Living Supers - General Discussion Thread

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VioletSamurai

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Technically, you can even take Autofire up to a +3 extra.

The first level provides the standard Autofire benefits.

The second level either increases the bonus damage against a single target to +1 per 1 over the DC, or increases the maximum bonus damage threshold from half the base damage bonus to 100% of the damage bonus (potentially doubling the damage if your attack roll is high enough).

The third level provides whatever benefit the second one didn't.
 

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Rystil Arden

First Post
VioletSamurai said:
Technically, you can even take Autofire up to a +3 extra.

The first level provides the standard Autofire benefits.

The second level either increases the bonus damage against a single target to +1 per 1 over the DC, or increases the maximum bonus damage threshold from half the base damage bonus to 100% of the damage bonus (potentially doubling the damage if your attack roll is high enough).

The third level provides whatever benefit the second one didn't.
This is correct, but the important thing is that you get the 1 for 1 because then that cancels out your trade-off in all cases where you didn't need it. Raising the cap is icing on the cake.
 

VioletSamurai

First Post
I have withdrawn the proposed feats from the Masterminds Manual and edited my character accordingly. No major changes, just the re-allocation of 4 power points.
 

Bront

The man with the probe
Rystil Arden said:
Sure it is--read the Autofire description: If you pay double, you get +1 to Damage for every 1 that you beat their defense.
Yes, but that does make the power cost an extra point per rank for each modifyer.

Not sure why I never saw that before :eek:
 

Rystil Arden

First Post
Bront said:
Yes, but that does make the power cost an extra point per rank for each modifyer.

Not sure why I never saw that before :eek:
Oh yes--you do have to pay for it and pay dearly, so it isn't cheating or anything, but it is an extremely nice setup.
 

Bront

The man with the probe
You can also make the mods on the fly with things like power attack and accurate attack.
 

Rystil Arden

First Post
Bront said:
You can also make the mods on the fly with things like power attack and accurate attack.
That's before you roll though. Double Autofire you roll to see if you hit and then afterwards you get back the extra damage if you didn't need the attack bonus after all. The nastiest is when you have a character with +15 Attack, +5 Damage, Triple Autofire (the +3 cost Extra) +5 Defense, and +15 Impervious Toughness using All-Out Attack for full. They wind up with +20 to hit, and if they don't need up to 10 of that, it turns into extra damage. Meanwhile, despite +0 Defense, anything less than +15 to Damage won't touch them (variations on this theme change up to all 5 of that extra +5 from All-Out into Damage using Power Attack, depending on your opponent's defense--the key is to basically auto-hit).
 

Master Pelle

First Post
Rystil Arden said:
That's before you roll though. Double Autofire you roll to see if you hit and then afterwards you get back the extra damage if you didn't need the attack bonus after all. The nastiest is when you have a character with +15 Attack, +5 Damage, Triple Autofire (the +3 cost Extra) +5 Defense, and +15 Impervious Toughness using All-Out Attack for full. They wind up with +20 to hit, and if they don't need up to 10 of that, it turns into extra damage. Meanwhile, despite +0 Defense, anything less than +15 to Damage won't touch them (variations on this theme change up to all 5 of that extra +5 from All-Out into Damage using Power Attack, depending on your opponent's defense--the key is to basically auto-hit).

Yeah but the autofire extras effect will cancel out if target have higher Impervious than attacker's Damage/Strike/Blast with Autofire extras. So that it is quit balanced unless you decided to add penetrating extras too.
 

Velmont

First Post
Rystil Arden said:
That's before you roll though. Double Autofire you roll to see if you hit and then afterwards you get back the extra damage if you didn't need the attack bonus after all. The nastiest is when you have a character with +15 Attack, +5 Damage, Triple Autofire (the +3 cost Extra) +5 Defense, and +15 Impervious Toughness using All-Out Attack for full. They wind up with +20 to hit, and if they don't need up to 10 of that, it turns into extra damage. Meanwhile, despite +0 Defense, anything less than +15 to Damage won't touch them (variations on this theme change up to all 5 of that extra +5 from All-Out into Damage using Power Attack, depending on your opponent's defense--the key is to basically auto-hit).

Having spend so many points on these powers, you decide to mind control him and attack his friends :p
 

Rystil Arden

First Post
Velmont said:
Having spend so many points on these powers, you decide to mind control him and attack his friends :p
Scarily, since you only buy 5 ranks in Blast (due to the lower damage cap), the Blast power only costs 25, which is actually rather low, all in all (its 30 if you buy Penetrating, which is the same cost as buying Rank 10 Blast with one extra).
 

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