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*Pathfinder & Starfinder
How much damage are effects worth?
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<blockquote data-quote="Mengu" data-source="post: 4424018" data-attributes="member: 65726"><p>Also depends on whether you can take the target down with the attack or not. There is no point in immobilizing, slowing, or stunning a target that's about to die with one of your ally's next attacks.</p><p> </p><p>I think this is where part of the fun comes in. When picking powers, you pick some that do a lot of damage, and some that have a variety of secondary effects, and use the best one for any given situation.</p><p> </p><p>However as far as those effects go, melee attacks that slow the target just make me scratch my head. So those powers would be worth the least to me. I'll take any extra damage, over a melee slow effect. Range slow effects can be quite a bit more useful, but they are still fairly low on the totem pole. I'd say the order of status powers (high to low) goes something like:</p><p> </p><p>stunned</p><p>blinded</p><p>restrained</p><p>dazed</p><p>gives combat advantage</p><p>immobilized</p><p>prone</p><p>slowed</p><p>deafened</p><p> </p><p>powers that weaken opponents are more in line with powers that give resistance, defense bonus, temporary hit points, or regaining hit points. The order of these, high to low would be something like:</p><p> </p><p>temporary hitpoints</p><p>resistance</p><p>regain hitpoints</p><p>defense bonus</p><p>weakened</p><p> </p><p>It's kind of hard to mesh these with status effects inflicted upon foes, and even harder to say how much damage is each of these effects worth. Healing surges also don't quite fit in these lists, since they are a limited resource.</p><p> </p><p>It would be entirely too complex to try and assign a value to different effects. And there is no single way to effectively use them. Variety makes your character adaptable, but who is to say no to a character bent on a half dozen ways to regain hitpoints?</p></blockquote><p></p>
[QUOTE="Mengu, post: 4424018, member: 65726"] Also depends on whether you can take the target down with the attack or not. There is no point in immobilizing, slowing, or stunning a target that's about to die with one of your ally's next attacks. I think this is where part of the fun comes in. When picking powers, you pick some that do a lot of damage, and some that have a variety of secondary effects, and use the best one for any given situation. However as far as those effects go, melee attacks that slow the target just make me scratch my head. So those powers would be worth the least to me. I'll take any extra damage, over a melee slow effect. Range slow effects can be quite a bit more useful, but they are still fairly low on the totem pole. I'd say the order of status powers (high to low) goes something like: stunned blinded restrained dazed gives combat advantage immobilized prone slowed deafened powers that weaken opponents are more in line with powers that give resistance, defense bonus, temporary hit points, or regaining hit points. The order of these, high to low would be something like: temporary hitpoints resistance regain hitpoints defense bonus weakened It's kind of hard to mesh these with status effects inflicted upon foes, and even harder to say how much damage is each of these effects worth. Healing surges also don't quite fit in these lists, since they are a limited resource. It would be entirely too complex to try and assign a value to different effects. And there is no single way to effectively use them. Variety makes your character adaptable, but who is to say no to a character bent on a half dozen ways to regain hitpoints? [/QUOTE]
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