So I was trying to build a "get out of my face" power for a blaster, and ran into something funny. The rules seem clear enough as written, but the *implications* result in...well, you be the judges.
OK, so I started with Blast. Scanning down the list of advantages, I see, "Double Knockback." Oboy, I'm set! That's a +1/2 modifier. So starting with a 60-point Active Point cap, that comes out to an 8d6 blast (with double knockback!). On average, 16 KB before reductions.
Of course, a normal 12d6 Blast does 12 KB before reductions. So the DOUBLE knockback blast actually only does 4/3 knockback. Doing a whole boatload less actual damage is not critical, since the point of the power was to knock back a close assailant. However, the KB is thoroughly underwhelming for its intended purpose. Well, obviously, the answer is to take the advantage twice. Except, wait, hrmm, that's not allowed.
OK, so using the RAW, what's the best way to build a "get out of my face" power?
Am I doing something wrong? Anyone else think that the interaction of Advantages with the Active Point Cap leads to counterintuitive results?