| Michael Grate |
I just wanted to make sure I understand how the extra damage dice should look with Jabbing style and Jabbing Master
Jabbing Style:
1st hit +0
2nd +1d6
2rd +1d6
3rd +1d6
...
(non-cumulative)
Jabbing Master
1st hit +0
2nd +2d6
3rd +4d6
4th +4d6
5th +4d6
...
(non-cumulative)
Do I have this correct?
| Frosty Ace |
Ntt exactly sure what you mean by non-cumulative, but each and every hit after the first attack on that target in the round gets the added damage dice. You could get an entire flurry with +4d6 if you got REALLY lucky and had combat reflexes.
Honestly, its hard to say what adds more damage overall: Dragon Style chain (Consistency) or Jabbing Style chain (Huge burst potential). Jabbing Master when being at it's fullest potential gives more damage than any other Style feat barring pre-errata Pummeling Style.
| Michael Grate |
Ntt exactly sure what you mean by non-cumulative...
When I meant was that the extra damage dice wasn't cumulative with the previous extra dice (so each attack would only add 1d6 above the standard damage dice for Jabbing Style, it wouldn't add 1d6, then add an extra 2d6, then add an extra 3d6 ect.)
Honestly, its hard to say what adds more damage overall: Dragon Style chain (Consistency) or Jabbing Style chain (Huge burst potential). Jabbing Master when being at it's fullest potential gives more damage than any other Style feat barring pre-errata Pummeling Style.
It probably depends on the strength modifier and how many hits one can land per round but either way, I'm building a dex based Monk with the AoMF and the agile weapon bonus (dex is added to damage rather than strength) so I actually don't even quality for Dragon style.
yup your list looks correct.
Thank you
| Onyx Tanuki |
I'm not entirely sure that's right actually. From the wording, you have jabbing style correct, but jabbing master works a little differently. For each individual enemy you hit one time only in the round you get no bonus. For each one you hit exactly twice, you get a 2d6 bonus. And for each you hit three or more times, you get a 4d6 bonus multiplied by however many hits you made beyond the first. So if you hit twice it looks like:
1st + 0
2nd + 2d6
But if you hit with three, four, five plus, you get:
1st + 0
2nd + 4d6
3rd + 4d6
...
nth + 4d6
So say you're a 12th level monk affected by haste and you hit every time on your flurry. That's 2d6 + mod on your first hit, then 2d6 + mod + 4d6 on all five consecutive hits for a total of 32d6 + 6 * mod damage. Assuming you have a +1 guided amulet of mighty fists and a total of 24 wisdom, that's 160 damage on average.
You could feasibly split the attacks between two targets, but you're likely to lose out on damage that way, since you're cointing the dice separately between targets. Like if you have eight hits in your flurry, you could attack a single target with all eight, or you could attack two individuals with four each. If you miss two attacks on your second target, not only did you sacrifice a 4d6 by switching targets, but you lost an additional 2d6 by only hitting twice.
| Michael Grate |
I'm not entirely sure that's right actually. From the wording, you have jabbing style correct, but jabbing master works a little differently. For each individual enemy you hit one time only in the round you get no bonus. For each one you hit exactly twice, you get a 2d6 bonus. And for each you hit three or more times, you get a 4d6 bonus multiplied by however many hits you made beyond the first. So if you hit twice it looks like:
1st + 0
2nd + 2d6But if you hit with three, four, five plus, you get:
1st + 0
2nd + 4d6
3rd + 4d6
...
nth + 4d6So say you're a 12th level monk affected by haste and you hit every time on your flurry. That's 2d6 + mod on your first hit, then 2d6 + mod + 4d6 on all five consecutive hits for a total of 32d6 + 6 * mod damage. Assuming you have a +1 guided amulet of mighty fists and a total of 24 wisdom, that's 160 damage on average.
You could feasibly split the attacks between two targets, but you're likely to lose out on damage that way, since you're cointing the dice separately between targets. Like if you have eight hits in your flurry, you could attack a single target with all eight, or you could attack two individuals with four each. If you miss two attacks on your second target, not only did you sacrifice a 4d6 by switching targets, but you lost an additional 2d6 by only hitting twice.
