12-16-2014, 02:54 AM | #1 |
Join Date: Sep 2014
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Claws and Armor Divisor
So, as Basic Set doesn't allow Armor Divisor enhancement for Claws, I should use Powers p. 146 if I want to get armor-piercing Claws and stick with the RAW.
Is following build legit? Step 1: ST 12, Thrust 1d-1. Step 2: 1d-1 equals to 0.7 dice. 0.7 x 5 = 3.5, round up to [4]. This doesn't cost points, it's just necessary for further calculations. Step 3: Armor Divisor (2) costs +50%. I also assume it's a subject to Accessibility limitation (Only When Using Claws): -50%. Total modifier is +0%. Step 4: [4] x 0% = 0. This enhancement doesn't cost points itself. Step 4.1: Claws (Talons) cost [8] and it's subject to exactly same modifiers which were applied to damage (except for, I guess, Accessibility). So it'll cost [8]+50%, [12]. Total point cost for claws with Armor Divisor (2) is [12] points. Right? |
12-16-2014, 03:18 AM | #2 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Claws and Armor Divisor
Step 3 should be multiplicative, not additive, so ({100%}+50%)×({100%}-50%) = {100%}+25%. I'm not even sure 'only when using claws' is fairly priced at -50% at all.
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12-16-2014, 03:29 AM | #3 | |
Join Date: Sep 2014
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Re: Claws and Armor Divisor
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I've looked through other Claws-related threads and encountered even -60% suggestions. Whatever, it's cost can vary - the main interest is the concept. |
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12-16-2014, 03:57 AM | #4 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Claws and Armor Divisor
Quote:
* limitations that apply only to a particular enhancement, as opposed to a limitation that applies to the whole damage. |
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12-16-2014, 04:18 AM | #5 |
Join Date: Sep 2014
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Re: Claws and Armor Divisor
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12-16-2014, 04:26 AM | #6 |
Join Date: Sep 2014
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Re: Claws and Armor Divisor
Here I have another variant based on "exactly the same modifiers" phrase from Powers.
Step 1: ST 12, Thrust 1d-1. Step 2: 1d-1 equals to 0.7 dice. 0.7 x 5 = 3.5, round up to [4]. This doesn't cost points, it's just necessary for further calculations. Step 3: Armor Divisor (2) costs +50%, also add Accessibility limitation (Only When Using Claws): -20%. Total modifier is +30%. Step 4: [4] x 30% = [2]. Step 4.1: Claws (Talons) cost [8] and it's subject to exactly same modifiers which were applied to damage (including Accessibility). So it'll cost [8]+30%, [11]. Total point cost for Claws with Armor Divisor (2) is [2]+[11] = [13] points Disclaimer: I'm not trying to be a rules lawyer, I'm just trying to understand how to build cyberblades in GURPS terms. That's weird, I agree. If limitation (Only When Using Claws, -50%) was applied to enhancement (Armor Divisor, +50%), total enhancement cost would be +25%. But I don't know if limitations can be applied to enhancements, and it also seems (or it doesn't?) that Powers assume applying limitations to damage, not to enhancements. Last edited by Erling; 12-16-2014 at 04:35 AM. |
12-16-2014, 06:46 AM | #7 |
Join Date: Sep 2004
Location: Canada
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Re: Claws and Armor Divisor
The build is not legit, because any limitation applied to ST based damage in the way that you did applies to ST based damage ALL THE TIME, not just when using one specific or applicable attack.
You end up with 2 points for the ST based damage w/out the limitation. This is the advantage for "Armor divisor on my ST based damage". NOW apply the limitation.
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12-16-2014, 06:50 AM | #8 |
Join Date: Sep 2014
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Re: Claws and Armor Divisor
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12-16-2014, 06:57 AM | #9 | |
Join Date: Sep 2014
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Re: Claws and Armor Divisor
Quote:
Then what shall the build be? Step 1: ST 12, Thrust 1d-1. Step 2: 1d-1 equals to 0.7 dice. 0.7 x 5 = 3.5, round up to [4]. This doesn't cost points, it's just necessary for further calculations. Step 3: Armor Divisor (2) costs +50% Step 4: [4] x 50% = [2]. Step 4.1: Claws (Talons) cost [8] and it's subject to exactly same modifiers which were applied to damage. So it'll cost [8]+50%, [12]. Step 4.2. Armor Divisor (2) is now advantage, not enhancement. So I apply Accessibility limitation (Only When Using Claws, -50%). Total cost for advantage will be [1] Total cost for Claws with Armor Divisor (2): [13] Right? |
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12-16-2014, 07:14 AM | #10 |
Join Date: Jun 2013
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Re: Claws and Armor Divisor
I think you've got the right of it here, although you should probably base things on a cutting attack (base cost [7] rather than [5], so you're working with a virtual cost of [5] rather than [4]), and I'm not certain Only When Using Claws is really that meaningful of a Limitation.
You've got one way, which hews closest to the core books. A much easier way, however, is to use Natural Weapons from Pyramid #3/65 - assuming you're trying to make something like Molly's razor nails (from Neuromancer) as a Superfine weapon, this is probably Cutting Natural Weapon (Armor Divisor 2 +50%, Hidden +20%, Increased Damage +2 +60%, Cannot Parry -40%) [14]. Personally, I'd probably toss on Extra Damage Type (Pi+) for another +20%, boosting cost to [15]. That gives you retractable (free action) claws on each hand that can do Thr+2(2) cut or Thr+2(2) pi+. If you see them being targeted and attacked frequently, Resilient 2 +20% mimics the effect of Very Fine (Resilient 3 +40% makes the weapon outright unbreakable, but Resilient is mostly a waste of points when your weapon Cannot Parry anyway). |
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