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Lago PARANOIA
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Post by Lago PARANOIA »

Doom wrote: If the cleric hits with AS (and he's more likely to do so, often much more likely), he'll add 20% to the expected damage of FOUR characters if they attack the same monster.
That 20% increase in damage for four people sounds impressive, but from going from a +12 to hit to a +14 to hit for an attack that does, say, 40 damage (averaged between all of them) is only an increase in 4 dpr per swing. Meaning that if everyone manages to focus fire (which is another big assumption) they'll do 16 extra damage. Meaning that you would've done a lot more damage just hitting them with a damn basic attack, not to mention the things you could've backed that ass up with.

Recovery Strike only does slightly less healing but does a lot more damage, even accounting for the -2 to defense, and I've never heard of people creaming their pants over RS.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Doom »

First off, an extra 20% damage on 40 damage is 8 more, not 4 more, so now you really mean an extra 32 damage (you're a little unclear on what you mean by 'average' here). Yes, it's a big assumption for focus fire, but even if only 2 attack, that's another 16 damage.

Even at 16, the damage of Righteous Brand is only W + mods....by the time that can break 32 (to match the expected damage increase of the other 2 guys swinging), there's a pretty good chance the other players are hitting for pretty good damage, too. But we can hem and haw over various plusses and damage numbers all day. That's now how to do this sort of analysis.

Your use of plusses and damage numbers confuses the issue, here's another breakdown just in terms of expectation of the base 50% to hit case*:

RB: +30% expected damage, up to one person (it's an assumption, after all, that the big heavy melee guy will be in position to make the attack).

AS: +20% expected damage, up to 5 people - (expected damage RB would have caused).

This, of course, neglecting that AS is more likely to hit.

Look at those percentages until it's clear you only need 2 guys to be close, and if you have more than 2 (or are using something better than at-wills), it won't even be close. Note that it's up to 5, since the cleric can take advantage of AS on his next turn. It really is that stupid good. AS also makes the creature more vulnerable to opportunity attacks from all players, something RB only does for one.

It doesn't take much for AS > RB, and that's ignoring healing. Try it yourself with an actual party if you don't buy it...but be sure to use encounter powers both for the RB and AS cases, since that's how it would be used, at minimum. Many encounter powers deal double at-wills, quickly dwarfing the loss of damage from the RB...make it dailies, and it goes way over the top, of course.
Recovery Strike only does slightly less healing but does a lot more damage, even accounting for the -2 to defense, and I've never heard of people creaming their pants over RS.
Come on now, let's list everything inferior about Recovery Strike to AS: heals less, the cleric can't affect himself on that (assuming you're still not your ally), doesn't lower defenses and thereby assist the entire party, targets AC instead of Reflex, AND doesn't give a +2 to hit on top of that...and it's sitting in the book right next to AS, so dominated. It only hits as hard as RB, anyway (without granting an actual bonus). There's no way to look at these side by side and think RS is in the same league as AS.

C'mon, you've said many a time that the best 4e has to offer in optimization is "+1 to hit"...that's what makes demigod so good, after, that +1.

Giving +2 to everyone is clearly better than +3 to only one, if you have 2 or more people in the party, barring fairly special cases.

(* = changing the base chance to hit will affect the % increases, but it won't change the general results until you get to around 80% chance to hit, where neither power makes much difference...this edge case won't come up in games where this level of detail is relevant, since winning will be certain anyway)
Last edited by Doom on Sat May 21, 2011 3:59 am, edited 7 times in total.
Lago PARANOIA
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Post by Lago PARANOIA »

