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<blockquote data-quote="Rystil Arden" data-source="post: 3308949" data-attributes="member: 29014"><p>Yup, a simple explanation--my reading comprehension was clearly shot to hell by the late hour <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>In that case, though, it circumvents the "well I know I'll hit with at least <em>one</em>" problem but moves into two other problems, one specifically with autofire (but to a lesser extent present with rolling a 20 any time):</p><p></p><p>1) Autofire (or crit) problem--the uber-autowipe. </p><p></p><p>Put on autofire to a Targeted Area and roll a 20. Pretty much without fail, the entire enemy team just died. They are taking somewhere between 10 and 15 higher than your usual Toughness DC (so maybe DC 40), giving them a 75% chance to be unconscious/dead, and the rest is all staggered/stunned/bruised (or equivalent) unless they also roll a 20 and get the automatically-only-bruised result.</p><p></p><p>2) Attack Rolls are better for the attacker than letting the enemy get a Reflex save--</p><p></p><p>This is undeniably true. I'm going to assume (based on experience) that some of the best, most cinematic, and most fun fights come when the good-guy supers fight an interesting grouping of enemy supers in a big fight. In something like this, an area attack has the potential to end it all at once. One huge counterbalancing factor is that all area attacks have a Reflex save, which is good for the defender for two reasons: First, the defender can buy Improved Evasion for 2 Points and automatically take half damage from the area effect (which is a huge bonus on the Toughness save--it is hard to fail too badly on one of those unless you already have a lot of bruises) . Second, the cap on Reflex save Bonus is PL + 5, and the cap on Reflex save DCs is PL + 10. This means a super with fully-capped saves can make the highest-DC save on a 5 and is only affected 20% of the time.</p><p></p><p>Contrast with attack rolls. There's no Improved Evasion for those, first off, and also the cap on Defense Bonus is PL, while Attack bonus is also PL. That means that for fully-capped attack and defense (ignoring trade-offs, of course, since that affects the Toughness save as well), the target is affected 55% of the time, more than twice as often as with the fully-capped save.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3308949, member: 29014"] Yup, a simple explanation--my reading comprehension was clearly shot to hell by the late hour :D In that case, though, it circumvents the "well I know I'll hit with at least [I]one[/I]" problem but moves into two other problems, one specifically with autofire (but to a lesser extent present with rolling a 20 any time): 1) Autofire (or crit) problem--the uber-autowipe. Put on autofire to a Targeted Area and roll a 20. Pretty much without fail, the entire enemy team just died. They are taking somewhere between 10 and 15 higher than your usual Toughness DC (so maybe DC 40), giving them a 75% chance to be unconscious/dead, and the rest is all staggered/stunned/bruised (or equivalent) unless they also roll a 20 and get the automatically-only-bruised result. 2) Attack Rolls are better for the attacker than letting the enemy get a Reflex save-- This is undeniably true. I'm going to assume (based on experience) that some of the best, most cinematic, and most fun fights come when the good-guy supers fight an interesting grouping of enemy supers in a big fight. In something like this, an area attack has the potential to end it all at once. One huge counterbalancing factor is that all area attacks have a Reflex save, which is good for the defender for two reasons: First, the defender can buy Improved Evasion for 2 Points and automatically take half damage from the area effect (which is a huge bonus on the Toughness save--it is hard to fail too badly on one of those unless you already have a lot of bruises) . Second, the cap on Reflex save Bonus is PL + 5, and the cap on Reflex save DCs is PL + 10. This means a super with fully-capped saves can make the highest-DC save on a 5 and is only affected 20% of the time. Contrast with attack rolls. There's no Improved Evasion for those, first off, and also the cap on Defense Bonus is PL, while Attack bonus is also PL. That means that for fully-capped attack and defense (ignoring trade-offs, of course, since that affects the Toughness save as well), the target is affected 55% of the time, more than twice as often as with the fully-capped save. [/QUOTE]
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