11-17-2009, 02:47 PM | #31 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
The only standard toxic attack I'm aware of that affects machines is radiation, which does so because the target has the Electrical limitation.
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11-17-2009, 02:51 PM | #32 |
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
An unmodified toxic attack that is called radiation still a toxic attack that does HP damage. Making it actually cause rad damage is a +25% enhancement, an enhancement that removes the attacks abilities to cause direct HP damage.
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11-17-2009, 03:01 PM | #33 | |
Join Date: Sep 2004
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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Edit: Looking through campaigns, machines are only vulnerable to radiation of they have the Electrical disadvantage (B436). If you have the Machine meta-trait and do not have the Electrical disadvantage you're immune to every effect described in the first sentence of Toxic attack. Last edited by naloth; 11-17-2009 at 03:59 PM. |
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11-17-2009, 04:16 PM | #34 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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11-17-2009, 07:20 PM | #35 | |
Join Date: Sep 2004
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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Toxic attack: "Your attack inflicts cellular damage, in the manner of disease, poison, or radiation." If you have the Machine meta-trait and do not have the Electrical disadvantage you're not vulnerable to any of these. Toxic has a built-in limitation that it only works as a toxin. It doesn't work on things that are completely immune to toxins by design. It's much more logical this way anyway. Poison, disease, and radiation shouldn't have an effect on a sentient rock or sword even if those are not resistible damaging attacks on humans. |
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11-17-2009, 07:47 PM | #36 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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11-17-2009, 10:30 PM | #37 | ||||
Join Date: Sep 2004
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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Besides, the rule I referred to last was the first line of the Toxic innate attack. If you believe this doesn't apply ("Your attack inflicts cellular damage...") perhaps you should clarify way. Obviously, if it attacks a biological system then lacking such a system would be a pretty good defense. It's a lot like using a inhaled attack against someone that doesn't breathe. Quote:
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11-27-2009, 04:45 AM | #38 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
Okay, so the thread got off-track and lost below the others. Trying to rise it by summarizing the on-topic parts of it.
Thus, the Four Noble Truths of this topic: 1. When we see DoT-like abilities, we find them weak. 2. We feel they are weak because we crave the same amount off bang-for-buck as instant-damaging abilities. 3. DoT-like traits are expensive because they can be made powerful with the proper build. 4. There must be a way to the proper build(s). So, does anybody have any ideas what would be the best path to this build? I'm assuming the main path is related to piling on lots of modifiers onto an ability with a low base cost, but it still seems like by the time it does its job, the combat is over. Or is it? |
11-27-2009, 06:09 AM | #39 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
If combat consists of nothing but running up to the enemy and hitting them until one side is dead, then slow damage effects are generally going to be pretty weak compared to fast ones, since GURPS fights like that tend to be over in a matter of seconds. However, if one group decides to run away after the first few blows, then they become rather more useful.
For instance, if you jump a group of sentries and you need to make sure that none of them escapes to raise the alarm, an area effect cyclic attack is going to be very useful - even if they turn around and run after the first hit, they probably won't survive to reach the nearest guard post. Or if you are an assassin who wants to hit and run, a cyclic attack can be quite efficient both for making sure that your target is going to die eventually and for picking of pursuers. Alternatively, just make sure that combat runs slowly so your attacks have time to take effect. Good defences, long range, area effect abilities which slow down combat like Obscure and Binding, etc. These kind of depend on the rest of the party being co-operative though. If you make a character who specialises in hit and run tactics while the rest of the party prefer to stand and fight, you aren't going to be much use to them. |
11-27-2009, 06:44 AM | #40 | ||||
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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Tags |
affliction, cyclic, damage over time, dot |
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