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Switch to Forum Live View Question Regarding Dimensional Thunder
3 years ago  ::  Mar 22, 2010 - 6:49PM #1
bydchon
Date Joined: Dec 26, 2007
Posts: 419
1) What is the sequence of this power? Is it Attack-Teleport- Damage (if hit target)-ongoing damage to adjacent enemies? Or is it Teleport-Attack-Damage (if hit target)-ongoing damage to adjacent enemies.?

2) Can you choose to not take the effect?

It would be cool if I could decide whether i wanted to teleport first and attack or choose not to teleport at all.

Thanks in advance for the help!
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3 years ago  ::  Mar 22, 2010 - 6:51PM #2
Salla
Date Joined: Apr 3, 2003
Posts: 23,524
In general, a  power's steps occur from the top down; so, first you teleport (if you want), then you attack and, if successful, perform the hit line, then every enemy adjacent to you gets ongoing damage.

Any power that enables you to move or teleport, you can always choose to move/teleport fewer squares than listed, including zero.
Another day, another three or four entries to my Ignore List.
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3 years ago  ::  Mar 22, 2010 - 6:56PM #3
bydchon
Date Joined: Dec 26, 2007
Posts: 419
Awesome! Thanks Salla for the quick reply! As always this forum rocks!
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3 years ago  ::  Mar 22, 2010 - 8:30PM #4
Dragon9
  • Volunteer Community Lead
Date Joined: Jul 16, 2002
Posts: 4,997

Mar 22, 2010 -- 6:51PM, Salla wrote:

In general, a  power's steps occur from the top down; so, first you teleport (if you want), then you attack and, if successful, perform the hit line, then every enemy adjacent to you gets ongoing damage.




Whoa... what?  The teleport is not the first line of the power.  It's in the effect line between the attack and damage.  It's Target, Attack, Effect (teleport), Hit, Effect (ongoing).

The sequence is:
1: Target a creature within melee range
2: Attack said target
3: Effect line: teleport
4: Resolve damage to target (if any)
5: Cause ongoign damage to all enemies adjacent to you.

You even said to go top down and there's no teleport before the target and attack.

Sorry WOTC, you lost me with Essentials.  So where I used to buy every book that came out, now I will be very choosy about what I buy.  Can we just get back to real 4e?

Check out the 4e Conversion Wiki.

1. Wizards fight dirty.  They hit their enemies in the NADs. -- Dragon9
2. A barbarian hits people with his axe.  A warlord hits people with his barbarian.
3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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3 years ago  ::  Mar 22, 2010 - 8:44PM #5
Salla
Date Joined: Apr 3, 2003
Posts: 23,524
The effect: Teleport line is before the Hit line; you can't know if you use the Hit line until you attack, so it's Effect-Attack-Effect.
Another day, another three or four entries to my Ignore List.
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3 years ago  ::  Mar 22, 2010 - 8:51PM #6
zgrose
Date Joined: Apr 5, 2004
Posts: 2,544

Just so everyone is on the same page.


Daily
   bullet.gif     ArcaneTeleportationThunderWeapon
Standard Action      Melee weapon


Target: One creature


Attack: Intelligence vs. Fortitude


Effect: Teleport a number of squares equal to your Constitution modifier.


Hit: 2[W] + Intelligence modifier thunder damage.


Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends). 

"At a certain point, one simply has to accept that some folks will see what they want to see..." Dragon 387
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3 years ago  ::  Mar 22, 2010 - 9:04PM #7
Baksi
Date Joined: Mar 13, 2010
Posts: 202
If that is indeed the wording, i'm confused. Is it:

Target an enemy
Roll
Teleport
Check to see if the power hit
(Apply damage if it hit)
Damage adjacent enemies?

Put another way, what exactly does the "Attack: Int vs. Fort" line do in terms of the stack of plates? 
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3 years ago  ::  Mar 22, 2010 - 9:24PM #8
zgrose
Date Joined: Apr 5, 2004
Posts: 2,544
Going by the flavor "As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival." I think you are supposed to attack someone in melee range, hit (or miss) them, teleport, and apply the 5 ongoing thunder damage to each adjacent enemy at your teleport destination.

It certainly is an oddly formatted power though (note it is ~20 issues old and therefore we might expect some inconsistencies). 
"At a certain point, one simply has to accept that some folks will see what they want to see..." Dragon 387
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3 years ago  ::  Mar 23, 2010 - 5:26AM #9
Dragon9
  • Volunteer Community Lead
Date Joined: Jul 16, 2002
Posts: 4,997
Yes, you target and roll to hit then teleport, then roll damage (if you hit).

It seems odd at first, but it can be handy against monsters that either do something when bloodied or drop to 0 because after you roll to hit you teleport away before dealing the damage.

Mar 22, 2010 -- 8:44PM, Salla wrote:

The effect: Teleport line is  before the Hit line; you can't know if you use the Hit line until you  attack, so it's Effect-Attack-Effect.




Sure you can.  You're not attacking someone who's at distance.  It's a melee range power.  You're attacking one target that you're within melee range of then teleporting and causing ongoing damage.  If you teleport before the attack, you are using the power wrong.

So, let us say you are adjacent to enemy 1, and within teleport range you can get adjacent to enemies 2-4.

The way the power works, you roll to hit 1, then teleport into the middle of 2-4.  If you hit you deal damage to 1, then cause ongoing damage to 2-4.

Sorry WOTC, you lost me with Essentials.  So where I used to buy every book that came out, now I will be very choosy about what I buy.  Can we just get back to real 4e?

Check out the 4e Conversion Wiki.

1. Wizards fight dirty.  They hit their enemies in the NADs. -- Dragon9
2. A barbarian hits people with his axe.  A warlord hits people with his barbarian.
3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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3 years ago  ::  Mar 23, 2010 - 7:11AM #10
mellored
Date Joined: Jul 8, 2008
Posts: 19,459
Are there ANY powers with effect lines above attack lines?
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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