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Switch to Forum Live View March Rules update is out
3 years ago  ::  Mar 04, 2010 - 12:38PM #131
Crimson_Lancer
Date Joined: Jun 18, 2003
Posts: 6,560

Mar 3, 2010 -- 3:27PM, LordOfWeasels wrote:

You can argue "should" all you want, but you're dead about "does".  Changing the types of damage done by a power changes the keywords of the power, period.



...in your opinion. IMO, adding additional Typed Damage doesn't change the original Damage of the Power in any way, and therefore, doesn't add a Keyword to the Power.

Are you seriously trying to misread that to say that a guy with Resist 30 Fire who takes 20 Fire and 10 Cold damage from an crit with Burning Spray will resist all of it?

Someone with Immunity To Fire will still take damage from a Fire-Keyword power.  They simply won't take any of the FIRE damage.



What is wrong with you??

I'm saying he'll resist the Fire Damage because Resistance/Immunity/Vulnerability check for Damage Type rather than specific Keyword; that was what my original question, the one that MindWanderer answered, was asking. I'm not misreading anything.

Moderated by ORC_Spork on Mar 05, 2010 - 07:54AM
Resident Logic Cannon
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3 years ago  ::  Mar 04, 2010 - 1:50PM #132
Dirge-Overdrive
Date Joined: Feb 7, 2009
Posts: 2,247

Mar 3, 2010 -- 6:41PM, Tsuul wrote:

Guest703856308, a charge is a single action. It is movement and an attack rolled up into one. There is no time to do anything else, not even a free action.



This is not true.  It has been confirmed that Wardens can use their Nature's Wrath feature as a free action during a charge.

 

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3 years ago  ::  Mar 04, 2010 - 1:52PM #133
Tsuul
Date Joined: Apr 4, 2002
Posts: 755

Mar 4, 2010 -- 1:50PM, Dirge-Overdrive wrote:

Mar 3, 2010 -- 6:41PM, Tsuul wrote:

Guest703856308, a charge is a single action. It is movement and an attack rolled up into one. There is no time to do anything else, not even a free action.



This is not true.  It has been confirmed that Wardens can use their Nature's Wrath feature as a free action during a charge.

 


Correct, MindWandererB beat you to the punch.

"Oh bother." sighed Pooh as he chambered another round.
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3 years ago  ::  Mar 05, 2010 - 5:25AM #134
legba11
Date Joined: Jan 3, 2002
Posts: 763
This forum has (amazingly to me) remained a relatively decent place to debate issues.  I guess we have the mods to thank for that.
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3 years ago  ::  Mar 05, 2010 - 9:27AM #135
Atras
Date Joined: Aug 25, 2008
Posts: 509
Lasting Frost got hit pretty hard, and I think almost everyone agrees that it did not get the fix that it needed.  I was having a hard time putting my finger on why I felt they mis-fixed it, and then it occurred to me: Arcane Fire.

Lasting Frost (PHB paragon feat - post update):
Benefit: Once per turn, the first target you hit with a power that has the cold keyword gains  vulnerable 5 cold after the attack. The vulnerability lasts until the end of your next turn.

Arcane Fire (Arcane Power heroic feat):
Prerequisite: Int 13. any arcane class Benefit: When you hit a target with an arcane fire power, that target gains vulnerable 5 cold against the first arcane attack power you use against it before the end of your next turn.

As the player of a Wizard with Lasting Frost, I traded Arcane Fire for Lasting Frost at level 12.  My typical opening salvo for an encounter is Frostburn, dealing Fire and Cold damage, with a damage rider in the zone.   With the update, the Heroic Feat is actually better than the Paragon Feat!  I wonder if the prerequisite of Arcane Fire wouldn't do a lot more to fix Frostcheese than the update we got.
As for my Wizard, since it is a home game, we plan on ignoring the change to Lasting Frost, the DM agrees that the 5 extra damage has not been a problem, but in LFR that isn't an option.
What makes me sad - no more compiled magazines: http://community.wizards.com/go/thread/view/75882/27580349/Dungeon_and_Dragon_Magazine_PDFs&post_num=24#495423645
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3 years ago  ::  Mar 05, 2010 - 12:45PM #136
ORC_Wyvern
  • CSR
Date Joined: Mar 5, 2001
Posts: 1,068

Hi. I had to remove some content from this thread because it violates the Code of Conduct or it refered to content that did.


