| Zane Pendergast |
I would like some confirmation on how Solar Flare and Solar Shield are meant to scale, as I feel like I'm somehow misinterpreting it. Here's how I'm currently interpreting their wording:
(This includes the bonus from the unique Weapon Specialization gained at level 3)
1st Level: 1d4
2nd Level: 1d4
3rd Level: 1d4+3
4th Level: 1d4+4
5th Level: 1d4+5
6th Level: 2d4+6
7th Level: 2d4+7
8th Level: 2d4+8
9th Level: 3d4+9
10th Level: 3d4+10
11th Level: 3d4+11
12th Level: 4d4+12
13th Level: 5d4+13
14th Level: 6d4+14
15th Level: 7d4+15
16th Level: 8d4+16
17th Level: 9d4+17
18th Level: 10d4+18
19th Level: 11d4+19
20th Level: 12d4+20
(For simplicity I've written the AC bonus as if it were any other shield)
1st Level: +1/+2 AC
2nd Level: +1/+2 AC
3rd Level: +1/+2 AC
4th Level: +1/+2 AC
5th Level: +1/+3 AC
6th Level: +1/+3 AC
7th Level: +1/+3 AC
8th Level: +1/+3 AC
9th Level: +1/+3 AC
10th Level: +1/+4 AC
11th Level: +1/+4 AC
12th Level: +1/+4 AC
13th Level: +1/+4 AC
14th Level: +1/+4 AC
15th Level: +1/+5 AC
16th Level: +1/+5 AC
17th Level: +1/+5 AC
18th Level: +1/+5 AC
19th Level: +1/+5 AC
20th Level: +1/+6 AC
| pithica42 |
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The solar flare damage looks correct. Though, remember, you also get to add damage from Solarian Weapon Crystals on top of that, as well as damage from photon attunement, a handful of revelations that affect solar weapons, and possibly (there is debate and while I personally don't believe it works there is a FAQ thread about it) soulfire fusion (adding Charisma to damage).
Ascalaphus
|
Yeah, I've been pushing for a clarification one way or the other about Soulfire because it's something that people will really WANT to use, so the rules should be clear.
If it does get allowed then I think we can see the Sun Gun solarian turn the class from the red-headed stepchild into one of the more straightforwardly strong ranged builds out there. Having decent static damage bonuses on ranged attacks right from level 1 is quite something. I know I'll be rolling one up.
| HammerJack |
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As is, with a dirt cheap level 1 crystal, you start off with the same average damage in photon mode as a non Solarian would get with a 1d8 longarm, and unlimited ammunition at that point when some people have got legitimate concerns about ammo costs. As you move up in levels, the only things holding it back are a relatively short range and the fact that the higher levels of the gunner's harness accessory are better than Flashing Strikes. I don't see how you figure it isn't already a straightforwardly strong ranged build.
| pithica42 |
I think the 1d8 longarm is a little higher on ranged damage at level 1. 1d8+1 averages to 5.5 and 1d4+1+1 averages to 4.5. The max is also 9 vs 6 so crits have a stronger chance of the big damage numbers. Of course, 1d4+1+1+4 is an average of 8.5 with a high of 10, so if soulfire is 'supposed' to work that'd put it well above pace for longarms from word go.
| Xenocrat |
I think the 1d8 longarm is a little higher on ranged damage at level 1. 1d8+1 averages to 5.5 and 1d4+1+1 averages to 4.5. The max is also 9 vs 6 so crits have a stronger chance of the big damage numbers. Of course, 1d4+1+1+4 is an average of 8.5 with a high of 10, so if soulfire is 'supposed' to work that'd put it well above pace for longarms from word go.
Where is the 1d8 longarm getting the +1 from? Are you adding in weapon specialization already?
| Xenocrat |
Photon Mode. The poster I was responding too explicitly said 'same average damage in photon mode' so I was including it. The two plus ones on the solar flare are +1 from a weapon crystal and +1 from photon mode.
As is, with a dirt cheap level 1 crystal, you start off with the same average damage in photon mode as a non Solarian would get with a 1d8 longarm