03-20-2013, 11:12 AM | #41 | |
Join Date: Mar 2010
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Re: [Supers] Building some abilities for a high-level blaster
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In any case? Tangent, tangent, tangent. =p |
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03-20-2013, 11:27 AM | #42 | ||
Join Date: Sep 2004
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Re: [Supers] Building some abilities for a high-level blaster
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Ignoring DR and Max Damage could be a lot better than x3 damage if your target is armored. (rolls of a 3) Likewise, the major wound to the eye is a -10 HT check or knocked down and stunned (itself a 100%+ enhancement). (4,5 vs 4) and could be better than double damage (5 on the normal crit chart). 6-8 on the normal chart have a mix of extra damage and a reasonable chance to stun but 6-8 on the head chart can blind, inflict major head wound (-10 to avoid stun/downing), or automatically stun you for the next turn. The upper range is similar in effect. As to the cost and taking things out of context, my understanding of your above suggestion was that the +50% was to modify all normal (non-critical hits) to Head Critical hits automatically. Not to go from the normal critical to the head chart. Assuming every hit rolls on the critical hit chart is better than a +100% effect by itself (most of them do double damage, stunning, or other effects equally valuable). That's probably around +300% in usefulness considering it may come up more often than bypassing DR entirely (as some targets won't be armored or heavily armored) or negating active defenses (since many targets won't defend at all or effectively) and this Cosmic enhancement increases the usefulness of every attack. On top of that the head chart is better than the regular crit chart. +50% on top of every hit rolling a normal critical as above is probably fair. |
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03-20-2013, 11:30 AM | #43 | ||
Join Date: Sep 2004
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Re: [Supers] Building some abilities for a high-level blaster
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