Please keep your posts polite, respectful, and on-topic, and refrain from making personal attacks. 

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3 years ago  ::  Mar 05, 2010 - 1:10PM #137
mellored
Date Joined: Jul 8, 2008
Posts: 19,522

Mar 5, 2010 -- 5:25AM, legba11 wrote:

This forum has (amazingly to me) remained a relatively decent place to debate issues.  I guess we have the mods to thank for that.


Mar 5, 2010 -- 12:45PM, ORC_Wyvern wrote:

Hi. I had to remove some content from this thread because it violates the Code of Conduct or it refered to content that did.

Please keep your posts polite, respectful, and on-topic, and refrain from making personal attacks. 



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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3 years ago  ::  Mar 05, 2010 - 9:57PM #138
warrl
Date Joined: Apr 16, 2009
Posts: 5,267

Mar 4, 2010 -- 12:38PM, Crimson_Lancer wrote:

Mar 3, 2010 -- 3:27PM, LordOfWeasels wrote:

You can argue "should" all you want, but you're dead about "does".  Changing the types of damage done by a power changes the keywords of the power, period.



...in your opinion. IMO, adding additional Typed Damage doesn't change the original Damage of the Power in any way, and therefore, doesn't add a Keyword to the Power.


But the update doesn't say "change the type of damage". It says "change the types of damage".

Changing the types from "untyped damage" to "fire damage" is clearly a change in the types.

Changing the types from "cold damage" to "cold damage and fire damage" is also a change in the types.

"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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3 years ago  ::  Mar 06, 2010 - 12:19AM #139
Dirge-Overdrive
Date Joined: Feb 7, 2009
Posts: 2,247

Mar 5, 2010 -- 9:57PM, warrl wrote:

Mar 4, 2010 -- 12:38PM, Crimson_Lancer wrote:

Mar 3, 2010 -- 3:27PM, LordOfWeasels wrote:

You can argue "should" all you want, but you're dead about "does".  Changing the types of damage done by a power changes the keywords of the power, period.



...in your opinion. IMO, adding additional Typed Damage doesn't change the original Damage of the Power in any way, and therefore, doesn't add a Keyword to the Power.


But the update doesn't say "change the type of damage". It says "change the types of damage".

Changing the types from "untyped damage" to "fire damage" is clearly a change in the types.

Changing the types from "cold damage" to "cold damage and fire damage" is also a change in the types.




And many of us question whether adding a few points of fire damage to an attack through a feat should be considered changing the damage type of a power.  The example given in the update doesn't let us know.

This issue isn't going to go away until there's some guidance from something besides CS.

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3 years ago  ::  Mar 06, 2010 - 5:31AM #140
AbyssalDeath
Date Joined: Mar 13, 2003
Posts: 1,390
I'll trow in my two cents.

From the March update:

If the damage types in a power change, the power both loses the keywords for any damage types that are removed and gains the keywords for any damage types that are added (the poison keyword is removed from a power only if that power neither deals poison damage nor has any nondamaging effects).



The original keywords of the power are only removed if the damage types are removed. That's the important part of that rule "for any damage types that are removed". The magic item/feat/feature has to change/convert all the damage of a power to a different type of damage to lose any keywords. 

A Flaming weapon's at-will power changes all damage of a power you use to fire so under the new rules the power will lose all other keyword because it lost the damage type. If you you are using a +1 Flaming Weapon without the at-will switched on and crit you will now do +1d6 fire damage, but the rest of the power will be unaffected because the original damage types were not changed.

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