Add some other weapons like Beam Scythes, Beam Trident, Beam Glaive, and Magma weapons (Darling in the FRANXX). That would make it better. Maybe also make it possible for Missile Batteries to be held like the Pisces or Aries suit from Gundam Wing. What about adding a Twin-Beam cannon (Like Wing Zero) but does Extreme damage, Line, and the ability to split into two to be Wing Zero.
I absolutely LOVE Mobile Suit Gundam Wing. I have seen the 1st season of Iron Blooded Orphans and the characters are good; but it's just the mobile suit design is boring. Meanwhile, Mobile Suit Gundam Wing's characters and mobile suits are excellent. Look, at Deathscythe Hell, it is the ONLY Gundam of its kind to truly be stealth and invisible. It is interesting with Nanolaminate armor of IBO being beam-deflectant but it wouldn't stand a chance against the Wing Zero's Twin Buster Rifle and ZERO system. Alaya Vinjana is dangerous and improves the pilot's reaction times with Mikazuki being able to react incredibly quick. However, the ZERO system is far, far, far superior in the fact of the ZERO system can predict your enemies' moves including any possible outcome letting you see the future. It increases your reaction times by a significant amount with it making Heero & Zechs superior to everyone. Heero has had the proper training and fights like a veteran soldier despite being 2 years younger than Mikazuki. He was trained since he was like 4. Heero's skill and battle tactics alone in ANY mobile suit would prove of how he is the most dangerous pilot of any gundam anime. I saw the clip of Mikazuki vs Gjallarhorn and I was thinking of how Heero with the Wing Zero would wipe out their entire elite fleet, mobile suits, and orbit bombardiers suits; I mean after all his aim is accurate to a hundredth of a unit making it pristine accuracy.. A single shot from the Twin Buster Rifle is able to destroy a 5 mile to 8 mile long colony instantly and thoroughly. Also, Heero without any cybernetics was able to survive his own suit's self-detonation meanwhile Mikazuki wouldn't survive that. Mikazuki may be called the Devil but Heero would annihilate him. Also, the enemy suits in Gundam Wing look cool and cleverly named. The mobile suits from Gjallarhorn wouldn't be able to hold up against modified ZERO systemized Mobile Doll Virgos. Their offense and defense is too strong.
Honestly, I think that the Nanocyte is a bit too overpowered in the senses that they get skill ranks equal to what a Mystic has, has a full base attack bonus progression, and the fact their nanites are incredibly powerful in the ability of forming weapons, and regenerating health. I also think that the mechs are going to be seriously revamped considering that anybody can use a mech and everyone is going to start taking the Ace Pilot theme mainly because of the usefulness of Piloting checks. Also, some frames are better than others but granted they are really cool in how they were inspired. The Flight frame reminds me of the OZ Aries mobile suit from Mobile Suit Gundam Wing. The Amphibious frame reminds me also of the OZ Cancer and Pisces aquatic combat mobile suits. Combat frame of course wuld be the OZ Tragos, Leo, and other mobile suits. The Recon frame was probably inspired by the hands-down best Gundam, Deathscythe/Deathscythe Hell. The Deathscythe Hell was a mobile suit constructed out of gundanium alloy and was the most technologically advanced stealth and mobility suit. The Deathscythe suits had radar & communications-jamming equipment. It was also the fastest mobile suit of any surpassing all of the Gundams for mobility. And what do you know, they have those technologies as part of special auxillary systems along with the Deathscythes' famous weapon, the scythe too.. Also, the Gundam Heavyarms also heavily inspired the combat frames, upper limbs, lower limbs, weapons, and auxillary systems. The Heavyarms suit was a combat-based mobile suit designed for overwhelming an entire army with its devastating firepower. It was equipped with an army knife, a beam gatling gun, and multiple missile batteries. And you see this within the various types of weapons and armor of the mech system. I personally think that even after these get revamped, the mech system is still going to be fun and awesome. I also believe that you Paizo should make a new class based around mechs and include a feat that allows Powered-Armor proficient characters to be able to pilot a mech without penalty.
Haven't been able to play one yet, but I am making an ATLA like campaign and this campaign is going to be hard. I have my NPC Kineticist who is going to be either Air. It is a Dual-Talented Human Air Kineticist whose archetypes are Elemental Scion and Kinetic Lancer. It is made for melee jump combat. Eventually, it will have like a +72 Acrobatics with Kinetic Leap or base +52. Made for combat by being the Lancer from Final Fantasy Tactics and uses Electric Blast.
