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The New Monster Math, Explained and Expanded
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5805424" data-attributes="member: 1165"><p>I think the lurker section needs a bit of work, mainly around damage. I will use Vincent Gravelstoke, a 12th-level lurker in Threats to the Nentir Vale, as an example. A 12th-level creature could be expected to do 20 damage a hit, making the math easy.</p><p></p><p>Vincent's at-will attack only does 15 damage on average though. However, his attack does ongoing 10 damage (save ends), treated as +10 damage, when he has combat advantage. In short, a lurker often does weak damage but super-powered combat advantage. His total damage is now 25 (+25% over the expected value). Note that Vincent does not have any special abilities that grant him combat advantage each round; he has to use Stealth or flanking, and he doesn't have special moves letting him shift, teleport, use Stealth better, etc. (Also note that he does not have the combat advantage <strong>trait</strong>, so the bonus damage only applies to his at-will attack, and not to the other attack I will be describing below.)</p><p></p><p>Not quite stated clearly, but his parry ability should probably be regarded as "paired" with his combat advantage. Parry lets him gain a +4 bonus to all defenses against a melee attack once per round.</p><p></p><p>In addition, he has a second "lurker" ability, as befits a paragon lurker. His shadow strike, which recharges when he is bloodied, takes a standard action to use. The effect causes him to be <strong>removed from play</strong> for a turn (super defense!). At the start of his next turn, he reappears up to 10 squares away from his original position and inflicts a very high damage attack as a standard action: average 30 damage, and the target cannot spend healing surges (save ends).</p><p></p><p>Sorry that was long and confusing. The math was easy, but nothing else was.</p><p></p><p>IMO, for every tier, a lurker needs an offense <em>and</em> defense ability. Their regular attack (when not using their lurker offense ability) should only do 3/4 (low) damage.</p><p></p><p>A pseudodragon is an easier example, although I don't have the numbers in front of me. A pseudodragon is a 3rd-level lurker. It's regular attack does weak damage (low, only 3/4 expected value). It can turn invisible as a standard action. While invisible, it can use a poisonous stinger attack that does high damage (+25%, like a brute, although the flavor is based around ongoing poison damage). The duergar scout has an ability like that too, and when I first saw it I thought it was overpowered. It can turn invisible at will, and it specifically only deals bonus damage when it was invisible when it attacked. That did +4d6 damage, and it's only 4th-level.</p><p></p><p>As Tequila Starrise noted, a lurker only needs to attack every other round, and has great defenses when not attacking. However, I believe the WotC standard is to give lurkers low damage, but huge bonuses when using their lurker offense ability.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5805424, member: 1165"] I think the lurker section needs a bit of work, mainly around damage. I will use Vincent Gravelstoke, a 12th-level lurker in Threats to the Nentir Vale, as an example. A 12th-level creature could be expected to do 20 damage a hit, making the math easy. Vincent's at-will attack only does 15 damage on average though. However, his attack does ongoing 10 damage (save ends), treated as +10 damage, when he has combat advantage. In short, a lurker often does weak damage but super-powered combat advantage. His total damage is now 25 (+25% over the expected value). Note that Vincent does not have any special abilities that grant him combat advantage each round; he has to use Stealth or flanking, and he doesn't have special moves letting him shift, teleport, use Stealth better, etc. (Also note that he does not have the combat advantage [b]trait[/b], so the bonus damage only applies to his at-will attack, and not to the other attack I will be describing below.) Not quite stated clearly, but his parry ability should probably be regarded as "paired" with his combat advantage. Parry lets him gain a +4 bonus to all defenses against a melee attack once per round. In addition, he has a second "lurker" ability, as befits a paragon lurker. His shadow strike, which recharges when he is bloodied, takes a standard action to use. The effect causes him to be [b]removed from play[/b] for a turn (super defense!). At the start of his next turn, he reappears up to 10 squares away from his original position and inflicts a very high damage attack as a standard action: average 30 damage, and the target cannot spend healing surges (save ends). Sorry that was long and confusing. The math was easy, but nothing else was. IMO, for every tier, a lurker needs an offense [i]and[/i] defense ability. Their regular attack (when not using their lurker offense ability) should only do 3/4 (low) damage. A pseudodragon is an easier example, although I don't have the numbers in front of me. A pseudodragon is a 3rd-level lurker. It's regular attack does weak damage (low, only 3/4 expected value). It can turn invisible as a standard action. While invisible, it can use a poisonous stinger attack that does high damage (+25%, like a brute, although the flavor is based around ongoing poison damage). The duergar scout has an ability like that too, and when I first saw it I thought it was overpowered. It can turn invisible at will, and it specifically only deals bonus damage when it was invisible when it attacked. That did +4d6 damage, and it's only 4th-level. As Tequila Starrise noted, a lurker only needs to attack every other round, and has great defenses when not attacking. However, I believe the WotC standard is to give lurkers low damage, but huge bonuses when using their lurker offense ability. [/QUOTE]
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