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increasing the power of beam attacks

Started by quiet, March 22, 2007, 04:23:00 PM

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quiet

Is there a way to further amp up a beam attack?  Can an attribute like "lightspeed" be made more powerful?  I am interested because of the unbalanced power of melee attacks.  An example of this is I had hulk with pain response attribute and he punched a character with solid skeleton and still did 404 pts of damage.  I wondering if there is a way to balance the arms race (Im not looking for someone to blast away doing 400 pts of damage of course).

catwhowalksbyhimself

Scripting can't effect that, I'm afraid.

stumpy

(There may be a clumsy way to do that, but it's not worth doing.)

Go in the other direction. There is nothing wrong with beams that average 90 points per hit. The problem is that these attributes get out of hand in a hurry, leading to unplayable characters. It would be relatively easy to tone down the strength through pain functions...

Urthman

If you really need a mega-powerful beam, you can always use the MEGABLAST attribute, create a beam power and set it up in the Control Centre as UsePower4X.

TaskMasterX

I made a chart for my Marvel RPG stats to FFvTTR Conversion Document that includes the damage caused by all the different Magnitudes and Strength for melee Powers and damage for Ranged Powers. I then compared the damage and set up another chart that would allow me see what Magnitude a Ranged Power's damage would match a certain Strength's Magnitude, so the damage would be consistent. For example, If a character had Amazing Strength in the RPG, and another character had an Amazing Energy Blast, then using my chart you can figure out what Strength Stat and Melee Magnitude to give and what Magnitude for the Beam blast so the damage woud be close to the same from each character.

seraglio

Another method of increasing damage is to use any FFX attribute with "bonusPower" as a choice, like solar powered. All attacks would be increased in damage though.

I use a system similar to taskmaster and agree with the other the way to go is decrease the heros strength or the boost from painresponse. Strength attribute is primarily for melee damage, so base str on what melee damage you want hero to do. For lifting values I often add the built in "heavy lifter" attribute if I want the hero to be stronger in terms of lifting values. I never use a value higher than 7 for str, melee damage is just too silly. Str 7 + heavylifter can still lift any item in game I think.