Burst effect question...


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LOL, cracklicious,

Under Skip's ruling it can still be worth it to get the flaming burst for some items. For instance the scythe at X4 damage on a crit would do X4 +3d10 damage. That's a lot of damage.

Skip might also be going under the stacking rules because the damage from flaming and flaming burst are both bonus fire damage.

I'm with the monte version of this one: "also" = "in addition to."

from the srd:

"A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the hands that hold the weapon. Flaming burst weapons deal +1d10 points of bonus fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus fire damage instead, and if the multiplier is x4, add +3d10 points of bonus fire damage. Bows, crossbows, and slings so enchanted bestow the fire energy upon their ammunition."

"Upon command, a flaming weapon is sheathed in fire. The fire does not harm the hands that hold the weapon. Flaming weapons deal +1d6 points of bonus fire damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the fire energy upon their ammunition."
 

Well, I have never been sane my whole life, why change now? :p

I'm sticking with the Sage's interpretation, until they change the burst damage die bonus. It may not be worth the +2 cost but it is an extra special ability. Stacking +1d6 with +1d10 (not counting the weapon's critical hit damage) is too big for +2 cost.

(Suggested change: +1d6 with +1d6 burst damage on critical hit. x3, change burst damage to +2d6, and so forth.)

I have said in another board, any burst special abilities is best enchanted on weapon with larger critical hit multiplier (x3 or more).

Otherwise, weapon with normal critical hit multiplier (x2) should stack different abilities (e.g., a longsword of flaming and shocking).
 
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Ranger REG said:
Well, I have never been sane my whole life, why change now? :p

I'm sticking with the Sage's interpretation, until they change the burst damage die bonus. It may not be worth the +2 cost but it is an extra special ability. Stacking +1d6 with +1d10 (not counting the weapon's critical hit damage) is too big for +2 cost.

(Suggested change: +1d6 with +1d6 burst damage on critical hit. x3, change burst damage to +2d6, and so forth.)

I have said in another board, any burst special abilities is best enchanted on weapon with larger critical hit multiplier (x3 or more).

Otherwise, weapon with normal critical hit multiplier (x2) should stack different abilities (e.g., a longsword of flaming and shocking).

Well, for someone that crits 95% of the time, +2 is just fine. But for the rest of us that crit 10% of the time, at best, +2 isn't worth it. I figure it's actually worth +1.5 if they don't stack.
 
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kreynolds said:


Well, for someone that crits 95% of the time, +2 is just fine. But for the rest of us that crit 10% of the time, at best, +2 isn't worth it. I figure it's actually worth +1.5 if they don't stack.

And since we round up in d20, that's a +2. :D
 


Ranger REG said:
I agree. But Wizards don't use fractions. I mean whoever heard of a longsword +1.5?

Simple. They don't exist. But you seem to be forgetting one very important fact. The base market price modifier has nothing to do with the enhancement bonus of a weapon, so the argument is kinda moot. Also, Sean K. Reynolds has been known to use fractional calculations before (someone on these boards pointed this out to me, but I can't remember who, so here's your nod).
 
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