So you're saying that the extra damage isn't applied directly to the attack being done (IE the 1st hit with jabbing style at level 12 is just 2d6's, the second is 2d6+1d6 done on that hit and the third is 2d6+1d6 done on that hit) but totaled on the final hit and that with Jabbing Master the damage dice progression used is based on how many hits to the enemy you've done (ie the first hit is 2d6, the second hit is 2d6+2d6 but if you hit a 3rd time both the second and 3rd hit are now 2d6+4d6)?
| Chess Pwn |
Michael Grate is correct with his examples, assuming it's all the same target.
you don't retroactively change how much damage you rolled, that's why they made the Errata they did to this, to stop the weird scenario where "if I don't punch them again they'd already be down do to damage being added to my last attack, but if I keep attacking then they are still up for me to attack."
| Onyx Tanuki |
Onyx Tanuki wrote:So you're saying that the extra damage isn't applied directly to the attack being done (IE the 1st hit with jabbing style at level 12 is just 2d6's, the second is 2d6+1d6 done on that hit and the third is 2d6+1d6 done on that hit) but totaled on the final hit and that with Jabbing Master the damage dice progression used is based on how many hits to the enemy you've done (ie the first hit is 2d6, the second hit is 2d6+2d6 but if you hit a 3rd time both the second and 3rd hit are now 2d6+4d6)?I'm not entirely sure that's right actually. From the wording, you have jabbing style correct, but jabbing master works a little differently. For each individual enemy you hit one time only in the round you get no bonus. For each one you hit exactly twice, you get a 2d6 bonus. And for each you hit three or more times, you get a 4d6 bonus multiplied by however many hits you made beyond the first. So if you hit twice it looks like:
1st + 0
2nd + 2d6But if you hit with three, four, five plus, you get:
1st + 0
2nd + 4d6
3rd + 4d6
...
nth + 4d6So say you're a 12th level monk affected by haste and you hit every time on your flurry. That's 2d6 + mod on your first hit, then 2d6 + mod + 4d6 on all five consecutive hits for a total of 32d6 + 6 * mod damage. Assuming you have a +1 guided amulet of mighty fists and a total of 24 wisdom, that's 160 damage on average.
You could feasibly split the attacks between two targets, but you're likely to lose out on damage that way, since you're cointing the dice separately between targets. Like if you have eight hits in your flurry, you could attack a single target with all eight, or you could attack two individuals with four each. If you miss two attacks on your second target, not only did you sacrifice a 4d6 by switching targets, but you lost an additional 2d6 by only hitting twice.
It is applied directly to the attack being done, I was just summing it all up under the assumption of no DR that's not being bypassed. What I'm saying is if you hit twice, the damage added by each hit of jabbing style goes up from 1d6 to 2d6. So the first attack does normal unarmed damage, and the second adds 2d6 to that. If you get three or more hits, the jabbing style damage increases from 1d6 to 4d6. So if you hit three times, your first attack is still normal damage, then the second and third each have 4d6 added to them. I think it's really only the second hit people are getting confused on; the way it's worded implies that all of jabbing style's damage bonuses increase, whereas people seem to be interpreting it as if the third and up are the only ones changed by jabbing master if you hit the same foe three plus times in a round.
| Chess Pwn |
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you're incorrect. you've already done your damage for your second attack.
When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 2d6 points of damage to that target. when you hit a single target with three or more unarmed strikes the extra damage increases to 4d6.
Since you've already added the extra damage, you don't retroactively add more damage if you hit a third time. So second hit you add 2d6 as it's your second attack. Now that attack is all done. Now you go to third attack, this one will add 4d6 as it's the third or higher attack. You can't change the second attack as it's all done, you've already added your bonus damage for that attack.
EDIT: Link to developer confirming how it works
| Onyx Tanuki |
you're incorrect. you've already done your damage for your second attack.
When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 2d6 points of damage to that target. when you hit a single target with three or more unarmed strikes the extra damage increases to 4d6.
Since you've already added the extra damage, you don't retroactively add more damage if you hit a third time. So second hit you add 2d6 as it's your second attack. Now that attack is all done. Now you go to third attack, this one will add 4d6 as it's the third or higher attack. You can't change the second attack as it's all done, you've already added your bonus damage for that attack.
EDIT: Link to developer confirming how it works
Aight, fair enough. I was under the impression you'd resolve all the attacks you made simultaneously. Although I suppose that wouldn't make much sense unless you're hitting with seven or eight limbs simultaneously...