Are the flaming burst properties ever really worth it?

Alright, +1 flaming burst rapier vs +2 flaming rapier. Standard assumptions:

+1 flaming burst rapier
Noncrit: 8
Crit: 18
Total: 11

+2 flaming
Noncrit: 9
Crit: 14.5
Total: 10.65

So the rapier does show a slight increase with the burst property. However, its important to note that with the rapier our assumption is being really stretched. We are assuming that every roll of a 15 or better will actually be a critical threat. That's a lot more likely when you need 19's instead of 15's.
 

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I think the burst property should probably do this:

On a crit, the weapons enhancement bonus increases by 2 and then does +Xd10 damage.

That way you always get a big bonus on the crit.
 

Stalker0 said:
I think the burst property should probably do this:

On a crit, the weapons enhancement bonus increases by 2 and then does +Xd10 damage.

That way you always get a big bonus on the crit.
I'd go with a elemental-type bonus instead.

So for cold, it gives a -4 to target's dex for 1 minute. Fire catches them on fire. Acid does the melf's extra damage over 2 rounds. Sonic causes deafness for 1 minute. Electricity causes them to be dazzled for 1 minute etc.

That's on top of the extra damage. A bit more flavorful and not that much more powerful.

Mark
 

Ive just about given up on energy damage weapons. The designers seem to throw around energy resistance like candy, it just never seems worth it to me anymore.
 

Crits with a burst scythe make me happy in my husband place.

Immunities, resistances, effectiveness all be damned, there's just something awesome about flat-out ending a fight.
 



Plane Sailing said:
That's just the standard rules DMG p222 top of second column.

Wow, I had no idea. That would be so much more useful if they mentioned it in the description for the burst effects. Was that true in 3.0 as well?
 



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