
Originally Posted by
Mister E
It's a toss up for me.
[new]:
Here are what I believe to be the maximum effects for normal stun attacks:
1d2 (2 BODY, 2 STUN)
1d3 (2 BODY, 3 STUN)
1d4 (2 BODY, 4 STUN)
1d6 (2 BODY, 5 STUN) Typo, I assume - 6 STUN
1d8 (2 BODY, 8 STUN)
1d10 (2 BODY, 10 STUN)
1d12 (2 BODY, 12 STUN)
1d20 (2 BODY, 20 STUN)
1d100 (2 BODY, 100 STUN)
Extrapolating from the arbitrary fact that 2 BODY & 4 STUN together cost 5 character points, the price of 1 DC (1d6 "normal stun" attack)... here are my [new] numbers: Isn't that 2 BOD and 6 STUN?
1d2: 2+1 = 3 active points 60 AP = 20d2 for an average of 20 BOD and 30 STUN. I'll use it for increased knockback, penetrating attacks and, in Heroic games, attacks that are expected to kill rather than stun. That average of 1 BOD per die beats a 4d6 Killing Attack by a substantial margin (although I also have to punch through normal defenses). Also great for automotons, Entangles and Barriers!
1d3: 2+1.5 = 3.5 active points 60 AP gets me 17d3 for an average of 34 Stun and 17 BOD - not eally worth it - I can get better STUN or better BOD with other choices.
1d4: 2+2 = 4 active points15d6 averages 37.5 STUN and 15 BOD - again, not worth it
1d6: 2+3 = 5 active points (1 DC)42 STUN and 12 BOD on average
1d8: 2+4 = 6 active points10d8 averages 45 STUN and 10 BOD - no point using d6 if the intent is to Stun
1d10: 2+5 = 7 active points8 1/2 d10 averages 47 STUN and 8.5 BOD - STUN still climbing
1d12: 2+6 = 8 active points7 1/2 d12 averages 49 STUN and 7.5 BOD, so the STUN continues to rise
1d20: 2+10 = 12 active points5d20 averages 52.5 STUN and 5 BOD, so I'm still leaning to higher dice to KO
1d100: 2+50 = 52 active pointsHard to get 60 AP - I guess 1d100 + 1d12, for 50.5 + 6.5 = 57 average STUN and 2 average BOD
So, I guess I want a Multipower with a 20d2 attack for when BOD is important and a 1d100 + 1d12 atatck when Stun is important. You're assuming both are of equal utility, but once I'm below defenses for BOD, it's useless even if I drop to doing no BOD, and I want the highest STUN possible in punching past a target's defenses
[edit]
Killing Attacks (max dmg):
BOD is key here, so I'm guessing high dice will win out
1d2 (2 BODY, 6 STUN): 2+3 = 5 active points 12d2 for an average of 12 BOD, 24 STUN - probably not
1d3 (3 BODY, 9 STUN): 3+4.5 = 7.5 active points 8d3 averages 16 BOD and 32 STUN - that's more BOD than a 4d6 KA, so my theory didn't hold up for long!
1d4 (4 BODY, 12 STUN): 4+6 = 10 active points 6d4 will average 15 BOD and 30 STUN, so we're sinking
1d6 (6 BODY, 18 STUN): 6+9 = 15 active points 14 BOD, 28 STUN
1d8 (8 BODY, 24 STUN): 8+12 = 20 active points 3d8 for 13.5 BOD and 27 STUN
1d10 (10 BODY, 30 STUN): 10+15 = 25 active points 2d10 + 1d4 for 13.5 BOD and 27 STUN again
1d12 (12 BODY, 36 STUN): 12+18 = 30 active points 2d12 aveages 13 BOD and 26 STUN
1d20 (20 BODY, 60 STUN): 20+30 = 50 active points 1d20 + 1d4 averages 13 BOD again
1d100 (100 BODY, 300 STUN): 100+150 = 250 active points Can`t afford to even consider that on a 60 AP budget. 5d20 will average 52.5 BOD and this only averages 50.5, so it will be a bad buy if we do hit those levels
Turns out it`s d3`s for the win - plus I`m still actually rolling d6`s!
The more I play with The Main Man's method, the more I like it.
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