Solarion blade damage. Check my math.


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lets see it would be another 40 damage to their 256 so 296 still below the other 2 but not by much

Liberty's Edge

All of them do alright either in melee or spending Feats for Longarms, yeah.

And Mechanic gets either Full BAB most of the time and Longarms for free, or has Drone to supplement their damage.

The rest are substantially correct, though I'd definitely say offensive spells are a factor on Mystic. Their 6th level spells include stuff like Reverse Gravity and Flesh To Stone. Nasty.

They're debatably better purely offensive casters than Technomancers, while Technomancers hold a monopoly on a lot of the problem solving/utility spells with enough offense for spice.


So when are unwieldy weapons worth it?

Liberty's Edge

Descrud wrote:
My problem is that 1/2 level damage on side arms makes longarm prof. and versatile specialization an almost must take for envoys, technomancers, and drone mechanics that want to contribute meaningful damage. It seems the only reason they get 1/2 level is to keep the operative from being too much of a combat beast.

And because Dex is a better stat than Str. Any of the listed characters can go Str-based melee and contribute to combat fine (though, admittedly, Advanced Melee Weapons are tempting even then). They need to invest if they want to contribute to combat via physical offense and remain safe.

And likely would've needed to invest just as much to manage good ranged stuff in Pathfinder. Remember Precise Shot?

Liberty's Edge

Vidmaster7 wrote:
So when are unwieldy weapons worth it?

When you already aren't getting a Full Attack, basically.

Which, amusingly, makes them pretty much perfect for Envoys, who have to use their Move Action for other things regularly. Some other builds also have the issue of burning their Move Action for things regularly, or at least choose to do so. A Spring Attack build (that wasn't an Operative) would probably use an Unwieldy weapon, for example.


Hmm am I right in my assessment that operative weapons are only good for operatives?


I think the real problem right now is that there arent enough feats that are as attractive as longarm prof and versatile spec. Sure it takes an investment to get those abilities but what abilities are better that you don't have enough feats to get? I applaud starfinder for getting rid of obscene feat trees but I'm not seeing a lot of eye catching feats for a mechanic or mystic or even technomancers.


Give it time.

Liberty's Edge

Vidmaster7 wrote:
Hmm am I right in my assessment that operative weapons are only good for operatives?

Operative melee weapons are a solid backup option for a Dex-based ranged character, but yeah, otherwise they're pretty much for Operatives and those who don't primarily do physical attacks in combat.

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