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Flag AlucardBRn January 30, 2013 6:28 PM PST
I put "arcane admixture" fire on my mage for magic "magic missile." order to increase the damage of the same. through feats of fire , however, the "character biuld" did not recognize the same for the damage increase. it is one problem in "character biuld" or not possibly increase the damage of this spell?
Flag LolaBonne January 30, 2013 6:29 PM PST
Do those 'feats of fire' specify that they increase damage rolls? If so, they will not apply because Magic Missile does not have a damage roll; it deals static damage.
Flag MalakLightfoot January 30, 2013 9:47 PM PST

Jan 30, 2013 -- 6:29PM, LolaBonne wrote:

Do those 'feats of fire' specify that they increase damage rolls? If so, they will not apply because Magic Missile does not have a damage roll; it deals static damage.




BTW, this is intentionally designed this way. There are very few ways to add to autodamge in 4E. If there is no to hit roll, expect there to be very few ways to boost the damage. There are several ways that are specific to Magic Missle, but not many, and not for a lot of extra damage.

Flag AlucardBRn January 31, 2013 3:22 AM PST



truth. thks guys,


but then feat which I could use to increase the damage of the same?

Flag Mand12 January 31, 2013 7:21 AM PST
Almost nonexistent.  Magic Missile is a crap spell.
Flag kilpatds January 31, 2013 9:11 AM PST
I'm aware of no feats to increase the damage of Magic Missile off hand, without party member support.  The only common way of improving the damage is by taking advantage of vulnerabilities...

For example, you could be a Feywarden (theme) and use a frost quarterstaff to make your Magic Missile damage cold damage, so the two rounds of vulnerability from your theme added to the damage.  Similarly, if a party member is a Morninglord, and already hit the creature you'd want a Radiant Quarterstaff and Pelor's Boon (both "items").
Flag FLAvatar January 31, 2013 9:25 AM PST
it's not the best use of 2 feats, but you could MC Artificer and swap in the L1 Daily Icebound Sigil for a few extra damage for 1 encounter.

had a player use it in the first Lair Assault to pump up the damage of their walking MM turret, but that is the very definition of a corner case.
 
Flag DevoDog January 31, 2013 10:32 AM PST
Originally, MM in 4e was NOT auto-hit.  Apparently, thousands upon thousands of players raised a big stink about out so the devs change it to "restore the power to its classical form."  (The absolute DUMBEST change in 4e, IMHO.)
Flag Mand12 January 31, 2013 10:54 AM PST
I prefer the old one, actually.
Flag Noctaem January 31, 2013 1:04 PM PST

Jan 31, 2013 -- 10:54AM, Mand12 wrote:

I prefer the old one, actually.





what was it again ?  1d4 ?

Flag LolaBonne January 31, 2013 1:10 PM PST

Jan 31, 2013 -- 10:32AM, DevoDog wrote:

Originally, MM in 4e was NOT auto-hit.  Apparently, thousands upon thousands of players raised a big stink about out so the devs change it to "restore the power to its classical form."  (The absolute DUMBEST change in 4e, IMHO.)




I agree.

Flag LolaBonne January 31, 2013 1:11 PM PST

Jan 31, 2013 -- 1:04PM, Noctaem wrote:

Jan 31, 2013 -- 10:54AM, Mand12 wrote:

I prefer the old one, actually.





what was it again ?  1d4 ?




2d4+INT mod, could crit, benefitted from stuff that increased damage rolls ...

Still not exactly a stellar power, but then, Magic Missile was never that awesome.

Flag Mand12 January 31, 2013 1:26 PM PST
It wasn't stellar, but being a force damage MBA with a damage roll and decent support made it passable.

It was still a ton better than the old one.
Flag AlucardBRn January 31, 2013 6:18 PM PST
thks for all help
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