe that's an accurate representation of the possible colour range?
Big smile again. I will ask it very polite... If NADs attacks vs. PCs DEF have better chances to hit than AC attacks, do the same amount of damage and offten place nasty effects on PCs this is too simple evidence to you, to be true. Come on. We are not a babies here. If you want talk about complexity ok.
Cover/Concealment -2 to PCs and monsters to attack.
Superior Cove/Total Concealment -5 to attack for PCs and monsters to.
Combat adventage the same. Monsters can get it more offten becouse of nasty effects.
Tactics? Well, PCs will do they best. Why not monsters? They make ambushes, use terrain for they adventage etc.
Powers. Most powers that give bonuses to defenses gives bonuses to AC only... There are very few powers that give bonuses to NADs! Attack penalty powers and giving to hit bonuses powers are incorporeted to special builds and avalible from 1 lvl of play, so this is obvious they have the same impact on game thrue all 30 lvls. Do you want to add something to this? If so make it more clear to me, what complexity I forget in my
simple calculatons. You see... If powers will have such a big impact to the math on epic play, we will not have them avalible at lvl 1, but on paragon or epic! Why swordmage have power that give him his warding to other NADs on heroic? Why we have rightous brand at-will of STR cleric that can give +4/+5 to melee hit at first level (and +8 at late epic)? why is Distrupting Strike on heroic? You see this is why I ignore to powers impact, becouse they have the same impact on heroic like on epic!
Jhaelen said:
Damn those stupid designers! If only they'd hired you to do the math for them! I'll be happy to hear about your proposed solution .
Please don't be sarcastic. Maybe they will need you as a public relationship guy...
Anyway. There are threads like "Can a player get to many healings" "Solos not threating" "Grind" etc. I didn't take those assumptions from... vacum

Yeah, it's definitly my new favorite word.
And if we have a discussion here why you don't answer to my arguments? You simply can't or what?
Maybe it's time to sumarize, why I think math is broken:
1)Average math shows that your NAds, AC and to hit chance is lower than on epic. The gap is huge for NADs specialy.
2)The attacks vs. AC compared to NADs attacks do the same damage, but NADs attack place nasty effects and have very, very easier time to hit than AC attacks.
3)The PHB2 feats came out and they fix the gap my math showed to me. To be realy precize I think paragon +2 feats are alos feat fixes (or at least must have feats).
4)Fight on epic becouse of this math gaps make game longer and grindy.
5)Hitting on 2-5 isn't fun at all! Hitting in response on 15+ too. As KarinsDad said I don't think that this is sweet spot designers were talking about.
6)I saw too many errated thing that should work from beginning. a) The first example are Skill Challanges that even after errata are so bad... I don't know who do the math there, but he just made so many mistakes. b)Adventurers Vault masterwork armors.
7)The autohit powers already exist! There are auras too and zones in the game. We got plenty of autohit powers already.