| breithauptclan |
| ottdmk |
You are correct! I play a Bomber and deal out a lot of Persistent Damage. Most of it is in the form of flat values (like 6 pts Persistent Electricity from a Sticky Lesser Bottled Lightning) but Acid Flask Persistent Damage is always rolled.
If I Crit with a Sticky Lesser Acid Flask, at the end of the target's turn it would be (d6+6)x2 Persistent Acid (between 14&24 pts.) Starting next level, a Crit with a Sticky Moderate Acid Flask would be (2d6+7)x2 Persistent Acid (18-38 pts.)
Cordell Kintner
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The Splash Trait suggests doubling the dice when you crit with something that does persistent damage, and I agree. It's just easier to visualize for most people.
For example, if a Swashbuckler hits with their Bleeding Finisher, they deal their normal Finisher damage but also inflict massive Bleed damage to the target. At level 9 this would be 4d6 on a normal hit.
Now if they crit, you could say they have "4d6*2 bleed damage" or just say "8d6 bleed damage".
| SuperParkourio |
The Splash Trait suggests doubling the dice when you crit with something that does persistent damage, and I agree. It's just easier to visualize for most people.
For example, if a Swashbuckler hits with their Bleeding Finisher, they deal their normal Finisher damage but also inflict massive Bleed damage to the target. At level 9 this would be 4d6 on a normal hit.
Now if they crit, you could say they have "4d6*2 bleed damage" or just say "8d6 bleed damage".
That's strange, since the rules state you need the GM's permission to roll the dice twice and double the modifiers for crits.
| breithauptclan |
You do only pick one of the two instances of persistent damage. And you do re-roll the damage each time you take it.
There is clarification on the FAQ page that tells you to just use your best judgement on which damage dice amount is higher in general.
Page 621 (Clarification): How can I tell which multiple persistent damage value is higher when it's not obvious?
Multiple Persistent Damage Conditions notes that you keep only the highest amount of persistent damage. How do you choose between 3 persistent fire damage and 1d6 persistent fire damage (which is usually, but not always higher)? In these cases, the GM should quickly use their best guess to decide which applies. Don’t worry about doing all the math of average damage, just follow your heart to which seems most severe.
| breithauptclan |
Sounds like a bug that you should report to Roll20.
Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time.
| ottdmk |
It's one reason I'm grateful that Sticky Bombs scale the way they do. Once you hit 10th, there's basically no denying that 1d6+6 Acid (Lesser Sticky Acid Flask with Expanded Splash) is stronger than 2d6 Acid (Standard Moderate Acid Flask.)
At 11th, it's even easier (2d6+7 Moderate Sticky vs 3d6 Greater).