Elemental Blast, Cantrips and Damage Scaling


Pathfinder Second Edition General Discussion

51 to 75 of 75 << first < prev | 1 | 2 | next > last >>

AestheticDialectic wrote:
If we want to maximize elemental blasts we are looking at grabbing fire for the bigger die, inflicting weakness and passive damage to enemies close to us, and furnace form adding another die. So 6d8+5+7+10(weakness) plus the passive damage of the nimbus for another 10+10(weakness) not accounting for mixing this up with other impulses and doing a 1 action blast as a follow up. That's 49 average for the two action impulse plus another 20 for just standing next to the enemy bringing you to 69(nice)

we can go even further with a duel gate and "Two-element infusion." Turn those D8s into D10s. If we go with metal and pick up both critical effects. We can do persistent bleed and fire damage. Water critical effect looks also promising but I don't know how that would work with 2 elements.

Although with wood, you can pick up "living bonfire" and add additional d6s of fire damage, with a little setup.


Dragonhearthx wrote:
AestheticDialectic wrote:
If we want to maximize elemental blasts we are looking at grabbing fire for the bigger die, inflicting weakness and passive damage to enemies close to us, and furnace form adding another die. So 6d8+5+7+10(weakness) plus the passive damage of the nimbus for another 10+10(weakness) not accounting for mixing this up with other impulses and doing a 1 action blast as a follow up. That's 49 average for the two action impulse plus another 20 for just standing next to the enemy bringing you to 69(nice)

we can go even further with a duel gate and "Two-element infusion." Turn those D8s into D10s. If we go with metal and pick up both critical effects. We can do persistent bleed and fire damage. Water critical effect looks also promising but I don't know how that would work with 2 elements.

Although with wood, you can pick up "living bonfire" and add additional d6s of fire damage, with a little setup.

Yeah I suppose the combined blasts would be fire impulses and thus get a bigger die, good catch. This means we can go Ferrous form instead of furnace form of we prefer and still get an extra die of damage. Going to d10 brings us up to base 55(6d10+5+7+10 weakness) on elemental blasts, and the bonfire can add 4d6 or d8 depending on if fire impulse junction works here, and I think it does. However you need to use a wood impulse to get this and it must also be a fire impulse to get the weakness and everything


AestheticDialectic wrote:
However you need to use a wood impulse to get this and it must also be a fire impulse to get the weakness and everything

that's where the feat "Two-element" comes in. It gives your elemental blasts the wood and fire trait. here.


Dragonhearthx wrote:
AestheticDialectic wrote:
However you need to use a wood impulse to get this and it must also be a fire impulse to get the weakness and everything
that's where the feat "Two-element" comes in. It gives your elemental blasts the wood and fire trait. here.

I'm well aware, I was just forgetting that wood is also base d8, so you don't necessarily need metal at all to get the d10 trick with that feat


AestheticDialectic wrote:
Dragonhearthx wrote:
AestheticDialectic wrote:
However you need to use a wood impulse to get this and it must also be a fire impulse to get the weakness and everything
that's where the feat "Two-element" comes in. It gives your elemental blasts the wood and fire trait. here.
I'm well aware, I was just forgetting that wood is also base d8, so you don't necessarily need metal at all to get the d10 trick with that feat

earth, metal, water, and wood all have d8s. So any of them would work.

Horizon Hunters

Dragonhearthx wrote:

we can go even further with a duel gate and "Two-element infusion." Turn those D8s into D10s. If we go with metal and pick up both critical effects. We can do persistent bleed and fire damage. Water critical effect looks also promising but I don't know how that would work with 2 elements.

Although with wood, you can pick up "living bonfire" and add additional d6s of fire damage, with a little setup.

Has there been an official ruling somewhere? I am guessing no, I would love to have this as an option for a Fire/X element combo but it seems very unclear.

There are a lot of reddit thread about whether it ends up as d8s or d10s. There doesn't seem to be a real consensus.

Just not sure I would go into a game expecting it to work this way. There are a lot of things going on with this combination of two element infusion that are strange.


Cylar Nann wrote:

Has there been an official ruling somewhere? I am guessing no, I would love to have this as an option for a Fire/X element combo but it seems very unclear.

There are a lot of reddit thread about whether it ends up as d8s or d10s. There doesn't seem to be a real consensus.

Just not sure I would go into a game expecting it to work this way. There are a lot of things going on with this combination of two element infusion that are strange.

I am using the last sentence of the feat for all of this.

"You gain any added effects of both elements, such as their critical blast junction effects." There's also the sentence, "The blast gains the traits of both elements and uses the highest range and damage die among the two elements." To me it's clear that it is a Fire/Wood elemental blast.

There is also this: "Determine the damage amounts before altering the amount due to halving, doubling, resistances, weaknesses, and other calculations." And "Half the blast's damage is the damage type of one element, and the other half is the damage type of the other element."

