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<blockquote data-quote="keterys" data-source="post: 5880964" data-attributes="member: 43019"><p>Swarms tend to factor in their aura damage, too, so yeah brute swarms don't seem to deal brute damage on their powers until you add in the aura.</p><p></p><p>Which makes sense since they're also the ones most in danger of having that bucket of hit points problem (most hp, potentially doubled against melee/ranged) - gotta be careful about going crazy with brute swarms.</p><p></p><p>Like if you look at the L6 Hyena Pack, Brute Swarm - its MBA does 1d10+7 (12.5) which is lower than a normal MBA, but its aura end damage is 5, which brings it to 17.5 - exactly the damage you'd expect from a brute MBA. It also has vuln 10, so if it takes, say, 6 hits to take off its 85 hp, if 2 of those are from close/area (15 base + 10 extra = 25 each, or 50 damage), 4 from M/R (20 base / 2 = 10 each).</p><p></p><p>So, there's still a fair chunk of variance there... and, yes, parties should make sure they pick up _some_ ability to area/close for situations like this. Also, for against darkness/invisible/blinding enemies, whose -5 attack will also effectively halve your damage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 5880964, member: 43019"] Swarms tend to factor in their aura damage, too, so yeah brute swarms don't seem to deal brute damage on their powers until you add in the aura. Which makes sense since they're also the ones most in danger of having that bucket of hit points problem (most hp, potentially doubled against melee/ranged) - gotta be careful about going crazy with brute swarms. Like if you look at the L6 Hyena Pack, Brute Swarm - its MBA does 1d10+7 (12.5) which is lower than a normal MBA, but its aura end damage is 5, which brings it to 17.5 - exactly the damage you'd expect from a brute MBA. It also has vuln 10, so if it takes, say, 6 hits to take off its 85 hp, if 2 of those are from close/area (15 base + 10 extra = 25 each, or 50 damage), 4 from M/R (20 base / 2 = 10 each). So, there's still a fair chunk of variance there... and, yes, parties should make sure they pick up _some_ ability to area/close for situations like this. Also, for against darkness/invisible/blinding enemies, whose -5 attack will also effectively halve your damage :) [/QUOTE]
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