Doom wrote:
First off, an extra 20% damage on 40 damage is 8 more,
Those numbers you threw up are wrong. First off, from a percentage standpoint it's not an extra 20% damage. It's more like 10-15% because it adds only an effective '+2' to the to-hit roll. Disregarding criticals, if you hit on a 12 or more with an average damage roll of 40, your adjusted DPR is 24. With AS, you hit on a 14 or more, meaning your adjusted DPR is 28, or 4 extra damage. This is pretty consistent except at high ends. Spread across four party members, that's 16 extra damage.
Doom wrote:There's no way to look at these side by side and think RS is in the same league as AS.
Yes, RS is less accurate (ony barely though, since they have an easier time getting CA), doesn't self-heal, and heals about 2 less hit points (probably less in theory since STR clerics typically want to boost WIS, but if you were pimping out RS you'd buff CHA anyway so it's just 2), but it does way more damage to make it up. Seriously.

Imagine if you will you're a 21st-level cleric with a PP that doesn't boost damage and you can't rely on any party members to give you consistent attack/defense boosts. You have the following modest damage-boosting assumptions:

You're a STR-boosting race. Probably Dragonborn, so you started with two 18s. You put a boost into Charisma for every level.
+3 Healing Mace (offhand), +4 Frost Bastard Sword, Paragon Iron Armbands of Power, the feats WP: Bastard Sword, Lasting Frost, WF: Bastard Sword. So your damage expression for this attack is 2d10 + 4 (enh) + 4 (item) + 3 (WF) + 7 (STR) + 5 (L. Frost) = 34 average damage. This is about the amount of damage the defender and controller does on their 'basic' attacks while the two strikers will do about 50-55. You grab all of the surgeless healing bonus expansion options that your Astral Seal buddy would. So you have a +4 healer's cloak as well. ... that's really it, they really nerfed all of the bonus stuff. Okay, so, the RS guy heals 14, the AS heals 16.

So let's make the assumption that you have a party able to focus-fire on one target. The final assumption that we make is that with Wintertouched/Flanking and that the average monster reflex save is about 5 less than their AC, if you through in an Accurate Holy Symbol the AS guy will hit on two damage range expressions more often (meaning if the RS guy needs a 7 or higher to hit, the AS guy just needs 5). I didn't do an attack calculator for AS, since while average monster AC is easy to calculate (level + 14), average monster NADs is not. So, going back to our RS guy, here's his attack modifiers, sans-CA.

+7 (STR) +10 (level) +3 (the new weapon expertise feats from Essentials) + 4 (enh.) + 3 (Weapon Prof.) = 27, meaning he hits most monsters of his level on a roll of 8 or better. We'll go ahead and say that the controller and defender hit about as often and the strikers hit a bit better, on a roll of 6 or better. We'll filter out other variables from the non-clerics like combat advantage because the cleric can't control it and we'll assume that they affect or don't affect the other party members equally. All we care about is their DPR. Also everyone only uses At-Wills.

So. 5 rounds of combat, the clerics were able to get conditions favorable to the AS guy, while flanking/CA assumptions were folded into the relative to-hit modifiers.

Recovery Strike: Hits 60% of the time, 34 average weapon dice damage. Heals for 14. So after 5 rounds of combat, heals an average of 42 extra hit points. Does 102 extra damage.

Striker A: (assuming average damage roll of 50, hits 70% of time) 175
Striker B: 175.
Defender: 102 damage, assuming same average damage and to-hit of cleric.
Controller: 204 damage, assuming same, but averages hitting two enemies per attack.
Final Payout: 758 damage, heals 42.

Astral Seal guy: Hits 75% of the time (including self-synergy here). Heals for 16. So heals 60 hit points.

All of the following damage assumptions are the same as before, only they have a 75% chance to get a +2 bonus to hit. So the damage reduction modifier is .675 for defender/controller, .775 for the strikers (instead of .6/.7 for the RS guy).

Striker A: 194 (rounding up)
Striker B: 194
Defender: 115
Controller: 230
Final Payout: 733 damage, heals 60.


