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Sticky: 4e ask a simple question, get a simple answer
8 months ago  ::  Oct 04, 2012 - 1:34PM #15121
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462

Oct 4, 2012 -- 3:30AM, qsoe wrote:

Is there a way to use Eyebite as a melee attack? At will




Arcane trickster.  You need to MC rogue but you can use any ranged attack as ranged melee through a dagger.

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8 months ago  ::  Oct 04, 2012 - 8:41PM #15122
ChaunceyK
Date Joined: Nov 21, 2008
Posts: 269
Level 10 Halfling Rogue (scoundrel) here.  Question about damage bonuses.

On most of my weapon attacks, bonuses get added to both my hit-roll & damage roll.  But then there are some like Blinding Barrage that do just Dexterity Modifier damage, with no bonuses to damage.  This strikes me odd because although I don't get to roll for weapon damage (I understand it would be "overpowered"), I'd think I should still get my Enhancement (+2 weapon) & Feat bonuses (Silvery Glow for +2 on cold attacks...I'm shooting for FrostCheese at Level 11) & Augments (Siberys Shard of Cold).

Is it simply a matter of some attacks being Nerfed?  Are there other attack powers that do only [statistic] damage with no bonuses as well?
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8 months ago  ::  Oct 04, 2012 - 9:09PM #15123
Odyssyus
Date Joined: Dec 28, 2010
Posts: 156
How do you calculate dual strike dpr I am not sure since it is dependent on the melee basic attack hitting.
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8 months ago  ::  Oct 04, 2012 - 9:28PM #15124
mellored
Date Joined: Jul 8, 2008
Posts: 19,464
@chaunceyK:  Several attacks just do flat damage.  Brutal barrage for example.  And some things do work with it.  Vulerability (Frost cheese), and sneak attack for instance.
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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8 months ago  ::  Oct 04, 2012 - 9:32PM #15125
mellored
Date Joined: Jul 8, 2008
Posts: 19,464
@odyssyus:  chance for the MBA to hit * chance for the dual strike to hit * damage
+crit bonus * crit chance.

So it would be something like...
.65*.65*(1d8+4)
+2.5*.05
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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8 months ago  ::  Oct 05, 2012 - 12:08AM #15126
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,896

Oct 4, 2012 -- 8:41PM, ChaunceyK wrote:

Level 10 Halfling Rogue (scoundrel) here.  Question about damage bonuses.

On most of my weapon attacks, bonuses get added to both my hit-roll & damage roll.  But then there are some like Blinding Barrage that do just Dexterity Modifier damage, with no bonuses to damage.  This strikes me odd because although I don't get to roll for weapon damage (I understand it would be "overpowered"), I'd think I should still get my Enhancement (+2 weapon) & Feat bonuses (Silvery Glow for +2 on cold attacks...I'm shooting for FrostCheese at Level 11) & Augments (Siberys Shard of Cold).

Is it simply a matter of some attacks being Nerfed?  Are there other attack powers that do only [statistic] damage with no bonuses as well?


Go look at magic weaponns. They say "enhancement bonus to attack and damage rolls."  Powers with flat damage have flat damage specifically to avoid them getting those bonuses. That is the whole point.

So read all your bonuses carefully.

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8 months ago  ::  Oct 05, 2012 - 4:59PM #15127
Odyssyus
Date Joined: Dec 28, 2010
Posts: 156
I'm wondering since dual weapon attack is a free action can you use it after your turn ends I dont see why not it just doesn't seem like it should am i missing something.
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8 months ago  ::  Oct 05, 2012 - 5:02PM #15128
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,896

Oct 5, 2012 -- 4:59PM, Odyssyus wrote:

I'm wondering since dual weapon attack is a free action can you use it after your turn ends I dont see why not it just doesn't seem like it should am i missing something.


Things with triggers have to be used when their trigger occurs.

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8 months ago  ::  Oct 05, 2012 - 5:18PM #15129
Odyssyus
Date Joined: Dec 28, 2010
Posts: 156
Thanks.
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8 months ago  ::  Oct 05, 2012 - 5:31PM #15130
DnD_Player829
Date Joined: Oct 14, 2011
Posts: 133
if i use my desert wind fob, which allows me to shift after dealing damage, through a staff of the traveller, does that add the teleportation keyword to the power?
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