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4th Edition and the Immortals Handbook
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4421037" data-attributes="member: 39867"><p>U_K! (Seriously, this needs to be an emote or a smily or something)</p><p></p><p>Your math looks about right, but at the low end, you seem a bit high, and at the high end, you are more or less accurate (below a bit, but I only calculated the range, which your math falls into at 99th. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll post my findings here, and upload an excel doc with the math & formulas later.</p><p></p><p>Daily Powers:</p><p>3 Kinds: Low power, Middle Power, and High power. (Low, Mid, High for short) (Exceptions abounds, depends on Defender/Striker/Controller/Etc)</p><p>Formula: (Note: Round all fractions down always!)</p><p>High Damage Formula: 2 1/2[W] + 1/2[W] per daily rank. (Count first level as a rank)</p><p>Mid Damage: 1 1/2[W] + 1/2[W] per daily rank. (Count first level as a rank)</p><p>Low Damage: 1/2[W] + 1/2[W] per daily rank. (Count first level as a rank)</p><p>Low damage formula should give max damage on moves with nasty side effects.</p><p>Mid damage for average dailys with maybe one benefit (like a shift) or one condition (slowed).</p><p>High damage should only be used for pure-damageing moves. (Like Godstrike) (With possible reliable tag or 1/2 damage on a miss)</p><p></p><p>Encounter Powers:</p><p>Also 3 kinds: Low power, Middle Power, and High power. (Low, Mid, High for short) (Exceptions abounds, depends on Defender/Striker/Controller/Etc)</p><p>Formula: (Note: Round all fractions down always!)</p><p>High Damage: 2[W] + 1/3[W] per encounter rank. (Count first level as a rank)</p><p>Mid Damage: 1 1/3[W] + 1/3[W] per encounter rank. (Count first level as a rank)</p><p>Low Damage: 2/3[W] + 1/3[W] per encounter rank. (Count first level as a rank)</p><p>Low damage formula should give max damage on moves with nasty side effects.</p><p>Mid damage for average dailys with maybe one benefit (like a shift) or one condition (slowed).</p><p>High damage should only be used for pure-damageing moves. </p><p></p><p>For spells (and things that don't use increments of [W]):</p><p>- For each [W] take the average of a D8. (averaged size die, 4.5 damage)</p><p>- Take that total, and divide by the average die roll of the size of die you want to use. </p><p>Example: Bob the 100th level timelord, wants to unleash some form of dimension-rending daily attack. He wants this power to also weaken his target. Formula shows he should deal 21[W] with his attack. Since he plans on shooting some sort of reality-shattering beam, a sword or axe should not play into this. He wants to use D6s, because, c'mon, it's pretty visceral to roll a fist-full of dice. 21x4.5=94.5;94.5/3.5(for d6 average)=27. Bob the Timelord's Dimensional Sundering beam should roll 27d6 damage. (plus whatever applicable bonuses from ability mods, magical implements, feats, etc)</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4421037, member: 39867"] U_K! (Seriously, this needs to be an emote or a smily or something) Your math looks about right, but at the low end, you seem a bit high, and at the high end, you are more or less accurate (below a bit, but I only calculated the range, which your math falls into at 99th. :) I'll post my findings here, and upload an excel doc with the math & formulas later. Daily Powers: 3 Kinds: Low power, Middle Power, and High power. (Low, Mid, High for short) (Exceptions abounds, depends on Defender/Striker/Controller/Etc) Formula: (Note: Round all fractions down always!) High Damage Formula: 2 1/2[W] + 1/2[W] per daily rank. (Count first level as a rank) Mid Damage: 1 1/2[W] + 1/2[W] per daily rank. (Count first level as a rank) Low Damage: 1/2[W] + 1/2[W] per daily rank. (Count first level as a rank) Low damage formula should give max damage on moves with nasty side effects. Mid damage for average dailys with maybe one benefit (like a shift) or one condition (slowed). High damage should only be used for pure-damageing moves. (Like Godstrike) (With possible reliable tag or 1/2 damage on a miss) Encounter Powers: Also 3 kinds: Low power, Middle Power, and High power. (Low, Mid, High for short) (Exceptions abounds, depends on Defender/Striker/Controller/Etc) Formula: (Note: Round all fractions down always!) High Damage: 2[W] + 1/3[W] per encounter rank. (Count first level as a rank) Mid Damage: 1 1/3[W] + 1/3[W] per encounter rank. (Count first level as a rank) Low Damage: 2/3[W] + 1/3[W] per encounter rank. (Count first level as a rank) Low damage formula should give max damage on moves with nasty side effects. Mid damage for average dailys with maybe one benefit (like a shift) or one condition (slowed). High damage should only be used for pure-damageing moves. For spells (and things that don't use increments of [W]): - For each [W] take the average of a D8. (averaged size die, 4.5 damage) - Take that total, and divide by the average die roll of the size of die you want to use. Example: Bob the 100th level timelord, wants to unleash some form of dimension-rending daily attack. He wants this power to also weaken his target. Formula shows he should deal 21[W] with his attack. Since he plans on shooting some sort of reality-shattering beam, a sword or axe should not play into this. He wants to use D6s, because, c'mon, it's pretty visceral to roll a fist-full of dice. 21x4.5=94.5;94.5/3.5(for d6 average)=27. Bob the Timelord's Dimensional Sundering beam should roll 27d6 damage. (plus whatever applicable bonuses from ability mods, magical implements, feats, etc) [/QUOTE]
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