I want to make a custom Basic or Advanced Mod for Drones(& only drones). It will be called Turret Mount.
Basic Mod: Turret Mount (Combat Drones only)
Basically, I have an idea to make a "Girls Und Panzer" Mechanic Tank Drone build and I wanted an idea of a turret, but the turret is another character with a gun. It sounds totally fun. Have any of you watched "Girls Und Panzer" on Netflix? It is a weird but fun anime. What do you all think?
The average damage is still stronger than everything though. Boosting a weapon with the Boost property requires a move action. Supercharge Weapon is used to power up the weapon before your next turn to attack. The Solarian is going to mostly one-shot kill enemies with these two buffs. It comes to crazy amounts of damage even for minimum. Hammerjack, I don't really know the accuracy equations but working out damage is best for me. I know you do that stuff, but to me it really doesn't matter. I just like finding the absolute most damage for potential. Solar Acceleration makes you able to Full Attack as a Standard Action. The Variant Boost, Solar Acceleration, & Supercharge Weapon all apply; so it still works. By the way, when someone crits, I go off by the idea that when a person crits, they get max normal plain weapon dice like 12d6 -> 72. It is better and fairer for players.
They outdamage everyone in melee. They can at maximum (with 3x crit full attack + Solar Acceleration buff + Variant Boost 6d6 + [if Int is up to 15]Supercharge Weapon + True T-Quark Crystal[+6d6] as a maximum of nearly 850 damage with a single attack with proper buffs. It is stupid crazy. Their Solar Flare is really decent too, besting a Pistolero +4 Dex Soldier and Operative Trick Attack.
Solarians aren't nearly as good for tanking hits like Vanguards and Soldiers. An Evasive Vanguard is good, but a Warblood-Vesk Guard/Armor Storm Soldier can literally get the Enhanced Resistance Feat for literally the next 6 levels from level 4 to level 10, making them hard to kill. Add Deflective Reinforcement, Mk 3 Thermal Capacitor, Mk 3 Electrostatic Field, Filtered Rebreather, Sonic Dampener, Mk 5 Fortification Plates, & Mk 4 Magic Resistor to their armor(Vesk Monolith Mk 3) and they become nearly invincible. Their resistances are DR 30/-(35/- when Impenetrable Defense is activated), Fire 35, Cold 35, Electricity 35, Acid 25, Sonic 25, Magic 30, & 100% chance Crit damage turn to Normal damage.
Honestly Solar Shield is much better than the Vanguard's Entropy Shield by a long shot. Solar Armor is only for people that use light armor. I found that Solar Flare/Weapon if the best because you don't ever have to get new weapons. It really makes Solarians one of the most cost efficient for weapons, with the others being an Unarmed Striker Soldier and Vanguard. The DPS Solarian can go for heavy or powered armor, which make them tough to kill. Vanguards have the unique choice of focusing on Light Armor and Heavy/Powered Armor thanks to their Disciplines. You can be evasive or tanky. But Solarian out-damage everyone in pure melee, not so much for ranged
Ranged and Melee are quite bad for classes with 3/4ths BAB. Ranged damage just isn't that truly powerful, well except if you have Deadly Aim and Double Tap. Melee is just something that has already been fun. My technomancer is quite squishy with only 21 SP and 19 HP. It also has the most average scores with racial/theme traits. I know that my Technomancer is gonna die anyway. My party has 2 operatives, 1 mechanic, 2 technomancers, and 1 soldier. What I know of is that the other technomancer has far better scores than what I have. My modifiers to my scores are only +2 and +3. When my technomancer dies, my brother's soldier is gonna leave too and then my backup character is gonna come in with my brother's new one. Granted our characters are iterally from anime, but they are Kendo Rappa and Kai Chisaki(Overhaul). Melee is something that just sounds really fun to me.
It does seem like ranged is better since it can pick stuff off from a distance, but melee can just be ridiculous. I mean the Solarian deals the highest melee damage period. The Operative can possibly do it through Trick Attack with Operative weapons like Paragon Retractable Spike, but even with their successful skill checks, it will be hard for them to hit.
Wait, Dracomicron what does you Junker Technomancer have? I am actually curious.
