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[XPH]: Your take on Energy Missile augmentation
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<blockquote data-quote="Kyamsil" data-source="post: 1594459" data-attributes="member: 2534"><p>Am I the only one who feels this power's augmentation is way overpowered for its level?</p><p></p><p>The way it is written it implies that you spend 1 power point to add 1d6 of extra damage and boost save DC by the same amount. As it is a level 2 power it costs a base of 3 power points and deals 3d6 of a selected energy type to up to 5 separate targets, with a save for half damage.</p><p></p><p>It's like magic missile in that it doesn't need an attack roll and they aren't a ray or ranged touch power either.</p><p></p><p>Now, suppose a level 10 manifester with a +5 (18 base + 2 level boosts) Intelligence:</p><p></p><p>The saving throw for this power is 10+2(level)+5(Int)=17 at the base cost. So 5 targets get 3d6 of damage with save for half at a reasonable saving throw DC.</p><p></p><p>Now boost it to the maximum for a level 10 manifester (no overchannel or things like that, just using standard augmentation.):</p><p></p><p>The saving throw for this power becomes 10+2(level)+5(Int)+7(augmentation)=24. So now it deals 10d6 save for half to 5 targets with save DC 24. </p><p></p><p>If instead of 10th level, it was a 20th level manifester, who most likely would have items boosting intelligence even more to around +10 (that's without going overboard on int boosting, as it can be a lot higher.)</p><p></p><p>A maximum augmentation DC for this caster would be:</p><p>Saving throw of 10+2(level)+10(Int)+17(augmentation)=39! and it deals 20d6 with save for half damage to 5 targets. </p><p></p><p>Add to him the Overchannel and Talented psionic feats and he can overchannel it for 23d6 and save DC=42 without dealing damage to himself because it is a low level power. </p><p></p><p>Alternatively you can boost the damage and save DC a bit less and have some nice metamagic feat added to the mix to deal more damage. 18d6+50%and save DC 37 for empowered. Make it deal cold damage and you get +1 to each dice and the save becomes Fortitude instead of Reflex (so you can mess with the Improved Evasion guys). Selecting 5 targets to deal them an average of 121 points of cold damage, Fort save DC 37 for half: take out all spellcasters and rogue characters of a party. Repeat next round (with reflex save and electricity for example) and you will severely damage the party fighters. </p><p></p><p>All in all, I think this power is way overpowered for level 2 as written, and can easily lead to a TPK situation. What's your oppinion?</p></blockquote><p></p>
[QUOTE="Kyamsil, post: 1594459, member: 2534"] Am I the only one who feels this power's augmentation is way overpowered for its level? The way it is written it implies that you spend 1 power point to add 1d6 of extra damage and boost save DC by the same amount. As it is a level 2 power it costs a base of 3 power points and deals 3d6 of a selected energy type to up to 5 separate targets, with a save for half damage. It's like magic missile in that it doesn't need an attack roll and they aren't a ray or ranged touch power either. Now, suppose a level 10 manifester with a +5 (18 base + 2 level boosts) Intelligence: The saving throw for this power is 10+2(level)+5(Int)=17 at the base cost. So 5 targets get 3d6 of damage with save for half at a reasonable saving throw DC. Now boost it to the maximum for a level 10 manifester (no overchannel or things like that, just using standard augmentation.): The saving throw for this power becomes 10+2(level)+5(Int)+7(augmentation)=24. So now it deals 10d6 save for half to 5 targets with save DC 24. If instead of 10th level, it was a 20th level manifester, who most likely would have items boosting intelligence even more to around +10 (that's without going overboard on int boosting, as it can be a lot higher.) A maximum augmentation DC for this caster would be: Saving throw of 10+2(level)+10(Int)+17(augmentation)=39! and it deals 20d6 with save for half damage to 5 targets. Add to him the Overchannel and Talented psionic feats and he can overchannel it for 23d6 and save DC=42 without dealing damage to himself because it is a low level power. Alternatively you can boost the damage and save DC a bit less and have some nice metamagic feat added to the mix to deal more damage. 18d6+50%and save DC 37 for empowered. Make it deal cold damage and you get +1 to each dice and the save becomes Fortitude instead of Reflex (so you can mess with the Improved Evasion guys). Selecting 5 targets to deal them an average of 121 points of cold damage, Fort save DC 37 for half: take out all spellcasters and rogue characters of a party. Repeat next round (with reflex save and electricity for example) and you will severely damage the party fighters. All in all, I think this power is way overpowered for level 2 as written, and can easily lead to a TPK situation. What's your oppinion? [/QUOTE]
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[XPH]: Your take on Energy Missile augmentation
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