So yeah, Astral Seal isn't all that great. One point that this analysis misses is that of course the other players will have more powerful powers to burn through than At-Wills and for a 5-round combat will probably only dip into At-Wills once or twice if that. Meaning that Astral Seal would be of more use. But not really that much more, because while their buddies are burning through their power ration, both clerics are probably using their own encounter powers. Meaning that by the time the cleric is ready to use Astral Seal the other peeps will be down to their own At-Wills anyway.
Last edited by Lago PARANOIA on Sat May 21, 2011 7:49 am, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Swordslinger »

Doom wrote: The intense mathematical confusion aside, I still feel that Astral Seal is still vastly better, since it's much more likely to actually hit (Ref is nearly always lower than AC, AND the damn ability gets a +2 to hit in addition), gives ALL allies an effective +2 to hit with ALL attacks, and gives some healing on top of that.

It does no damage, but Astral Seal still stands well above Righteous Brand in the vast majority of situations (eg, not real good against minions...but neither is Righteous Brand)....or did they finally get around to nerfing Astral Seal?
Astral seal is certainly good, but it makes the assumption that everyone gets to focus fire, otherwise I'd probably rather just take the damage of RB.

AS can be better, but isn't always. RB is probably a better bread and butter power.
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Post by Username17 »

Doom wrote:First off, an extra 20% damage on 40 damage is 8 more, not 4 more...
This is the core point where people are talking past each other. Hitting on 12 numbers rather than 10 numbers is a 20% increase in damage, and it means that you'll be in combat for 5 turns instead of 6. Or let's be honest here because this is 4e: 10 turns instead of 12.

But that's a bad analysis to use on Astral Seal, because it doesn't last for 10 rounds or even 5. It lasts one round. So the analysis to use is the amount of damage Astral Seal does (none) plus the chance of it converting a miss into a hit times the damage the converted attack would do; and compare that against the damage you would have done with an attack that actually did some damage. So really it isn't adding 20% to the damage, it's inflicting 10% of the damage of a damaging attack.

If four other players take a swing at the target, that's four 10% chances of converting a miss to a hit, which adds up to 40% of the average of what the other players are bringing to the table (less than that if they do damage on a miss). In most cases that's less than half of what a real damaging attack engenders on a hit.

There are circumstances where it is awesome. If all the other players are going to cash in whupass to triple they potential output against the target this round, your 40% is suddenly looking like 120% of a normal attack. But of course, in such a circumstance you probably are going to want to use something bigger that can be either counted upon or which provides a larger penalty to defenses than that.

In general, Astral Seal is very poor at doing actual damage. Even when it hits there is only a 40% chance that it does any damage. And even then only when the entire team is fire focusing. The fact that it does no-surge healing makes it broken unless the DM makes sure it isn't used to top off all the players once the battle becomes a cake walk. And if he's doing that, it's basically worthless post errata.

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Post by Doom »

Lago PARANOIA wrote: Those numbers you threw up are wrong.
They're your numbers.
First off, from a percentage standpoint it's not an extra 20% damage. It's more like 10-15% because it adds only an effective '+2' to the to-hit roll.
Let's go over this carefully, because you're switching stuff around so fast it's hard to track the ball.

First, we need to assume a base 50% chance to hit...change the base, all other estimates change.

So, at 50% chance of hitting, you hit on an 11 or better. If you reduce defenses by 2, you're now hitting on a 9 or better. Now you're hitting 60% of the time. This increases the expected damage by 20%, honest.

A simple example. A guy hits for d10 damage, 50% of the time. His expected damage is (chance of hitting) * (expected die roll) = (0.5) * (5.5) = 2.75

Let's see what happens when you change chance to hit to 60%.

(0.6) * (5.5) = 3.3.

Note that 3.3 = 2.75 + (0.2)*(2.75), an increase of 20%.

All the modifiers in the world won't change how this works. Nothing past this point will mean much to you until you understand this.

Your huge example violates this assumption and tosses in so many others and twists so much around it's really hard to realize what's going on...and even then comes out so close as to be almost indistinguishable (a 3% difference in damage, over 5 rounds).

