wodan46
2008-05-20, 11:25 PM
Here is a quick comparison between a Legion Devil Legionare, a Level 21 minion, and a War Devil, a level 22 Brute/Leader, who is worth 5 times as much exp, and can be presumed to be equal in value to 5 minions.
Basic Stats
------------Minion-------Brute/Leader
HP---------5 hits--------255
Initiative----11----------17
AC----------37----------35
Fortitude----33----------34
Reflex-------32----------34
Will----------32----------30
Resist Fire----15----------30
Movement---7, teleport 3--8, fly 8(clumsy)
Base Attack +26 vs AC--- +26 vs AC
Base Damage 8 damage----1d6+8 damage (11.5 average damage)
Minion Abilities
Squad Defense: +2 to defenses when adjacent to 1 or more legion devils
Brute Abilities
1. Trident(standard attack, recharge 50%): Reach 2, 4d4+8 damage and ongoing 5, target slides to war devil and is prone, +26 vs AC, recharges 50% of time.
2. Besieged Foe (minor; at-will): Ranged sight; automatic hit; the target is marked, and allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.
3. Devilish Transposition (move; at-will) Teleportation: Ranged 20; the war devil and an allied devil within range swap positions.
4. Fiendish Tactics (minor; recharge 33%): ranged 10; affects up to 2 allied devils of the war devil’s level or lower; each target can take a move action or make a basic attack.
You can see how the minions, while dying in 1 hit, actually have better defenses than the brute, and can mob players, allowing them to do a ton of damage as they wrack in bonuses from combat advantages, flanking, squad defense, tactics, and besieged foe. The bonuses give them at least average chances of hitting a similarly leveled player, meaning that they will do 20 damage a round until the player does something about them.
For Minions and Brute/Leaders, the whole is more than the sum of their parts.
Basic Stats
------------Minion-------Brute/Leader
HP---------5 hits--------255
Initiative----11----------17
AC----------37----------35
Fortitude----33----------34
Reflex-------32----------34
Will----------32----------30
Resist Fire----15----------30
Movement---7, teleport 3--8, fly 8(clumsy)
Base Attack +26 vs AC--- +26 vs AC
Base Damage 8 damage----1d6+8 damage (11.5 average damage)
Minion Abilities
Squad Defense: +2 to defenses when adjacent to 1 or more legion devils
Brute Abilities
1. Trident(standard attack, recharge 50%): Reach 2, 4d4+8 damage and ongoing 5, target slides to war devil and is prone, +26 vs AC, recharges 50% of time.
2. Besieged Foe (minor; at-will): Ranged sight; automatic hit; the target is marked, and allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.
3. Devilish Transposition (move; at-will) Teleportation: Ranged 20; the war devil and an allied devil within range swap positions.
4. Fiendish Tactics (minor; recharge 33%): ranged 10; affects up to 2 allied devils of the war devil’s level or lower; each target can take a move action or make a basic attack.
You can see how the minions, while dying in 1 hit, actually have better defenses than the brute, and can mob players, allowing them to do a ton of damage as they wrack in bonuses from combat advantages, flanking, squad defense, tactics, and besieged foe. The bonuses give them at least average chances of hitting a similarly leveled player, meaning that they will do 20 damage a round until the player does something about them.
For Minions and Brute/Leaders, the whole is more than the sum of their parts.