ottdmk |
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Got to thinking about this due to a discussion Sanityfaerie and SuperBidi got into over in the Thrower's Bandolier thread.
Now, my 10th level (almost 11th) Bomber is one of my favourite characters of all time. I find he's been great to play and has been quite effective in my experience.
Now, I don't care much for Citricking's tool. It doesn't suit my view of the game. I'm not about to keep track of every hit, miss, and crit.
I don't mind missing. Everybody misses, even Fighters. I do my best to get the best odds I can and then I roll the dice. If they don't go my way, there's always next time.
Similarly, I don't put a lot of emphasis on Critical Hits. They're a lot of fun when they happen, but they don't happen enough to count on (unless you're a Fighter or Gunslinger.)
What I care about are the results of hitting something, which I do with a fair bit of regularity despite being on my fourth "-1" level (of eight.)
And the thing is... Every other Ranged Striker is starting to throw a lot more dice than I do when they hit.
So I started looking at some numbers. I considered looking at everyone at 11th level, but I figured 12th would be better as Greater Striking runes would be available.
I picked a few Classes and routines. And I looked at what they could do on a minor lucky streak. Three rounds, three successful Strikes.
So, Inventor using a shortbow Weapon Innovation, Overdrive and Megaton Strike: 8d6+6 per Strike; average damage 34, total 102. Same Inventor in Critical Overdrive: 111 damage on average.
Alchemical Sciences Investigator using a Shortbow and Insight Coffee: 5d6+3d8+2 per Strike, average damage 33 pts, total 99.
Precision Edge Crossbow Ace Ranger: 3d10+2d6+2d8+2. 34 average, 102 total.
Thief Rogue with a Shortbow: Sneak Attack on every round, Precise Debilitations on Rounds 2&3 for extra damage: 8d6+2 + 2*(10d6+2) : 104 total.
And then there's my Bomber. Rolling at most 3 dice when I use a Greater Bomb. 2 dice when using a Perpetual Moderate. Sheesh.
Thing is... Persistent damage is a funny beast. Now, I'd normally start off with a Sticky Moderate Acid Flask. If the GM were really lucky with the flat checks I would probably go with two Sticky Moderate Acid Flasks and then go with a Greater Alchemist's Fire because we're getting late into the fight. Moderate Sticky Acid Flask: 1 Acid + 7 Acid Splash + (2d6 + 7) Persistent Acid = 22 pts average. Greater Alchemist's Fire 3d8 Fire + 8 Fire Splash + 3 Persistent Fire = 24 pts. Grand total: 68 pts.
But then we start getting into what-if territory. Suppose the GM failed the flat check on the 2nd Acid Flask. That's another 14 pts on average. 82 now.
How about failing the first check? Well, I'd swap to a Sticky Moderate Alchemist's Fire for Round Two. 2d8 Fire + 7 Fire Splash + 9 Persistent Fire. Average 25 pts. So now our total is 22 Round One + (25+14) Round Two + 24 Round Three = 85 pts.
Moving on... What if GM failed a second check, for the Sticky Alchemist's Fire? The Sticky Moderate does 6 more Persistent then the Greater, so we're up to 91 pts. If the second failed check was Acid, 99 instead.
Fail all three checks and the average damage from the three Bombs would be 105 pts. Which is pretty much in the same ballpark as the others.
That surprised me a bit. And believe me, I know it's unreliable. Still, I've seen GMs fail flat checks a lot... My record is 7 times in a row on a Lesser Acid Flask when my guy was Level 2. (8d6+2 Acid from one Bomb at L2. Loved it.) I just didn't think that a Bomber could get close like that. No Splash on extra targets, no Weakness... Just Persistent Damage, which has its own issues but at least it works on most things.