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2 years ago ::
Jul 25, 2011 - 7:27PM
#51
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Date Joined:
Dec 17, 2008
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Was that math hole real? That is, could a good group of tactical level 30s defeat Orcus or Demogorgon with proper consumables? If so why did characters receive a MAJOR unneeded buff that necessitated all new monster math?
The so-called "math hole" was perceived by players not using everything the designers had built in to the game (such as aid another) and the feeling some had they should hit at least 55% of the time regardless of what they faced with no outside factors. In other words, the "math hole" was dreamt up in a vacuum. But here's the rub, with so many players not taking advantage of those options, or not wanting to play anything but strikers, etc. it became a self-fulfilling issue with many players.
Nope. The math hole is real, as the majority of people in this thread are stating. Over the span of 30 levels, the monsters gain +4 to attacks and your best defenses, and up to +8 on the bad ones. Does this happen in a vacuum? No. Does it create a gameplay issue? Yes. Was it an intentional design on the part of the developers? Consensus says no. Please bother to read and think before you jump in here with preconceived zealous notions. Monsters get bonuses and abilities just like players do over the span, and the math hole makes the game overly optimization dependent as you rise in level, which sucks for players who prefer experimentation over optimization, because they end up not only being worse, but it's to such a degree that have a hard time pulling their own weight at high level. There is no arguing this fact, so please stop.
Another thing - when your base hit chance is only 50%, a 5% difference (i.e. one modifier point) makes a more dramatic difference than it does at higher percentages. In other words, if your base hit chance was 70%, it wouldn't be too big a deal to be a point or two behind the curve (putting you at 60 or 65%), but at 50 % being one or two points behind (giving you a 40 or 45% hit rate) makes a more obvious an dramatic difference.
So, in other words, when the game assumes a base of 50% for a maxed out attack stat, anything below that mark is a pretty huge handicap. This is one of my biggest gripes about 4e.
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2 years ago ::
Jul 25, 2011 - 8:20PM
#52
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Was that math hole real? That is, could a good group of tactical level 30s defeat Orcus or Demogorgon with proper consumables? If so why did characters receive a MAJOR unneeded buff that necessitated all new monster math?
What Timmeh says is true.
I could run a group of savvy optimizers through a tough epic adventure, and they'd survive. Even with all the various feat taxes banned. I could even impose an additional -5 screw-my-players penalty to all their attacks and defenses, and they'd probably still survive. Why? Because optimizers know which specific options compensate for bad math; but that doesn't mean there're no math holes.
The math holes become more obvious when a game group has both Captain Optimal players and Joe Casual players. In this kind of group, Captain Optimal pays his feat taxes and has a +3 prof weapon and race-class synergy and a 20 in his prime stat and all the good powers and all the good combat feats and the good items. Meanwhile, Joe Casual might have some of those things but not enough. And the gap between Captain Optimal and Joe Casual only widens with level, as more and more options create more opportunities for Joe Casual to miss the specific options that compensate for the math holes. By 30th, it's glaringly apparent.
It seems like that's less of a hole and more of a disparity in feat and weapon goodness. With any system that has real choices some are gonna make you stronger and weaker. How can monsters and encounters be developed that compensate for each extreme? I don't think they can. I wish the DMG had a section on guidelines for tweaking encounters for the optimal and casual instead of a ton of band aids to the math.
Some do argue that it's just a matter of some options naturally being better than others. But if you've ever played epic, where monsters regularly need mere 5's and below to hit PC NADs, it's hard to make that argument with a straight face. But if you've never played high level, just take a look at how the numbers change. There's not one math hole; there's several and they're all different. With all that inconsistency, it's hard to argue that it was intentional design rather than unintentional math holes.
Anyway, yeah it would be nice to have optimal vs. casual encounter guidelines. It'd also be nice to have a few extra level bonuses rather than these feat taxes, which Joe Casual may or may not take. Which is exactly what my house rules do.
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2 years ago ::
Jul 25, 2011 - 9:17PM
#53
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Please bother to read and think before you jump in here with preconceived zealous notions. Monsters get bonuses and abilities just like players do over the span, and the math hole makes the game overly optimization dependent as you rise in level, which sucks for players who prefer experimentation over optimization, because they end up not only being worse, but it's to such a degree that have a hard time pulling their own weight at high level. There is no arguing this fact, so please stop.
Another thing - when your base hit chance is only 50%, a 5% difference (i.e. one modifier point) makes a more dramatic difference than it does at higher percentages. In other words, if your base hit chance was 70%, it wouldn't be too big a deal to be a point or two behind the curve (putting you at 60 or 65%), but at 50 % being one or two points behind (giving you a 40 or 45% hit rate) makes a more obvious an dramatic difference.
