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Author Topic: Devitalization Ray and Damage Cap
techogre
Superhero
Posts: 41
Post Devitalization Ray and Damage Cap
on: August 31, 2017, 09:37

So, just to be clear, a starting 150 point starting character can't get more than the 10CP level of Devitalization Ray due to the damage cap, correct?

The 10CP level does 2d8+d10 damage, giving an average of 14.5 damage, while the 12.5CP level does an average of 15.5 damage.

Does this mean you would simply purchase +10 pts worth of modifiers to bring it up to a 20CP core ability?

Am I missing something?

Jeff
Administrator
Posts: 1183
Post Re: Devitalization Ray and Damage Cap
on: September 1, 2017, 01:28

Yes, you may certainly add modifiers to bring the Devitalization Ability up to 20 CPs.

Or, you may take the 10 'leftover' CPs and put them into something else.

-Jeff

celestiale-
ditor
Superhero
Posts: 33
Post Re: Devitalization Ray and Damage Cap
on: September 1, 2017, 12:02

Quote from techogre on August 31, 2017, 09:37
So, just to be clear, a starting 150 point starting character can't get more than the 10CP level of Devitalization Ray due to the damage cap, correct?

In a nutshell, you are correct about the damage cap. You are not missing anything.

As Jeff pointed out, you have the option to add modifiers to make it balance out to 20 CP, or you can take no modifiers, and spend the 10 CP somewhere else, or you can even really pump it with modifiers, such as Range, Area Effect, Duration (DoT effect) and run the cost up to the full 30 CP.

techogre
Superhero
Posts: 41
Post Re: Devitalization Ray and Damage Cap
on: September 2, 2017, 08:25

Thanks! That's what I was looking for.

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