Honestly, the Blitz soldier is definitely a good start. I have a backup character set up for when my squishy Technomancer dies or leaves. It is an anime character lol. It is Kendo Rappa of the 8 Bullets of Kai Chisaki. He is a level 4 Gravity Dweller Human with Guard(Str) as a Blitz Soldier. His feats are Improved Unarmed Strikes, Weapon Specialization, Blind Fight, Jet Dash, Fleet, Weapon Focus(Basic Melee), and Slam Down. His base racial ability scores are +3 Str, +2 Dex, and -2 Cha. He has a voice distorter/mask, 2x Cestus Battlegloves, Everyday clothes, Infared Sensors, Vesk Brigandine II, 4 R2E, an Industrial Backpack, and a Mk 1 Upgrade(Con). His gear boost is Melee Striker.
A hover drone gains a total of +6 to its two modifiers which one is DEX. The drone has 16 DEX which increases to 22 with a +6 modifier. The hover drone also has 2 Enhanced Armor mods giving it +4 to its AC. The drone also gains AC bonus of +18 to base AC. The formula is EAC/KAC=10+DEX Mod+AC Bonus+Mods+Ultra-clocking. The drone then has 11+6+18+4+1=40. Sure I miscalculated about 50 AC, but the Drone has a good AC.
Ok, so I searched it up. You're right.
Vanguard Normal attack:
Normal attack average=80, crit normal attack=152, normal full attack=240, 1x crit=252, 2x crit=384, 3x crit=456
Wow, even miscalculating DEX belonging in damage for Vanguard, the no crystal averages are still lower than the Vanguard.
Solar Flare Solarian w/ crystal=12d4+20+6d6:
Solar Flare w/ no crystal=12d4+20:
With crystal Statistics:
No crystal Statistics-
I added the Solar Flare for it too
Sometimes, people have crazy critical attack rolls. Trust me, my DM who has game mastered campaigns for 5-10+ years have had crazy critical hits with his official Starfinder dice. He crit multiple times in a row with them. I am in his campaign right now and in one of the sessions, he crit 2-3 times in a row.
A solarian with +9 STR has a total damage of this: 12d6+STR+CHA+Level+Crystal w/ Soulfire(optional)=12d6+9+10+20+6d6
Normal Attack w/ crystal:
Full Attack w/ crystal:
So you are right about the Solarian with the higher damage, but that is with a crystal. Let's see what happens when he doen't have it. Damage equals 12d6+STR+Level=12d6+9+20
So as you can see, the Solarian does have the higher damage output, but that is with the crystal & Soulfire fusion.
The crystal statistics:
No crystal statistics:
You asked me why I used DEX. Here is the reason: The entropic strike is a magical one-handed operative melee weapon and you dont add STR yet until 10th level. It is an operative weapon so you add DEX, your level, and CON, and later STR. It works in that way.
The reason why I talk about Minimum and Maximum values is because It is easier to tell the average damage per normal attack, normal critical attack, normal full attack, and critical full attack. The average damage of a normal attack=88, crit normal attack=160, normal full attack=264, 1x crit=276, 2x crit=408, and 3x crit=480. By getting the minimum and maximum values, you can find the average by adding the minimum and maximum together and dividing it by 2. That is how I do it. When I do the critical damage, I also incorporate the chances of critting once, twice, or more.
Don't forget that Vanguard is a Full BAB class that literall has the best melee damage roll: 12d6+STR+DEX+CON+Weapon Specialization(special). Let's say that this vanguard has 26 STR, 26 STR, and 30 CON. The damage is 12d6+8+8+10+20.
Full Attack(3 attacks):
The Vanguard is seriously, hands down, the MOST POWERFUL melee class in the game
Range is most likely to be used in Starfinder campains, but Melee has stronger damage. You have a Dragonkin Blitz(2nd) & Wrathful Warrior(1st) Soldier at max level with Melee Striker and a Dimensional Blade Doshko. Sure the Doshko has Unwieldy, but a single attack: 13d12P+20+11+5+6(Weapon + PC Level + STR Mod + Frenzy)= Min:55P Max:198P; Crit Min:211P Crit Max:354P. Melee sure isn't the best way to fight in Starfinder but it is decent. But ranged weapons sure are stronger.
Alright, so this thread is about what the best combinations of Extra Manifestation and Solar Manifestation are and the weaknesses about them.
First Combination: Solar Weapon + Solar Flare
Second Combination: Solar Armor + Solar Shield
More on other combos later
Imagine hooking up 190 missiles (50 Tactical, 50 Stellar, 30 Advanced, 30 Ionized, and 30 Plasma HED) to a detonator and then blowing it up. That is 300d8 + 400d8 + 390d8 + 360d10 + 510d12. That minimum damage is <_1960 damage and the max is 18,440 damage. That would probably blow a large base to smithereens. This was so.ething I came up with a 20 million credit Level 20 Bombard soldier for fun.