Mike Steele wrote:
That seems like a stretch, it's so corner case since each RoSP only gets one voucher per year and most are probably not used by Bards. Regardless, it doesn't change the fact that the Bard Legendary isn't that powerful, it only adds +2 to hit and no bonus damage to the regular Bard Song. True, it does other stuff, but I think it is still well below the Legendaries this year, and the other two from last year are even further below this year.
I don't know about that. Adding plus 2 to hit to every other member of the party is a big deal. It likely results in quite a few misses turning into hits, which may end up being much more damage than any other legendary.
Let's just do some very rough math. I'll be very conservative here.
5 melee characters, 3 combats, 3 rounds per combat. 45 attacks.
Let's say the bard legendary accounts for one extra hit per combat (I think it might be more, but we'll be conservative)
So 3 extra hits, and let's say in a nightmare party people are doing 30ish damage per hit. 90 extra damage just from that part. Not to mention all the ridiculous damage added by the other part of the legendary.
Monk legendary. 9 attacks per game. Assuming valhalla necklace otherwise, the legendary is an increase of 12 per attack (6 each puck). Assuming they hit every single attack, they get an increase of 108. Seems not too out of line.
Barb legendary. 9 attacks per game. Assuming Valhalla necklace otherwise, the legendary is an increase of 14 per attack. Again assuming they hit every single attack, they get an increase of 126. Again as the "damage is all they get" class, doesn't seem out of line.
I don't know. Those numbers don't seem too crazy to me. And I'm apt to believe that the extra to hit on the bard legendary actually accounts for more than I am giving it conservative credit for.