Back to the point:

RB: increases expected damage of one player by 30%
AS: increases expected damage of whole party by 20%

And, again, this disregards the releative difficulty of hitting AC with RB, as opposed to hitting Ref with AS and a built-in +2 bonus, and disregards the healing effect.

Yes, of course, there are particular cases where RB is a better deal, but AS pays off in full or larger parties, parties that use teamwork, and parties that use encounter powers.

RB pays off slightly better in small parties, parties that don't work together except for the two people involved, and parties that don't have encounter powers.
Disregarding criticals, if you hit on a 12 or more with an average damage roll of 40, your adjusted DPR is 24.
No, your expected DPR for (40 damage and 45% chance to hit) is 18. It really makes much more sense to look at things in terms of expectations, rather than continue to toss up wrong numbers.
With AS, you hit on a 14 or more, meaning your adjusted DPR is 28, or 4 extra damage.
I think you have your numbers backwards here. We'll try some easier examples in a bit.
Yes, RS is less accurate (ony barely though, since they have an easier time getting CA),
In the high level example you give, getting CA with ranged attacks isn't that hard if the rest of the party is doing anything...and even high level monsters typically have lower Ref than AC (eg, Fire Giant has a 6 point difference...even Orcus has a 2 point difference, only a few monsters are any better than this--not even a single drow in the MM).
but it does way more damage to make it up. Seriously.
No, it does as much damage as RB...and nobody wets themself over the damage a cleric does with RB, it's the modifier that makes RB useful.
(huge particular case example violating the basic assumptions, and assuming no encounter powers being used in 5 rounds, netting a 3% advantage for RS, or 0.6% damage difference per round)
Uh, yeah, that's not exactly dominating, or even convincing.
At-Wills once or twice if that. Meaning that Astral Seal would be of more use. But not really that much more, because while their buddies are burning through their power ration, both clerics are probably using their own encounter powers.
Yes, if you assume the party is stupid, AS isn't quite as good.
Meaning that by the time the cleric is ready to use Astral Seal the other peeps will be down to their own At-Wills anyway.
That is some extreme stupidity, indeed. You're seriously assuming the cleric will deliberately not use his powers to assist the other players.

Frank pretty much summed it up best: there are circumstances where it is awesome. That's something you don't often get in an at-will.
Last edited by Doom on Sat May 21, 2011 5:08 pm, edited 1 time in total.
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Post by Username17 »

Doom wrote:First, we need to assume a base 50% chance to hit...change the base, all other estimates change.
No.

Actually nothing changes because it's a simple to-hit bonus substituted for damage on a hit. If you hit, then:
  • There is a 10% absolute chance that the Ranger will hit instead of miss.
  • There is a 10% absolute chance that the Wizard will hit instead of miss.
  • There is a 10% absolute chance that the Fighter will hit instead of miss.
  • There is a 10% absolute chance that the Rogue will hit instead of miss.
That's it. You inflict 10% of each of the other player's attacks instead of any damage. It's a one time deal and it only goes off on a hit. You're comparing the absolute effects against the damage on a hit from a normal attack.

Relative hit rates, expected combat lengths, and all that other shit is completely irrelevant in this example. Astral Seal only gives the to-hit bonus on a hit, so you're comparing the amount of actual damage that is expected to be in one turn to the actual damage you would expect to inflict with a damaging attack had you hit with that instead.

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Post by Doom »

Ok, then let's use this approach, since it should be easier for others to follow (it's not the only approach, however).

RB: gives an absolute 15% chance one character will hit instead of miss.

AS: gives an absolute 10% chance that each character will hit instead of miss. For four characters, this is around a 35% chance of turning a miss into a hit (offset considerably by possibly turning multiple misses into hits).

For RB, the cleric is hopefully hitting in exchange for a one time deal of helping out a single party member. The cleric does his (basic attack) damage, + 15% of the damage of the single party member.

