| shroudb |
Small question:
Does the crit specialization effect (2 dmg per weapon dmg die) gets doubled on a crit?
I would assume no because it's an additional effect but it is weapon dmg and not stated anywhere.
it is stated that you never multiply anything that is caused by the critical effect itself.
| thenobledrake |
So just a quick question does bespell weapon(which adds a damage die of variable damage to the effected weapon) give an extra +2?
On page 279 of the book is a sidebar that details the rule for which things do and do not get counted for effects like this which say things like +X per damage die.
To summarize it: you only count the weapon's original die and those added from striking runes. No other dice sources count.
| HumbleGamer |
Timeshadow wrote:So just a quick question does bespell weapon(which adds a damage die of variable damage to the effected weapon) give an extra +2?
On page 279 of the book is a sidebar that details the rule for which things do and do not get counted for effects like this which say things like +X per damage die.
To summarize it: you only count the weapon's original die and those added from striking runes. No other dice sources count.
Just to get this straight:
Considering this specific weapon
+3 Major Striking Corrosive Flaming Shock Greatpick
whose damage would be
4d10+7(STR)+6(GWS)+1d6(Acid)+1d6(Fire)+1d6(Shocking) damage
its critical hit damage would then be
[4d12(fatal)+7+6]*2 +1d12 (fatal)+10(Pick Specialization)+1d6(acid)+1d6(fire)+1d6(shock)
is this correct?
NOTE: There will obviously the 3 effects from the elemental runes ( Acid damage on armor/shield, persistant fire damage and electric arc effect) but I am just interested in the base damage from the critical hit.
Also, what about extra dices from class perks?
Do they count as they were abilities and because so simply added and not multiplied with a critical hit?
I mean stuff like:
- Sneak Attack
- Precision Hunter
- Swashbuckler finisher
- Devise a stratagem
and so on.
ps: There will obviously the 3 effects from the elemental runes ( Acid damage on armor/shield, persistant fire damage and electric arc effect) but I am just interested in the base damage from the critical hit.
| HumbleGamer |
Extra dice get doubled too, unless those dice only exist on a crit.
So all of that list, plus the energy runes, would double.
In fact, except for damage that onlys exist because of a crit (say from Deadly or Fatal), the base damage all gets doubled.
Nice.
I thought we did it wrong doubling any extra dice ( apart from fatal/deadly ).Thanks.
| thenobledrake |
[4d12(fatal)+7+6]*2 +1d12 (fatal)+10(Pick Specialization)+1d6(acid)+1d6(fire)+1d6(shock)
is this correct?
No. The +2 per weapon die only counts the base die and the extra dice from striking runes, so it caps at +8.
Fatal, deadly, literally anything but those 1 to 4 dice mentioned above, do not count.
| HumbleGamer |
No. The +2 per weapon die only counts the base die and the extra dice from striking runes, so it caps at +8.
Fatal, deadly, literally anything but those 1 to 4 dice mentioned above, do not count.
So, apart from the +2 ( which I wrongly added counting also the extra dice from fatal ), is the calculation ok?
what do you mean with "anything but those 1 to 4 dice mentioned above"?
I keep getting confused about the runes ( Castillano said they are doubled, as well as abilities like sneak attack and devise a stratagem ).
| Aw3som3-117 |
thenobledrake wrote:No. The +2 per weapon die only counts the base die and the extra dice from striking runes, so it caps at +8.
Fatal, deadly, literally anything but those 1 to 4 dice mentioned above, do not count.
So, apart from the +2 ( which I wrongly added counting also the extra dice from fatal ), is the calculation ok?
what do you mean with "anything but those 1 to 4 dice mentioned above"?
I keep getting confused about the runes ( Castillano said they are doubled, as well as abilities like sneak attack and devise a stratagem ).
Other than the +8 instead of +10 thenobledrake mentioned Castilliano got it right.
Crit doubles all damage dice, modifiers, etc. , with the only exception being damage that happens only because of the crit. So, an extra deadly or fatal die, special effects that only trigger on a crit (like the weapon specialization), and so on.
There's then a separate issue of what is 2 times the number of damage dice, and for that you only ever count the base 1 and then additional dice from striking runes. No situational damage dice apply. It's based on the weapon, not the attack or the specific result.