So, in other words, when the game assumes a base of 50% for a maxed out attack stat, anything below that mark is a pretty huge handicap. This is one of my biggest gripes about 4e.
Except it isn't a fact, no matter how hard you and a few others scream about it. There is no real "math hole". However, there is what could may be be called a style difference, which is where the discrepancies come up. The game works fine all the way through if you take advantage of part of what's available, period.
However, experimental play or alternative play does make for certain discrepancies, as do preferences. This can make a difference, especially at higher levels. I don't think anyone is arguing that it doesn't. But in order to have numerous choices that aren't identical, there will be some discrepancies, and rightfully so. If you're tactically sound (as a player and group), you don't need to be as numerically tight, and vice verse. When a group is both, play can become rather ....... less dramatic and the DM may want to compensate, just like if a group is neither.
Ex: You can give a group of newbies opt'd characters and a group of experienced players Game Day pre-gens and they will likely have similar results with the experienced players having a good chance at an edge.
Also, as for being hit in epic, many (myself included) would argue that Orcus or whichever capstone baddie you face should all but hit you almost at-will (on a six or so). Most times PCs can hit him around that clip if they work together. Heck, Epic Destinies have nifty stuff that triggers when you would die for a reason and there are numerous stances, situational bonuses etc. that make a big swing in baddie attack numbers. Just because he hits you on a base six even doesn't mean he won't need a 12 or better when bunuses, status effects, etc. kick in. There's scads of them at epic.
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2 years ago ::
Jul 25, 2011 - 9:37PM
#54
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This game was designed around encounters that would last around 4-5 on average. With the math fix feats the encounters recently tested with various classes mostly lasted between 3-5 rounds. Without the math feats it gets worse. Without the attack feats you will probably take several rounds longer which is unacceptable for the average game.
Most leader bonuses rely on hitting (until recently though this was after the math feats were made) so it is hard to rely on them if you are not already hitting. Aid another is terrible. A non-100% chance of improving an ally's attack by 10% to deal full damage by giving up 100% of your own damage is a losing deal in almost all cases. Further not all leaders are granting large attack bonuses so you also needlessly restriciting class choice. Lastly the idea that things that were actual bonuses early in game become non- bonuses in epic and are required to even do your job is just a terrible concept.
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2 years ago ::
Jul 25, 2011 - 9:59PM
#55
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Date Joined:
Jan 27, 2008
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Nope. The math hole is real, as the majority of people in this thread are stating.
except that no one can prove it is a whole, all that is certain from peoples reaction is that people do not like their accuracy going down. Except that in the case of accuracy the PCs start out ahead of the game, so the +4 is not really a +4. and the options open to the players in epic when the issues actually occur the number of option avaliable to the players and group to compensate is much larger then it was at low level, as you have more chances to get things like item bonuses, power bonuses, the few situational feats that give bonuses, aid another bonuses, combat advantage generating abilities, better group tactics, etc. which means hthat the potential with even a minor investment was there to get a notable to hit bonus. Also, The system does not work based on maxed stats, though it did change the expected stat range, it also made surre that the default rules made those stats easily acquired by anyone (as seen in the standard array being the primary suggested character generation method), maxed out attack stats give a ~65% before any other factors, without expertise. Plus for the standard 16 starting with a +2 race every class in the PHB had an option to increase their base accuracy at least 5%, every weapon user to upgrade to a +3, Fighters and Fogues had a +1 feature, Rangers get great accuracy off Twin Strike. and related powers. Warlocks, Wizards and clerics all attacked multiple nads, which is used well was a accuracy boost
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2 years ago ::
Jul 26, 2011 - 1:35AM
#56
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1. Monsters also tend to get more abilities as they become higher level creatures. So those extra bonuses are supposed to counteract somewhat the various penalties and abilities monsters receive.
2. Once again you are making a strange assertian that the bonuses we receive from leaders and CA are not bonuses at all but start as bonuses and then become a math fix. This is even made stranger by the fact that the ways of getting these bonuses are varied in their frequency, type, and amount. Powers that give me a bonus should be a bonus not a requirement for me to hit the accuracy benchmarks that the devs have said they are looking for.
If these feats are not about fixing the math then it is mighty strange that the original feats did not change at tier but changed at levels where the bonus was needed to kick in to keep acuracy at the benchmarks and give a scaling bonus to hit. Remember this is 4e. A +1 to a d20 based roll is designed to be worth the same at level 1 as it is at level 30 but yet the expertise feats and the like scale meaning they increase in value. Copare this to weapon focus. At level 1 weapon focus could be about 10% of your damage total per hit. At level 30 it could be well below 5% per hit. Weapon expertise will be boosting your total damage by 5% at level 1 but at level 30 it is likely boosting your damage by 15% (in terms of DPR). That is a huge difference.
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2 years ago ::
Jul 26, 2011 - 2:33AM
#57
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Date Joined:
Jan 15, 2009
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Strangely I think its better to put well powerful elements on the hero rather than on his toys... its just a matter of philosophy... if its a substantial boost and the expertise feats are... so no MWW is not better than expertise... One idea I had was to do what Hero does and let the player decide...is it his weapon of destiny or is it him? ... similarly are your attribute boosts part of the character or part of a device?
Empowering players in this regards isnt a huge step.
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2 years ago ::
Jul 26, 2011 - 5:27AM
#58
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Date Joined:
Apr 24, 2002
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Aid another is terrible. A non-100% chance of improving an ally's attack by 10% to deal full damage by giving up 100% of your own damage is a losing deal in almost all cases.
Just a minor note, that was changed awhile ago in the PHB errata. Its called aid attack/aid defense now and its not tied to a d20 anymore. Aid another only applies to skills now. Either way, I agree the concept of doing nothing for a turn and giving one ally a +2 is alien to most players since in almost every situation, its better off to attack and deal damage or apply a status effect to the monster instead of granting a meager +2 to a single attack roll.
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2 years ago ::
Jul 26, 2011 - 6:44AM
#59
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1. Further not all leaders are granting large attack bonuses so you also needlessly restriciting class choice.
2. Lastly the idea that things that were actual bonuses early in game become non- bonuses in epic and are required to even do your job is just a terrible concept.
3. Monsters also tend to get more abilities as they become higher level creatures. So those extra bonuses are supposed to counteract somewhat the various penalties and abilities monsters receive.
4. Once again you are making a strange assertian that the bonuses we receive from leaders and CA are not bonuses at all but start as bonuses and then become a math fix. This is even made stranger by the fact that the ways of getting these bonuses are varied in their frequency, type, and amount.
5. Powers that give me a bonus should be a bonus not a requirement for me to hit the accuracy benchmarks that the devs have said they are looking for.
6. Weapon expertise will be boosting your total damage by 5% at level 1 but at level 30 it is likely boosting your damage by 15% (in terms of DPR). That is a huge difference.
1. They do open more design space, and that's a good thing. It facilitates variety. It also opens more party ideas where it's possible to play without every one of the four roles.
2. Except it's not a terrible concept when you consider all the things flying around regardless of which power or ability you use. You can't not have bonuses flying everywhere unless the entire party of non-Essentials classes consciously limits themselves to basic attacks instead of the powers at hand.
3. They don't, and never have really. The PCS pretty much always have more goodies/resources, especially healing, just like every other edition.
4. It's assumed these are things you go for. Heck, the rogue is all but built around saying "get in there and flank and show everybody how sweet combat advantage is."
5. Yes, they are, because THEY'RE EVERYWHERE for a reason. 4E was specifically designed for tactics and teamwork to be very important. Ignoring those two things is not a design flaw, it's a player flaw. Ex: If the Action Point eqipped Archer Ranger is in initiative just before the Warlord with Pin Cushion and Martial Doom and doesn't delay to unload with these bonuses that's not a design flaw, that's a stupid player.
6. DPR is a rather idiotic term here because "Average" is relatively meaningless with AEDU classes (athough more applicable with e-classes). Expertise doesn't boost your "DPR" it boosts your base accuracy. This is an important distinction.
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2 years ago ::
Jul 26, 2011 - 6:57AM
#60
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Aid another is terrible. A non-100% chance of improving an ally's attack by 10% to deal full damage by giving up 100% of your own damage is a losing deal in almost all cases.
Just a minor note, that was changed awhile ago in the PHB errata. Its called aid attack/aid defense now and its not tied to a d20 anymore. Aid another only applies to skills now. Either way, I agree the concept of doing nothing for a turn and giving one ally a +2 is alien to most players since in almost every situation, its better off to attack and deal damage or apply a status effect to the monster instead of granting a meager +2 to a single attack roll.
I can probably count on one hand the times I've used it, but there have been times where it was useful when facing those really hard-to-hit baddies. I agree most times it isn't a good tactic but it's there if/when you need it.
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