For AS, the cleric is giving up his damage, with a considerably greater chance of hitting, for a one time deal of helping out every party member. He does 0 damage, + 40% of the party's damage for that round.

Using this approach, the cleric has to compare the 40% damage of the whole party to the expected damage he does with RB + 15%. If the party is using encounter powers, or has more than one heavy hitter, the former is probably a better deal.

The relationship simplifies to the following:

RB: (expected cleric basic damage) + 5% (of best melee damage)

compared to

AS: (10% of each other character in the party)

As party size increases, AS comes out better and better if they can focus fire. In smaller parties that use encounter powers which typically double damage, AS will often come out ahead.

As Frank said, AS can come out pretty awesome in these sorts of parties. The fact that we can come to this without even considering healing--a thin icing on the cake--says something.

Keep in mind, a character has TWO at-wills. So, AS is a given, since it has the possibility of generating awesome effects, at least in the "special case" of parties that have encounter powers that deal damage. Some other at-will can easily cover the edge cases.

What's our vote for number 2, then? Is there another at-will that can generate awesome effects, comparable to turning multiple misses into hits in a single round?
Last edited by Doom on Sun May 22, 2011 12:29 am, edited 4 times in total.
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Post by fectin »

That's assuming you're away from the edges of the RNG. But that's just nitpicking.
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Post by Swordslinger »

Doom wrote: As party size increases, AS comes out better and better if they can focus fire. In smaller parties that use encounter powers which typically double damage, AS will often come out ahead.
"If they can focus fire" is a big deal, because very often focus firing will result in a cover modifier of -2 to some people which negates the benefit you'd get from astral seal anyway. And that's not counting monsters with marks or other defensive abilities.

AS only has a range of 5, meaning that it's really not something you're probably going to be able to do with a party of all ranged attackers, At least not if you don't want your cleric to get swarmed and pounded into the ground, as far contributing to melee, it can be difficult to focus fire.

And even then, there's a question of whether the 40% is worth it, or if you'd rather just take the guaranteed damage from RB.

There's a best case scenario somewhere where you have a party of strikers all focus firing, but for a general case with an average party, RB is going to be much more useful.
Last edited by Swordslinger on Mon May 23, 2011 2:12 am, edited 1 time in total.
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Post by sake »

Frankly, after heroic level, I would think Sacred Flame's saves granting rider would out pace both RS and AS's chance to hit bonuses in usefulness. Plus SF's temp HP is a lot more flexible than AS's healing (as long as the target isn't one of the classes that are swimming in temp HP already)

But then again the last time I played 4E was with a DM that had a hard on for controller monsters, so my play experences are probably skewed.
Last edited by sake on Mon May 23, 2011 4:30 am, edited 1 time in total.
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Post by Plebian »

AS is situationally useful for setting up a nova round. but the more accurate your party already is the less it will benefit them, and unless your party is eternally able to focus all their attacks on a single monster it's just moderately useful at best.

basically Frank and Doom are pretty huge idiots who are really shitty at math
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Post by Doom »

Plebian wrote: basically Frank and Doom are pretty huge idiots who are really shitty at math
No more fundamental confirmation than this is possible.
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Post by Blasted »

I'm convinced :roll:
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Post by Starmaker »

Doom wrote:No more fundamental confirmation than this is possible.
Doom, you would do all of us a great favor by not quoting that retarded fuck directly. Kthx.
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Post by Username17 »

Lots of abilities are highly dependent on how often the other players hit. A bonus to-hit for the rest of combat, for example, would provide more benefit if your friends would otherwise hit less, because it would be a bigger proportional damage boost.

Astral Seal doesn't work like that at all. It just gives a 10% absolute chance of your allies who can focus fire this turn inflicting a hit instead of not hitting. And it does that instead of inflicting damage. As such, the only meaningful variable is how much damage your compatriots do, not how often they hit.

