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<blockquote data-quote="Dausuul" data-source="post: 4651729" data-attributes="member: 58197"><p>It's actually better than 41.25%, because you get to pick who eats the save penalty <em>after</em> you determine whom you hit. Say you're aiming at three targets, you have roughly a 91% chance to hit at least one of them. That guy is the one who eats the save penalty. Add in the possibility of hitting the other targets and them failing their saves, and you end up with a 77% chance to drop at least one foe (28% chance to drop at least two, 4% chance to drop all three).</p><p></p><p>Anyway, setting <em>sleep</em> aside, the ability to drastically reduce one enemy's saving throws makes "save-duration" spells quite useful. I actually had a hard time finding as many of them as I wanted for my wizard.</p><p></p><p></p><p></p><p>I still don't really agree with this. I haven't tried a wand wizard yet, but the staff wizard is a pretty interesting thing to play. It's basically like getting a second use of the <em>shield</em> power. Since <em>shield</em> is one of the best wizard utilities, especially for its level, this enables you to make a wizard who can stand up in the front lines with the best of them.</p><p></p><p>The wand wizard also looks like it has good potential. Action Surge is one of the best human feats, because it gives you a massive bonus to hit right when you need it. If the staff wizard gets a second use of <em>shield</em>, the wand wizard gets two extra uses of Action Surge (since you only get to use the latter once per two combats). Granted, it only works on a single target, but still... wizards have enough single-target spells to make it worth it.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4651729, member: 58197"] It's actually better than 41.25%, because you get to pick who eats the save penalty [I]after[/I] you determine whom you hit. Say you're aiming at three targets, you have roughly a 91% chance to hit at least one of them. That guy is the one who eats the save penalty. Add in the possibility of hitting the other targets and them failing their saves, and you end up with a 77% chance to drop at least one foe (28% chance to drop at least two, 4% chance to drop all three). Anyway, setting [I]sleep[/I] aside, the ability to drastically reduce one enemy's saving throws makes "save-duration" spells quite useful. I actually had a hard time finding as many of them as I wanted for my wizard. I still don't really agree with this. I haven't tried a wand wizard yet, but the staff wizard is a pretty interesting thing to play. It's basically like getting a second use of the [I]shield[/I] power. Since [I]shield[/I] is one of the best wizard utilities, especially for its level, this enables you to make a wizard who can stand up in the front lines with the best of them. The wand wizard also looks like it has good potential. Action Surge is one of the best human feats, because it gives you a massive bonus to hit right when you need it. If the staff wizard gets a second use of [I]shield[/I], the wand wizard gets two extra uses of Action Surge (since you only get to use the latter once per two combats). Granted, it only works on a single target, but still... wizards have enough single-target spells to make it worth it. [/QUOTE]
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