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<blockquote data-quote="KarinsDad" data-source="post: 4309408" data-attributes="member: 2011"><p>Is it?</p><p></p><p>Take an 18 Int, 16 Dex first level PC (not uncommon for a Wand user, but even an 18 Int, 14 Dex is fairly good).</p><p></p><p>He is +7 with one attack per encounter against Fort or Reflex saves in the vicinity of 12 to 14. That's 70% to 80% chance to hit.</p><p></p><p>At 8th level (bumping both), he gains +2 more than at 7th (not including magic or level bonuses). The Defenses of his average opponent only increases by 1 (on average throughout the MM, monsters increase defenses by 1 per level).</p><p></p><p>At 30th level, he can be 28 Int 26 Dex. With a +6 item and with no help from other PCs, powers, or feats, he is +30 to hit, or +38 once per encounter.</p><p></p><p>The difference between +30 and +38 is fairly substantial. The Orb guy still has to hit. Sure, he will hit eventually and still get his lock eventually, but the Wand guy can pretty much ensure (shy of rolling a 1) that he hits on round one.</p><p></p><p>Adding in rerolls, or Cleric auto-hit means auto-crit, and other synergies, it might be more worthwhile to have a one or two round lock (or damage) with a Wand in round one than a many round lock (or damage) in round two or three with an Orb. Especially in the case of damage, opponents might have ways to Regenerate or other forms of healing that are more useful over multiple rounds.</p><p></p><p>A 95% (70% at low level) chance to hit whenever he wants once per encounter might be worth a lot more in the long run than a 55% chance to hit. Sooner or later, the 55% chance to hit Orb guy is going to run into a streak of 45% for round after round after round. It's like Blackjack. Even if counting cards and having a better than 50% chance of winning each hand, a player sooner or later runs into that big long losing streak.</p><p></p><p>Pros and Cons.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4309408, member: 2011"] Is it? Take an 18 Int, 16 Dex first level PC (not uncommon for a Wand user, but even an 18 Int, 14 Dex is fairly good). He is +7 with one attack per encounter against Fort or Reflex saves in the vicinity of 12 to 14. That's 70% to 80% chance to hit. At 8th level (bumping both), he gains +2 more than at 7th (not including magic or level bonuses). The Defenses of his average opponent only increases by 1 (on average throughout the MM, monsters increase defenses by 1 per level). At 30th level, he can be 28 Int 26 Dex. With a +6 item and with no help from other PCs, powers, or feats, he is +30 to hit, or +38 once per encounter. The difference between +30 and +38 is fairly substantial. The Orb guy still has to hit. Sure, he will hit eventually and still get his lock eventually, but the Wand guy can pretty much ensure (shy of rolling a 1) that he hits on round one. Adding in rerolls, or Cleric auto-hit means auto-crit, and other synergies, it might be more worthwhile to have a one or two round lock (or damage) with a Wand in round one than a many round lock (or damage) in round two or three with an Orb. Especially in the case of damage, opponents might have ways to Regenerate or other forms of healing that are more useful over multiple rounds. A 95% (70% at low level) chance to hit whenever he wants once per encounter might be worth a lot more in the long run than a 55% chance to hit. Sooner or later, the 55% chance to hit Orb guy is going to run into a streak of 45% for round after round after round. It's like Blackjack. Even if counting cards and having a better than 50% chance of winning each hand, a player sooner or later runs into that big long losing streak. Pros and Cons. [/QUOTE]
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