Fire junction says Fire damage you do increase by one step. That first sentence activates changing it to D10s. Then the second activates dividing the damage in 2.


A plain reading of the rules says it works. Nothing suggests it's some kind of oversight. It's a simple interaction.

Horizon Hunters

aobst128 wrote:
A plain reading of the rules says it works. Nothing suggests it's some kind of oversight. It's a simple interaction.

I won't go into argument here because I feel Reddit is so much easier to read these types of topics.

 
On a more interesting part of the discussion. If the GM does allow D10s with Two-Element Infusion, would this even be worth it? Seems like the math would be tough but I feel like...

1 Action Blast + 1 Action Blast when needing to move would be stronger with the fire aura junction or even using a different two action impulse.

When you have 3 actions it seems like 1 action blast + 2 action save spell would be better.

Trying to think about when it would be best used. Fire is loaded with amazing AOEs that I think chain infusion isn't even worth considering except maybe against 2 enemies. Even then flying flames would probably be better (because it procs aura on a save). Maybe against bosses this might be useful because the second hit would have a low chance to hit?

I do plan on playing Wood/Fire Kineticist some day and curious if this would be something worth considering. I feel like most of the time if I have 2 actions I would still want to do something else.


3-Body Problem wrote:
I was never aiming to present an unbiased data set, I was looking to set a bar and see if there were Kineticist builds that could clear it. If I was looking to present an unbiased data set I would have learned the Kineticist's builds and compared them to builds of other classes. If I had intentionally chosen terrible builds for the Kineticist there and good builds for the Psychic then I would have engaged in what you have accused me of doing.

My apologies for coming across as harsh. Again, I am not trying to attack character.

I built and played a Kineticist in a quick one-shot that only had Elemental Blast for dealing damage with. I had other Impulses that I was using, like Deflecting Wave, Timber Sentinel, Hardwood Armor, and Dash of Herbs. The damage wasn't fantastic, but it wasn't bad either. The defensive tanking abilities were fantastic though.

As for being an all-day caster, I am thinking that it means always having useful effects to cast no matter how long the battle goes on for. And Kineticist definitely does that. Even focus spell spellcasters run out of focus points after a few rounds. Sure, most battles only last 3 rounds in any meaningful sense, but there are exceptions. I played a character in a multi-stage combat that lasted 9 rounds because new enemies kept arriving. The Barbarians nearly ran out of Rage rounds.

In a battle like that, spell slot casters would run out of spell slots. Focus spell casters would run out of focus points. But a Fire Kineticist on round 9 of combat would still be throwing out any of Lava Leap, Flying Flame, Scorching Column, and maybe even a 1-action Elemental Blast to fill out the actions for a round.

So that is what I see as being the bar for calling Kineticist an all-day caster. Focus spell casters like Psychic come pretty close too.

Now if you are wanting to compare damage values among various spellcasters, that is a much more complicated thing to do. Especially when we are considering which round of combat we are making the comparison at.


breithauptclan wrote:
My apologies for coming across as harsh. Again, I am not trying to attack character.

No worries, I can heat up quickly but I cool down after a bit away. Re-reading I was seeing more venom than was present.

Quote:

I built and played a Kineticist in a quick one-shot that only had Elemental Blast for dealing damage with. I had other Impulses that I was using, like Deflecting Wave, Timber Sentinel, Hardwood Armor, and Dash of Herbs. The damage wasn't fantastic, but it wasn't bad either. The defensive tanking abilities were fantastic though.

As for being an all-day caster, I am thinking that it means always having useful effects to cast no matter how long the battle goes on for. And Kineticist definitely does that. Even focus spell spellcasters run out of focus points after a few rounds. Sure, most battles only last 3 rounds in any meaningful sense, but there are exceptions. I played a character in a multi-stage combat that lasted 9 rounds because new enemies kept arriving. The Barbarians nearly ran out of Rage rounds.

In a battle like that, spell slot casters would run out of spell slots. Focus spell casters would run out of focus points. But a Fire Kineticist on round 9 of combat would still be throwing out any of Lava Leap, Flying Flame, Scorching Column, and maybe even a 1-action Elemental Blast to fill out the actions for a round.

So that is what I see as being the bar for calling Kineticist an all-day caster. Focus spell casters like Psychic come pretty close too.

Now if you are wanting to compare damage values among various spellcasters, that is a much more complicated thing to do. Especially when we are considering which round of combat we are...

By that metric, I can see the merits of a Kineticist. Even aside from that, my idea for Psychic poaching a one-action blast focus spell doesn't work so I think Kineticist wins the three-round burst race too.


Cylar Nann wrote:
aobst128 wrote:
A plain reading of the rules says it works. Nothing suggests it's some kind of oversight. It's a simple interaction.