Example:
+3 Major Striking Corrosive Flaming Shock Greatpick
whose damage would be
4d10+7(STR)+6(GWS)+1d6(Acid)+1d6(Fire)+1d6(Shocking) damage
its critical hit damage would then be
[4d12(fatal)+7+6+1d6(Acid)+1d6(Fire)+1d6(Shocking)]*2 +1d12 (fatal)+8(Pick Specialization)
Note that you pretty much just double normal damage and then add the damage that's only on a crit with the one exception to that being that the die size increases, because fatal is a little weird in that it only applies on a crit but specifically says that it affects the non-crit dice as well.
| Aw3som3-117 |
In case you're wondering where I got the "only count striking runes" part see Counting Damage Dice.
It says:
Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.
| breithauptclan |
In case you're wondering where I got the "only count striking runes" part see Counting Damage Dice.
It says:
Counting Damage Dice wrote:Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.
Making sure we are reading things the same way. This doesn't mention spells at all one way or the other. But most of the spells that add damage dice (eg Magic Weapon, Shillelagh) explicitly say that they make the weapon behave as though it had a striking rune.
So with that language, that becomes part of the normal weapon damage and would be counted.
But if there is a spell that adds damage dice, but doesn't say that it behaves as though it was a striking rune... I guess that is left up to GM discretion?
| Ravingdork |
Its critical hit damage would then be:
[4d12(fatal)+7+6+1d6(Acid)+1d6(Fire)+1d6(Shocking)]*2 +1d12 (fatal)+8(Pick Specialization)
Pick Specialization???
EDIT: Ah, you meant this.
| Malk_Content |
Aw3som3-117 wrote:In case you're wondering where I got the "only count striking runes" part see Counting Damage Dice.
It says:
Counting Damage Dice wrote:Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.Making sure we are reading things the same way. This doesn't mention spells at all one way or the other. But most of the spells that add damage dice (eg Magic Weapon, Shillelagh) explicitly say that they make the weapon behave as though it had a striking rune.
So with that language, that becomes part of the normal weapon damage and would be counted.
But if there is a spell that adds damage dice, but doesn't say that it behaves as though it was a striking rune... I guess that is left up to GM discretion?
No. The quote is quite clear. ONLY base dice and striking runes. That the additional sentence giving examples doesn't include spells doesn't counter the previous sentence at all.
Taja the Barbarian
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I believe the point is several spells actually grant a 'temporary' Striking Rune:breithauptclan wrote:No. The quote is quite clear. ONLY base dice and striking runes. That the additional sentence giving examples doesn't include spells doesn't counter the previous sentence at all.Aw3som3-117 wrote:In case you're wondering where I got the "only count striking runes" part see Counting Damage Dice.
It says:
Counting Damage Dice wrote:Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.Making sure we are reading things the same way. This doesn't mention spells at all one way or the other. But most of the spells that add damage dice (eg Magic Weapon, Shillelagh) explicitly say that they make the weapon behave as though it had a striking rune.
So with that language, that becomes part of the normal weapon damage and would be counted.
But if there is a spell that adds damage dice, but doesn't say that it behaves as though it was a striking rune... I guess that is left up to GM discretion?
- Magic Fang - 'The unarmed attack becomes a +1 striking unarmed attack.'
- Magic Stone - 'The stones become +1 striking disrupting sling bullets.'
- Magic Weapon - 'The target becomes a +1 striking weapon...'
- Shillelagh - 'The target becomes a +1 striking weapon while in your hands...'
Weapon Surge is a bit of an odd case as 'the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice)': I'm guessing it probably should be treated as a striking rune, but by a strict reading it doesn't if the weapon doesn't already have a striking rune...
| Aw3som3-117 |
Aw3som3-117 wrote:In case you're wondering where I got the "only count striking runes" part see Counting Damage Dice.
It says:
Counting Damage Dice wrote:Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.Making sure we are reading things the same way. This doesn't mention spells at all one way or the other. But most of the spells that add damage dice (eg Magic Weapon, Shillelagh) explicitly say that they make the weapon behave as though it had a striking rune.
So with that language, that becomes part of the normal weapon damage and would be counted.
I would assume so, yes.
But if there is a spell that adds damage dice, but doesn't say that it behaves as though it was a striking rune... I guess that is left up to GM discretion?
Perhaps I'm missing something, but I don't really see anything that indicates spells in general should be an excepioin to this rule. Just the ones that make the weapon become a striking weapon or whatnot.
Moreover, the list is very clearly not a complete list, as it ends with "or the like". It's just a list of examples. It doesn't change the rules text, but rather explains it. The relevant text is as follows:
"Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune."