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Cascading Catapult Slam is the new old Blade Cascade

Which is superceded by the declaration of what the secondary target can be. Giant's wake, for example, says 'adjacent to target and within your reach'.

But if you had to be in range, the power could not work as described. You can't push something 1+anything more than 0 and have that target be in range of your attack. Therefore the power cannot work as described if secondary attacks -had to be- in range at all times.

Lastly, 'unless otherwise noted' certainly applies. 'Adjacent to the primary target' is -very much- 'otherwise noted'
Plus the damage from the secondary attacks are not weapon damage. The secondary damage is caused by the target hitting another creature.

As for the power exploitation, i think adding (minimum of 1) after it tells you how many it can push would reduce the exploitation of this power.
 

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Plus the damage from the secondary attacks are not weapon damage. The secondary damage is caused by the target hitting another creature.

As for the power exploitation, i think adding (minimum of 1) after it tells you how many it can push would reduce the exploitation of this power.

Nah, then you'd just push two targets across the battlefield, both slamming into each other as they go a long, taking 1d10+str damage each time.

Nah, my errata easily fixes it. No target should be hit by this power more than once, that's obviously the intent. Even with the errata, you could create a chain of hits that kills an entire rank of soldiers in an army or something heh.
 


So here's what you do. You have a main target adjacent to a secondary schmo. You're attacking Fort, so it should be easier to hit. You then choose to knock the Primary target zero squares (perfectly legal, you are not required to use all of a push.) You then attack the secondary, push it zero, and attack... oh... the first creature (also perfectly legal, nothing says a secondary attack cannot target the primary, in fact, some powers -require it-).
Ouch! That definitely needs some errata. Not that I'd ever allow it to work that way...

Good find, though! :)
 

Like I said, I don't know if it broken. Do understand, you get it three levels after some characters get, literally, 'You never die.' as an epic feature.

It's not like it'll go infinite every time, or even go rediculous, but it's interesting to see that it is -possible.-
 

Like I said, I don't know if it broken. Do understand, you get it three levels after some characters get, literally, 'You never die.' as an epic feature.
But notably no class gets "deal infinite damage to a target".

Having a high level party member being immune to death (but still inconvenienced by it) can be highly beneficial to the story.

Having every fight turn into a cakewalk purely because one character deals near infinite damage makes for a crap game.
It's not like it'll go infinite every time, or even go ridiculous, but it's interesting to see that it is -possible.-
But it's entirely possible for someone to decide to make it ridiculous and pull it off. And that's bad.
 

Wasn't the main issue with Blade Cascade the fact that it allowed you to deal near infinate damage to a single target? Cascading Catapult slam is only useful if there are multiple enemies who also happen to be adjacent to each other, so when you get to level 29 Cascading Catapult slam really doesn't have much chance to get crazy, as most if not all the challenging creatures around that level are Solo's.
 

Wasn't the main issue with Blade Cascade the fact that it allowed you to deal near infinate damage to a single target? Cascading Catapult slam is only useful if there are multiple enemies who also happen to be adjacent to each other, so when you get to level 29 Cascading Catapult slam really doesn't have much chance to get crazy, as most if not all the challenging creatures around that level are Solo's.

Well, not adjacent, but within 1+con modifier squares. The initial hit pushes that far. So basically, the power has the potential to one shot and severely injure another enemy. With my errata, it has the potential to chain reaction and hit every enemy, but no enemies enough to kill them. (save minions of course).
 

Well, not adjacent, but within 1+con modifier squares. The initial hit pushes that far. So basically, the power has the potential to one shot and severely injure another enemy. With my errata, it has the potential to chain reaction and hit every enemy, but no enemies enough to kill them. (save minions of course).

Which considering the existence of a ranger power that hits every foe within bowshot, isn't too bad.

Typically a solo will have some buddies with him. Despite the name, a solo with no allies is not actually all that common. With the original cascade slam, a solo WITH allies is in more danger than a solo without them, which seems more than a little silly to me.
 

Well, it -isn't- really infinate. You're not likely to deal infinate attacks, for the exact same reason you don't deal infinite damage with a vorpal blade. Just means attacks explode.

And you only need two enemies to chain, not multiples. Limitless chaining isn't appropriate for Paragon tier, but for level 29... a different story may occur. It's probably more useful for knocking a bunch of foes in an area prone anyways.

Now -that- makes it a good power.

Lastly, it's a daily. You're not busting it out every fight, and it does dick in a solo fight.
 

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