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Originally Posted by
Eladrin
I have to disagree with this as well.
While an individual +1 or -1 to hit or Armor Class (on monsters) may not have an effect in a specific encounter due to the rounding to maintain the d20 for players, overall, debuffing, to-hit, various tactics, and buffing have a significant effect over the entirety of the dungeon.
And i have to disagree with you as well.
Here is your new GH attack bonus:
+4 means like 2-4% extra dps. Lets say 3%. A buff like that will make a constant 10minute bossfight 18sec faster. Bravo. Thats far from significant.
For a particular attack, +1 to hit may or may not move you into the next 5% band. Against a different monster in the dungeon, or under slightly different circumstances (you moved into flanking for an additional +2), it might. Taking the entire quest into account, the +1 will make the difference occasionally, increasing your overall damage output.
So for 1 mob it will be 5%. Then for the next 4 it will be 0%. Avarage: 1%
Or 1 player will gain 5%, 4 will gain 0%. Avarage: 1%
Back to where we were: waste of time.
We would be better spending thoes SP on extra dots...
Many of these bonuses and debuffs are less critical than before, when some characters would be unable to contribute to a fight at all without them, but together they should provide tangible benefits to the damage output of the party as a whole. There's also an interesting twist where AC debuffs (and buffs) are slightly more powerful in general than to-hit.
Yes. Now a lvl1 wizard with -5 to hit could hit epic bosses often.
Those who couldnt hit before, were absolutly gearless, or refused to turn off PA (or the mix of these). Buffs were usefull to make melees hit on a 2, and they needed it badly, coz casters are so far ahead in damage output. Now melees will hit less often with all the buffs.
Half of the debuffs are completly waste of time. -4 to hit on a boss? Nope, not anymore.
If we removed the rounding to 5% for players, then every individual +1/-1 to hit and AC would have an effect on player damage output, but then we'd lose the direct tie to the d20, which we're loathe to do. It's quite possible for us to do this, if there's enough call for it. We thought that keeping the d20 with this known behavior was preferable - let us know if we're wrong.
The new system already killed it. No reason to keep the illusion.
While we are at it, remove the rest of the d20 from the game, so you could change the name of the game...
Skipping to-hit buffs like Greater Heroism or Inspire Courage would have dramatically negative effects to your overall damage output as a physical character. Considering the lengths that people are willing to go for an additional +1 damage, I think that it would be bordering foolish to refuse to use buffing and debuffing that increase your overall damage through the duration of the dungeon.
To hit spells and items were the melees greatest dps boost. Its gone now.
Your "dramatically" negative effect is 3% dps. So yes, its dramatically LOW effect.