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Calculating End Costs


薔薇語

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Hello Steve,

 

This came up while discussing how Cost end only to activate affects end costs on a power. The question is, "What is the logical flow of calculating end while advantages are applied to it that adjust the normal flow?"

 

I came up with only three patterns myself, for how to do it with the Reduced End 1/2 (+1/4) advantage, and the are:

 

First,

 

1. Assessing total AP

2. Determining normal end cost

3. Halving normal End cost.

 

Second,

 

1. Assessing total AP

2. Adjusting the AP by 1/2

3. Using the adjusted AP to determine End Cost.

 

Third,

 

1. Assessing total AP

2. Adjust the End calculation number to be 20:1

3. Calculate using the new formula.

 

This goes hand in hand with Increased End Cost as well.

 

Now of course the natural question is to ask, "Do these different methods alter the results as compared to each other?" The answer is yes, although in subtle ways. Below is a quick chart to show how each method interacts.

 

Active points / Method / End Cost

 

27 / 1 / 1 End

27 / 2 / 1 End

27 / 3 / 1 End

 

31 / 1 / 1 End

31 / 2 / 1 End

31 / 3 / 2 End

 

32 / 1 / 1 End

32 / 2 / 2 End

32 / 3 / 2 End

 

42 / 1 / 2 End

42 / 2 / 2 End

42 / 3 / 2 End

 

I think that the chart shows why the method is important. Is the method indeed listed, and I didn't notice it? I am lead to believe it is the First method given that when I put into HD the power:

 

+32 STR, Reduced Endurance (1/2 END; +1/4) (40 Active Points)

 

It generates an End cost of 1, as does only the first method. Likewise, because of the trend of the 1st method, it always works in the greatest benefit, of the three options, for the player.

 

Thank you for your help, Steve.

 

La Rose

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