I won't go into argument here because I feel Reddit is so much easier to read these types of topics.

 
On a more interesting part of the discussion. If the GM does allow D10s with Two-Element Infusion, would this even be worth it? Seems like the math would be tough but I feel like...

1 Action Blast + 1 Action Blast when needing to move would be stronger with the fire aura junction or even using a different two action impulse.

When you have 3 actions it seems like 1 action blast + 2 action save spell would be better.

Trying to think about when it would be best used. Fire is loaded with amazing AOEs that I think chain infusion isn't even worth considering except maybe against 2 enemies. Even then flying flames would probably be better (because it procs aura on a save). Maybe against bosses this might be useful because the second hit would have a low chance to hit?

I do plan on playing Wood/Fire Kineticist some day and curious if this would be something worth considering. I feel like most of the time if I have 2 actions I would still want to do something else.

Flying flame, even against single targets, is better than a d10 2 action blast. The fire impulse junction simply gives a lot more boost to impulses with more dice. AC is easier to debuff than reflex though so there's still some use for this combo.


Furnace form and living bonfire might beat it out actually at end game but that requires set up. Living bonfire is better for single action blasts I'd say.


2 people marked this as a favorite.

I'm also seeing two very different questions/comparisons being made in this same thread.

1) Is Kineticist a better all-day caster than other spellcasters?

2) Is Kineticist a better damage dealer than other spellcasters?

Both of those measurements are good things to measure for the effectiveness of a particular character, but they are fundamentally different questions.


I feel like if you want to maximize blast damage you go with fire/air/earth.

At top end, level 20, with Desert Wind stance and a single active Ignite the sun (which you can sustain as a free action), furnace form, fire aura junction, and Two-Element infusion you will be doing:

7d6+16+10 weakness within 30ft of you as a single action, 7d6+21+10 weakness if you are in melee.

As far as setup goes, you can do so from the 1st round (quicken the stance, two actions for Ignite the sun, 1st blast with your last action)

From then on, you can keep throwing another Sun and 2 Blasts up to the point of sustaining 2-3 Suns and still throwing 2 Blasts depending on how much you want to move.


shroudb wrote:

I feel like if you want to maximize blast damage you go with fire/air/earth.

At top end, level 20, with Desert Wind stance and a single active Ignite the sun (which you can sustain as a free action), furnace form, fire aura junction, and Two-Element infusion you will be doing:

7d6+16+10 weakness within 30ft of you as a single action, 7d6+21+10 weakness if you are in melee.

As far as setup goes, you can do so from the 1st round (quicken the stance, two actions for Ignite the sun, 1st blast with your last action)

From then on, you can keep throwing another Sun and 2 Blasts up to the point of sustaining 2-3 Suns and still throwing 2 Blasts depending on how much you want to move.

with the fire junction, ignite the sun will be doing 7d8. Keep in mind that any 2+ action impulse that does fire damage goes up by one stage. That's why another of fire impulses are d6s. They are going to be d8s. And at that late level, you have enough chances to get it.


Dragonhearthx wrote:
shroudb wrote:

I feel like if you want to maximize blast damage you go with fire/air/earth.

At top end, level 20, with Desert Wind stance and a single active Ignite the sun (which you can sustain as a free action), furnace form, fire aura junction, and Two-Element infusion you will be doing:

7d6+16+10 weakness within 30ft of you as a single action, 7d6+21+10 weakness if you are in melee.

As far as setup goes, you can do so from the 1st round (quicken the stance, two actions for Ignite the sun, 1st blast with your last action)

From then on, you can keep throwing another Sun and 2 Blasts up to the point of sustaining 2-3 Suns and still throwing 2 Blasts depending on how much you want to move.

with the fire junction, ignite the sun will be doing 7d8. Keep in mind that any 2+ action impulse that does fire damage goes up by one stage. That's why another of fire impulses are d6s. They are going to be d8s. And at that late level, you have enough chances to get it.

better to do two of them at 7d6+26 than one of them at 6d8+1d6+33(the Furnace form buff isn't an addition to the base blast, it's straight up "+1d6 fire damage on Strikes/blasts/etc")

If you have extra actions remaining, better sustain additional Suns for 7d8+18 each


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

tRPGs rarely have the kind of 'exact numeric balance' that we've gotten used to in many MMOs because tRPGs also allow for all kinds of moving parts and the ability to step off the train and go left or right of the railroad tracks.

(Hero system tried to be an exception to this and became near a unplayable mess with an insanely long rulebook with specific math for every last little tiny detail.)

Elemental Blast might not scale perfectly, but as people are showing it kind of fits into your action-rotation a little differently than electric arc spam would.

My own kineticist has "almost" the blasting power of a wizard without even being fire, but on endless spam-ables, while also having "almost" the healing power of a cloistered cleric. To me, I'm getting the stronger end of that trade-off.

