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Why is Polar Ray an 8th level spell?

moritheil said:
In most cases an augmented power still isn't as good as an actual power of a higher level (easier saves, more restrictions, or slightly smaller damage dice.)
In most cases an augmented power is EXACTLY like a higher-level power in terms of save DC and damage dice.

The differences are shape, range, and area.

Psi Energy Ray is 1st level, and shoots one target for 1d6/power point damage.

Psi Energy Bolt is 3rd level, and shoots a line of targets for 1d6/power point damage (save for half).

Neither has a "damage cap", so both can deal equal max damage to a single target. You could spend 15 power points on Psi Energy Ray, and you'd deal 15d6 damage -- just like Magic Polar Ray. And that's what I mean by polar ray being balanced as a 1st level spell. The shape is what's balanced.

Damage caps are an artifact of the Vancian system.

Cheers, -- N
 

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Nifft said:
In most cases an augmented power is EXACTLY like a higher-level power in terms of save DC and damage dice.

The differences are shape, range, and area.

Psi Energy Ray is 1st level, and shoots one target for 1d6/power point damage.

Psi Energy Bolt is 3rd level, and shoots a line of targets for 1d6/power point damage (save for half).

Neither has a "damage cap", so both can deal equal max damage to a single target. You could spend 15 power points on Psi Energy Ray, and you'd deal 15d6 damage -- just like Magic Polar Ray. And that's what I mean by polar ray being balanced as a 1st level spell. The shape is what's balanced.

Damage caps are an artifact of the Vancian system.

Cheers, -- N
Yes--in fact, I prefer Energy Ray to Energy Bolt in almost all cases by a significant amount, not least of which because Ray only costs a 1st-level pick. But scaling for cost is what Psi Powers do. Polar Ray's advantage occurs at levels greater than 15, since it scales for free. Because of that, comparing damage spells between Psionics and Magic is more difficult than a straight up count of the level of the power and spell.
 


Nifft said:
In most cases an augmented power is EXACTLY like a higher-level power in terms of save DC and damage dice.

The differences are shape, range, and area.

If memory serves, the DC scaling is a little underwhelming (or nonexistent) for several powers. And shape, range, and area are still valid reasons for the higher level powers to be considered a little better, no? The opposite of "limited targets" is "affecting more targets;" your analysis is not inconsistent with mine, as far as I can tell.
 

moritheil said:
If memory serves, the DC scaling is a little underwhelming (or nonexistent) for several powers.
Not the ones that can deal Cold damage.

moritheil said:
And shape, range, and area are still valid reasons for the higher level powers to be considered a little better, no?
That's my entire point. Single-target ray at 1d6/caster level is a 1st level effect.

moritheil said:
The opposite of "limited targets" is "affecting more targets;" your analysis is not inconsistent with mine, as far as I can tell.
What's your analysis again?

-- N
 

Unkabear said:
The purpose of the spell is to be put onto a wand that can be given to the party rogue.
Too expensive. And if you can pay this baby (and ignore the 4th-level spell restriction for wands, which is silly IMHO), disintegrate is better. With the Sneak attack, the spell does very reliable damage, even on a successful Fort save, everything else is just extra gravy!

Cheers, LT.
 



Infiniti2000 said:
One other point, because it requires an attack roll, isn't polar ray also subject to critting, i.e. double damage?

Most people, including myself, wouldn't consider that for the balance of the spell. This is because the 1 balances out the 20. Since as in my earlier example, rolling a 1 on a dragon misses even though you likely hit his touch AC. Not including that the crit has to be confirmed the miss(0 damage) + crit(2x damage) averaged is an average of normal damage.
 

Folly said:
Most people, including myself, wouldn't consider that for the balance of the spell. This is because the 1 balances out the 20. Since as in my earlier example, rolling a 1 on a dragon misses even though you likely hit his touch AC. Not including that the crit has to be confirmed the miss(0 damage) + crit(2x damage) averaged is an average of normal damage.
The auto-failure also exists for a saving-throw spell (20 on the save and the spell autofails), but there is no commensurate critical spell success on a natural 1 saving throw roll. So the ray indeed balances out perfectly, but the saving-throw spell is unbalanced against the caster!
 

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