If 10% of the "on hit" damage of your focus firing allies is more than your own damage output on a hit, then Astral Seal is a good attack. However, since the game is generally played with 4 or 5 players, it is difficult for me to imagine that being true.

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Post by Psychic Robot »

unless your party is eternally able to focus all their attacks on a single monster it's just moderately useful at best.
Oh, you mean like with solo monsters?
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Post by Doom »

Yeah, one more scenario where AS makes alot of sense.

A very specialized melee STR cleric can get alot of use out of the other at-wills, no doubt about it, and if characters had only exactly one at-will, it'd be debateable which one to pick.

I guess I'm just biased because I quite often had 6-7 players at my table, and got a good long look at just how ridiculous AS can be in a party that even accidentally uses some teamwork, as the increased damage and increased likelihood of generating additional effects from the extra hits really adds up. It's not worth my while to sit down and show how easily AS comes out way ahead of other at-wills in many situations, even as I readily admit there are plenty of cases where it comes out no better or marginally behind.

You get 2 at-wills. AS is the no-brainer, as it can and will crack open tough situations. That in other situations other stuff is roughly as good doesn't change this.
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Post by Psychic Robot »

Here's a related question: how the hell did Lance of Faith and Righteous Brand get printed in the same book? Let's see, 1d8 + Wisdom and a +2 bonus to attack rolls OR 1[W] + Strength and a bonus on attack rolls equal to your Strength modifier? It's like they had a decent idea with Lance of Faith and then decided to take a shit on the RNG with it.

And why do non-martial characters need special attacks? (BACK IN THE DAY, THE CLERIC CAST CLW AND HE LIKED IT.)

For those of you debating with the 4rries: some guy on the WotC forums said that wanting to split powers so they work differently between casters and non-casters was the same thing as racism. Just remember that you're dealing with a fundamentalist sect of gamers whose holy book was penned by Mike Mearls.
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Post by DSMatticus »

Psychic_Robot wrote:some guy on the WotC forums said that wanting to split powers so they work differently between casters and non-casters was the same thing as racism
"Your position is invalid. Someone who adopts it said something stupid on the internet."

Don't get me wrong, I hate 4e, but the fact that somewhere, there are stupid people saying stupid things, doesn't influence any meaningful discussion.
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Post by tzor »

Psychic Robot wrote:And why do non-martial characters need special attacks? (BACK IN THE DAY, THE CLERIC CAST CLW AND HE LIKED IT.)
Where do you get that notion. "Back in the day" the cleric was powerful nad often desired because he was powerful, but it was dull as hell. The alternative name was "Healing Machine." My biggest campaign eventually evolved into two Rangers, one had a vorpal sword and a ring of regeneration so he didn't need no cleric. but the one with the hammer of thunderbolts needed a cleric so they got themselves an NPC for the task. They used to call him "The Holy Hammer Healing Machine."
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Post by sabs »

Back in the Day Clerics were Fighters, who could heal, and cast boss spells, and basically ruled the school.

d8 hit points
3/4 Thac0
Maces aren't bad weapons
plate mail
really good combat spells

Oh yeah, and healing when it was important.
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Post by RobbyPants »

sabs wrote: 3/4 Thac0
I'm pretty sure it was 2/3 THAC0, at least in 2E. I seem to remember the progression being something like:

20
20
20
18
18
18
16
16
16
...
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Post by sabs »

it might be 2/3.
What I remember was:

Fighter/Ranger/Paladin Thac0
Thief/Cleric Thac0
Wizard Thac0

I seem to remember a point where it was
Fighter/Ranger/Paladin
Cleric
Thief
Wizard

Was that 1st?
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Post by RobbyPants »

In 2E it was:

Fighter/Ranger/Paladin 1:1
Cleric/Druid 2:3
Thief/Bard 1:2
Mage 1:3

At least, that's how I remember it. It's been over a decade since I've played 2E.
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