My choices and options are very different though. At first it might look like I am just a caster in the back throw throwing out one impulse per turn from range - but that's not at all what I actually do. If I did try to play my kineticist as it was a spell slot caster I'd come up short. If I tried to play it like it was a cleric I'd come up short. If I tried to play like a melee martial I'd come up short.

Instead I try to play it like a kineticist and that works - although what that means is till evolving for me as I figure out the new class.


shroudb wrote:

better to do two of them at 7d6+26 than one of them at 6d8+1d6+33(the Furnace form buff isn't an addition to the base blast, it's straight up "+1d6 fire damage on Strikes/blasts/etc")

If you have extra actions remaining, better sustain additional Suns for 7d8+18 each

I think you misunderstood me. Ignite the sun is a 2 action impulse. Thus activating the fire junction. I'm not sure how that works on a sustain impulse. Does it stay at d8 on the next turn or drop down to d6 afterwards.


Dragonhearthx wrote:
shroudb wrote:

better to do two of them at 7d6+26 than one of them at 6d8+1d6+33(the Furnace form buff isn't an addition to the base blast, it's straight up "+1d6 fire damage on Strikes/blasts/etc")

If you have extra actions remaining, better sustain additional Suns for 7d8+18 each

I think you misunderstood me. Ignite the sun is a 2 action impulse. Thus activating the fire junction. I'm not sure how that works on a sustain impulse. Does it stay at d8 on the next turn or drop down to d6 afterwards.

i dont think i did?

regardless if the damage on the sustain of the Suns is d6 or d8, there's no reason to do a 2 action Blast instead of 2 single action blasts with the setup i gave you. If you have actions remaining, it's better to make and sustain more Suns.

changing a single action blast to 2 actions is about 13 damage increase, while a sun is at 7d6(7d8)+17 damage and sustaining it costs exactly that 1 extra action that changing a single action blast to a 2 action blast cost.


shroudb wrote:

better to do two of them at 7d6+26 than one of them at 6d8+1d6+33(the Furnace form buff isn't an addition to the base blast, it's straight up "+1d6 fire damage on Strikes/blasts/etc")

If you have extra actions remaining, better sustain additional Suns for 7d8+18 each

Uh...

furnance form wrote:
Opening your kinetic gate, you allow flames to consume your form and leave you a living flame. You gain the benefits of the fiery body spell (except the ability to cast ignition) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Fly up to half your fly Speed. Your fire Elemental Blasts deal an additional die of damage.


1 person marked this as a favorite.
AestheticDialectic wrote:
shroudb wrote:

better to do two of them at 7d6+26 than one of them at 6d8+1d6+33(the Furnace form buff isn't an addition to the base blast, it's straight up "+1d6 fire damage on Strikes/blasts/etc")

If you have extra actions remaining, better sustain additional Suns for 7d8+18 each

Uh...

furnance form wrote:
Opening your kinetic gate, you allow flames to consume your form and leave you a living flame. You gain the benefits of the fiery body spell (except the ability to cast ignition) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Fly up to half your fly Speed. Your fire Elemental Blasts deal an additional die of damage.

Yup, sorry mixed the Sun's bonus with the Form bonus.

It's the Sun's bonus that doesn't get increased while the Form bonus does.

Same end result though.

Quote:
You and each of your allies within the sun's light deal an additional 1d6 fire damage with all Strikes, spells that deal fire damage, and impulses that deal fire damage (except for Ignite the Sun itself).


"Fire: Increase the damage die size of fire damage dealt by the impulse by one step."

Note "THE impulse". The fire junction effect increases the damage dice size of the fire impulse that triggers it, not 'all fire impulses that turn'.

And two element infusion only works on EBs. So to get those juicy d10s you have to 2a an EB. If you trigger the junction with some other 2a impulse, then do a 1a EB, that EB doesn't get the dice size bump up.

Shifting a 2a EB from d8s to d10s will add about 5 damage at level 18, from an average of 27.5 to 32.5 (that's 5d8+5 Con bonus => 5d10+5). Every kineticist element except Air has other impulses that do better than 32.5 per 2a impulse at that level...indeed, that do better than the 38 damage you could expect from having Ignite the Sun sustained from a previous round and triggering the junction with a 2a EB.

So, a kinda nifty trick but probably less DPR than some other non-EB 2a impulse you could cast. Definitely do it once just to roll those d10s though. :)


Can you have up more than 1 aura? Like a kinetic aura and a magical aura?


Riddlyn wrote:
Can you have up more than 1 aura? Like a kinetic aura and a magical aura?

While your element is channeled, you gain the benefits of any elemental aura you possess through the aura junctions. You can then have a impulse stance active on top of that but you can't have more than one stance active. Any other auras you gain through archetyping would work normally.

51 to 75 of 75 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Elemental Blast, Cantrips and Damage Scaling All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion