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How to create my own powers (with formulas)?
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<blockquote data-quote="WalterKovacs" data-source="post: 4525210" data-attributes="member: 63763"><p>For just flat out damage:</p><p> </p><p>Encounter (Defender):</p><p> </p><p>Level 1 - For the fighter there are 2 powers that give 2[W], one power gives two seperate 1[W] attacks. The one that only does 1[W] knocks someone prone. All of the Paladin's attacks are 2[w]. So, in general, 2[w] with some benefit [could be split into two attacks]. Prone, or similar effects that grant combat advantage are arguably "worth" 1[W].</p><p> </p><p>Level 3 - Fighter - either 2[W], two 1[W] attacks, 1[W] vs. Reflex, 1[W] with a +4 to hit and finally 1[W] in a burst. Paladin - 2[W], or 1[W] against 2 targets. So, similar to first level, but attacking multiple opponents, or getting a greater chance of hitting [attack vs. Reflex with a weapon, or a static +4] costs 1[W].</p><p> </p><p>Level 7 - Fighter - 2[W], add 1[W] for a penalty on attack roll, subtract 1[W] if burst attack. Paladin - 2[W] [or some arcane equivalent]. The only one that's a single die dazes the opponent, which follows the "combat advantage" rule.</p><p> </p><p>So it would seem that all the heroic powers for defenders are relatively "equal".</p><p> </p><p>Encounter powers for strikers:</p><p> </p><p>Ranger (1) - 2[W], 2 x 1[W], 1[W] as a reaction, 1[W] burst</p><p>Rogue (1) - 1[W] + daze, 2[W], 1[W] vs. Will</p><p> </p><p>Ranger (3) - 2 x 1[W], 1[W] as interupt, 2[W]</p><p>Rogue (3) - 2[W] vs. Will, 2[W] + ce to you, 1[W] + prone, 2[W]</p><p> </p><p>Ranger (7) - 2[W] + 1[W], 2[W] w/ bonus to attack, 1[W] + prone </p><p>Rogue (7) - 1[W] blast, 1[W] vs. fort, 2[w] + 1[w] on a miss, 1[W] + blind</p><p> </p><p>The numbers ramp up a bit more than the defender, but the "3 weapon" attacks have basically no other effects. There are some odd things with the "target different defense" idea, but granting the entire party combat advantage [blinding, knocking prone, dazing] does equal 1[W] worth. Having multiple attacks ussually means each attack is probably doing only 1[W]. If it goes to 3[W] there is a cost involved, attacking with a penalty, for example.</p><p> </p><p>Just to make sure</p><p> </p><p>Leaders:</p><p> </p><p>Cleric (1) : 2[w], 1[w] + daze</p><p>Wlord (1): 2[w], 1[w] + ally attack (i.e. + 1[W])</p><p> </p><p>Cleric (3) : 1[w] + prone, 1[w] + ranged attacks at +4</p><p>Wlord (3) : 2[w], 1[w] + Ac bonus to some allies</p><p> </p><p>Cleric (7) : 1[w] vs. will, 2[w]</p><p>Wlord (7) : 2[w], 1[w] + free basic attack from ally</p><p> </p><p>So, the leaders more or less support the theme, with a few more 1[w] powers that give a bonus to the allies, which are comparable to combat advantage to all allies. There is one that seems a bit odd.</p><p> </p><p>Anyway, based on heroic encounter weapon based powers anyway, it seems that most of the classes are pretty comparable. One note on the ranger: A 1[W] attack that is "Free" [i.e. interupt] is equivalent to an encounter power that gives 2 attacks at 1[W] each, since you'd have your normal attack for the turn, plus the interupt/reaction attack.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4525210, member: 63763"] For just flat out damage: Encounter (Defender): Level 1 - For the fighter there are 2 powers that give 2[W], one power gives two seperate 1[W] attacks. The one that only does 1[W] knocks someone prone. All of the Paladin's attacks are 2[w]. So, in general, 2[w] with some benefit [could be split into two attacks]. Prone, or similar effects that grant combat advantage are arguably "worth" 1[W]. Level 3 - Fighter - either 2[W], two 1[W] attacks, 1[W] vs. Reflex, 1[W] with a +4 to hit and finally 1[W] in a burst. Paladin - 2[W], or 1[W] against 2 targets. So, similar to first level, but attacking multiple opponents, or getting a greater chance of hitting [attack vs. Reflex with a weapon, or a static +4] costs 1[W]. Level 7 - Fighter - 2[W], add 1[W] for a penalty on attack roll, subtract 1[W] if burst attack. Paladin - 2[W] [or some arcane equivalent]. The only one that's a single die dazes the opponent, which follows the "combat advantage" rule. So it would seem that all the heroic powers for defenders are relatively "equal". Encounter powers for strikers: Ranger (1) - 2[W], 2 x 1[W], 1[W] as a reaction, 1[W] burst Rogue (1) - 1[W] + daze, 2[W], 1[W] vs. Will Ranger (3) - 2 x 1[W], 1[W] as interupt, 2[W] Rogue (3) - 2[W] vs. Will, 2[W] + ce to you, 1[W] + prone, 2[W] Ranger (7) - 2[W] + 1[W], 2[W] w/ bonus to attack, 1[W] + prone Rogue (7) - 1[W] blast, 1[W] vs. fort, 2[w] + 1[w] on a miss, 1[W] + blind The numbers ramp up a bit more than the defender, but the "3 weapon" attacks have basically no other effects. There are some odd things with the "target different defense" idea, but granting the entire party combat advantage [blinding, knocking prone, dazing] does equal 1[W] worth. Having multiple attacks ussually means each attack is probably doing only 1[W]. If it goes to 3[W] there is a cost involved, attacking with a penalty, for example. Just to make sure Leaders: Cleric (1) : 2[w], 1[w] + daze Wlord (1): 2[w], 1[w] + ally attack (i.e. + 1[W]) Cleric (3) : 1[w] + prone, 1[w] + ranged attacks at +4 Wlord (3) : 2[w], 1[w] + Ac bonus to some allies Cleric (7) : 1[w] vs. will, 2[w] Wlord (7) : 2[w], 1[w] + free basic attack from ally So, the leaders more or less support the theme, with a few more 1[w] powers that give a bonus to the allies, which are comparable to combat advantage to all allies. There is one that seems a bit odd. Anyway, based on heroic encounter weapon based powers anyway, it seems that most of the classes are pretty comparable. One note on the ranger: A 1[W] attack that is "Free" [i.e. interupt] is equivalent to an encounter power that gives 2 attacks at 1[W] each, since you'd have your normal attack for the turn, plus the interupt/reaction attack. [/QUOTE]
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