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Character Builds & Optimization
Now you can make at-will powers: Sample build...
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<blockquote data-quote="Revinor" data-source="post: 4278160" data-attributes="member: 25037"><p>Careful attack should be 4 points (you drop stat damage).</p><p></p><p>I don't see it in you table, but generally attacking something else than AC (at least with weapon attacks) is for sure worth some points - Piercing Strike from rogue is based on that.</p><p></p><p>BTW, if you require table of 25 modifiers to get 17 powers spot on, something is wrong. Theory should explain more effects than it has variables inside.</p><p></p><p></p><p>From what I have observed, rules for the at-will powers might be a lot easier. You start with base of stat versus AC, dealing 1[W]+stat for weapons, and stat versus anything, dealing 1d6+stat for 'spells'. Then, you add one extra thing to the power, with 'extra' being:</p><p></p><p>- attack other defense than AC with weapon</p><p>- increase spell damage for 1d10/2d4</p><p>- add another stat of damage, either to primary target or adjacent target</p><p>- burst 1</p><p>- push target by few squares</p><p>- apply effect till end of your next turn</p><p>- retribution effect (make another attack if you get attacked before next round, or target gets close)</p><p>- move few squares/shift 1 square before or after attack</p><p>- get +2 to hit at the cost of stat damage bonus</p><p>- get 2[W] instead of 1[W] + stat</p><p>- generate temporary hp equal to stat</p><p>- give or take 2 to/from hit for ally or enemy for next attack</p><p>- deal half stat dmg on miss</p><p></p><p></p><p>Obviously, this way is also fully based on exceptions, but at least there is no need for overcomplicated point system, plus it fits existing powers quite well (from the very definition). There are few powers which are very specific and I would not try to make out system out of them (Valiant strike, Thunderwave).</p><p></p><p>You have to be quite creative with this rules - for example Commander's Strike is an example of "add another stat of damage, either to primary target or adjacent target". You deal 1[W]+stat (actually, it is your friend who deals it, but it is the same thing) + extra Int. Fact that it is somebody else dealing the damage is just a fluff for warlord - at it's root, power is just 1[W]+Str+Int.</p></blockquote><p></p>
[QUOTE="Revinor, post: 4278160, member: 25037"] Careful attack should be 4 points (you drop stat damage). I don't see it in you table, but generally attacking something else than AC (at least with weapon attacks) is for sure worth some points - Piercing Strike from rogue is based on that. BTW, if you require table of 25 modifiers to get 17 powers spot on, something is wrong. Theory should explain more effects than it has variables inside. From what I have observed, rules for the at-will powers might be a lot easier. You start with base of stat versus AC, dealing 1[W]+stat for weapons, and stat versus anything, dealing 1d6+stat for 'spells'. Then, you add one extra thing to the power, with 'extra' being: - attack other defense than AC with weapon - increase spell damage for 1d10/2d4 - add another stat of damage, either to primary target or adjacent target - burst 1 - push target by few squares - apply effect till end of your next turn - retribution effect (make another attack if you get attacked before next round, or target gets close) - move few squares/shift 1 square before or after attack - get +2 to hit at the cost of stat damage bonus - get 2[W] instead of 1[W] + stat - generate temporary hp equal to stat - give or take 2 to/from hit for ally or enemy for next attack - deal half stat dmg on miss Obviously, this way is also fully based on exceptions, but at least there is no need for overcomplicated point system, plus it fits existing powers quite well (from the very definition). There are few powers which are very specific and I would not try to make out system out of them (Valiant strike, Thunderwave). You have to be quite creative with this rules - for example Commander's Strike is an example of "add another stat of damage, either to primary target or adjacent target". You deal 1[W]+stat (actually, it is your friend who deals it, but it is the same thing) + extra Int. Fact that it is somebody else dealing the damage is just a fluff for warlord - at it's root, power is just 1[W]+Str+Int. [/QUOTE]
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