TheDux
Feb 15th, '09, 05:31 PM
Character I am helping a friend build (more of a tender toe than me) is building a character who has many (somewhat magical) skills that a can only be used while wielding a dagger.
So he has a number of powers that look like:
Dagger Strike - HKA
Viper Strike - HKA PLUS HKA (-Gradual Effect)
Nerve Strike - HKA PLUS Entangle
Erruption Strike - HKA PLUS EB (+Explosion) (-Delayed Effect) (-Extra Time)
He also has an uncanny ability to find the perfect place to strike with a dagger. In order to get the Find Weakness effect on all attacks that require use of a dagger, would he buy it as 10 point "one type of attack" or 20 point "any group of attacks"?
I am also designing an "Arcanist" that has a similar uncanny ability to strike with magical spells (Non-elemental, Fire, Ice, Lightning, and Poison), and need some help understanding different levels of Find Weakness.
I was trying to think of this logically. Working backwards the scale would look something like this:
30 Points - All Attacks
20 Points - Magic Spells
10 Points - Lightning Spells
But the text shows All Flame Spells is on the 20 point level.
I am guessing this would have to be realtive.
Compare the following Energy Blasters (Wizards):
Volcano Shaman: 60% of powers (by Character Points) are fire based attacks. He can study a target to find the best way to strike with his fire attacks.
Grand Druid: 20% of powers are lightning based attacks, 20% fire, 20% ice. He can study a target to find the best way to strike with his magic attacks.
Since Find Weakness can be applied to 60% of each of thier attacks, would they both take the same point level? Volcano Shaman's applied to a narrower (but equally large) group and Grand Druid's applied to a broader group?
Alternatively
Can I use Armor Piercing as a naked advantage to apply to all attacks used by dagger and how/why would I do this?
Find Weakness is obviouly cheaper if there are enough powers that I would have to add AP too (+1/2 can add up quick).
It seems that Find Weakness is out the door anway, and this method is becoming the norm.
So he has a number of powers that look like:
Dagger Strike - HKA
Viper Strike - HKA PLUS HKA (-Gradual Effect)
Nerve Strike - HKA PLUS Entangle
Erruption Strike - HKA PLUS EB (+Explosion) (-Delayed Effect) (-Extra Time)
He also has an uncanny ability to find the perfect place to strike with a dagger. In order to get the Find Weakness effect on all attacks that require use of a dagger, would he buy it as 10 point "one type of attack" or 20 point "any group of attacks"?
I am also designing an "Arcanist" that has a similar uncanny ability to strike with magical spells (Non-elemental, Fire, Ice, Lightning, and Poison), and need some help understanding different levels of Find Weakness.
I was trying to think of this logically. Working backwards the scale would look something like this:
30 Points - All Attacks
20 Points - Magic Spells
10 Points - Lightning Spells
But the text shows All Flame Spells is on the 20 point level.
I am guessing this would have to be realtive.
Compare the following Energy Blasters (Wizards):
Volcano Shaman: 60% of powers (by Character Points) are fire based attacks. He can study a target to find the best way to strike with his fire attacks.
Grand Druid: 20% of powers are lightning based attacks, 20% fire, 20% ice. He can study a target to find the best way to strike with his magic attacks.
Since Find Weakness can be applied to 60% of each of thier attacks, would they both take the same point level? Volcano Shaman's applied to a narrower (but equally large) group and Grand Druid's applied to a broader group?
Alternatively
Can I use Armor Piercing as a naked advantage to apply to all attacks used by dagger and how/why would I do this?
Find Weakness is obviouly cheaper if there are enough powers that I would have to add AP too (+1/2 can add up quick).
It seems that Find Weakness is out the door anway, and this method is becoming the norm.