I think that maybe i could skip setting the same value across all the targets when using the XNA4 API.  Reading the DX11 docs for `IndependentBlendEnable` it says..

"If set to FALSE, only the RenderTarget[0] members are used; RenderTarget[1..7] are ignored."

Since by default `IndependentBlendEnable` is false... that seems to mean i don't need to do this.

At the same time if you set `IndependentBlendEnable` it will be up to the user to set the blend state for each target you have bound.