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Thread: 80d6+80? wow!

  1. #1

    Default 80d6+80? wow!

    Is my math off?

    Check out the Charging Tier 5 damage

    I wonder if metamagics affect that too?


  2. #2
    Community Member Skirmish's Avatar
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    Aye, it's insanely powerful when you get it that high. But, remember, it's a single shot per fight kind of weapon.
    (Casting time and recharge should be kind of long if they are reflect PnP.)

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    Developer Eladrin's Avatar
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    Tier 5 on force rune arms is (8 to 26) base damage, with 1d6 per Artificer Level.

    (2d10+6) + 20d6.

    Each rune arm has a maximum tier - Thought Spike, for instance, can only charge up to Tier 2. That information will be added to their tooltips shortly.

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    How did you get that to become 80d6+80?

    At level 20 artificer that would be something like 6d4+2+20d6 which is way less.

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    Community Member Quarterling's Avatar
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    So a maximum of 560 damage?

    Not too impressive considering how a rogue can easily dish out that kind of damage in less than a second.

    ...please don't nerf rogues...
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    Quote Originally Posted by Quarterling View Post
    So a maximum of 560 damage?

    Not too impressive considering how a rogue can easily dish out that kind of damage in less than a second.

    ...please don't nerf rogues...
    Don't worry Quarterling - with the extra fortification they've put on the bosses, I doubt further nerfing will be necessary for a little while.

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    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by Eladrin View Post
    Tier 5 on force rune arms is (8 to 26) base damage, with 1d6 per Artificer Level.

    (2d10+6) + 20d6.

    Each rune arm has a maximum tier - Thought Spike, for instance, can only charge up to Tier 2. That information will be added to their tooltips shortly.
    And yet if dice notation was actually kept, we wouldn't have this issue. Proof once again.

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    I'm pretty sure it will do OVER 9000!!!!!!!!!!! damage! (still gimpe compared to water savant though)

    Quote Originally Posted by geoffhanna View Post
    Is my math off?

    Check out the Charging Tier 5 damage

    I wonder if metamagics affect that too?


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    Community Member Calebro's Avatar
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    Quote Originally Posted by Eladrin View Post
    Tier 5 on force rune arms is (8 to 26) base damage, with 1d6 per Artificer Level.

    (2d10+6) + 20d6.

    Each rune arm has a maximum tier - Thought Spike, for instance, can only charge up to Tier 2. That information will be added to their tooltips shortly.
    Any reason for the charge tier cap, or any way to raise it?
    I understand that charging to tier 5 on a lowly level 1 toon might be a bit extreme, so I understand the cap a little. But force damage is extremely useful, which means this would still be useful later if there were no charge tier cap.
    Will there be a way to unlock the cap later? And if not, then why even print the other tiers on the description?

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    Quote Originally Posted by Calebro View Post
    Any reason for the charge tier cap, or any way to raise it?
    I understand that charging to tier 5 on a lowly level 1 toon might be a bit extreme, so I understand the cap a little. But force damage is extremely useful, which means this would still be useful later if there were no charge tier cap.
    Will there be a way to unlock the cap later? And if not, then why even print the other tiers on the description?
    There are multiple force rune arms. Higher level ones have higher max charge tiers.

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    Quote Originally Posted by Eladrin View Post
    There are multiple force rune arms. Higher level ones have higher max charge tiers.
    So, are there only the named Rune Arms arms then? No random loot Rune Arms?
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    Community Member Bodic's Avatar
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    your mathfu needs to go back to school for retraining.

    8 to 26 + 1d6 per lvl cant become 80d6 +80 no matter how you slice the bread.

    2d10+6(8-26+20d6(20-120) or 28 to 146. not very OP as a Rogue nets weapon +(17d6+30) or weapon + 47 to 132 with every SA.

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    Quote Originally Posted by Coldin View Post
    So, are there only the named Rune Arms arms then? No random loot Rune Arms?
    I would still like to know if rune arms can be used with a Bow like they can with xbows.


    Also do runearms un-center you if a monk uses them?

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    Community Member Calebro's Avatar
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    Quote Originally Posted by Arovin View Post
    Also do runearms un-center you if a monk uses them?
    Many of us would like to know the answer to this one.

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    Since crossbows and repeaters changed from the offhand to the main hand to make room for the rune arm,
    an easy check would be if that applies to bows too.
    If not you couldn't equipt them as rune arm goes in your offhand slot.

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    Quote Originally Posted by Arovin View Post
    I would still like to know if rune arms can be used with a Bow like they can with xbows.


    Also do runearms un-center you if a monk uses them?
    I assume a rune arm is not a KI weapon. (or is a rune arm a diff type of shield?)

    I do wonder if you can do a xbow with a shield. (i doubt it)
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    Quote Originally Posted by thegreatneil View Post
    I do wonder if you can do a xbow with a shield. (i doubt it)
    You can't. And bows also equip to the main hand now.
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    Quote Originally Posted by RandomKeypress View Post
    Don't worry Quarterling - with the extra fortification they've put on the bosses, I doubt further nerfing will be necessary for a little while.
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    Community Member Neouni's Avatar
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    Quote Originally Posted by Eladrin View Post
    Tier 5 on force rune arms is (8 to 26) base damage, with 1d6 per Artificer Level.

    (2d10+6) + 20d6.

    Each rune arm has a maximum tier - Thought Spike, for instance, can only charge up to Tier 2. That information will be added to their tooltips shortly.
    Is the max tier related to Rune Imbue ?
    As in Rune Imbue tier +1 ?

  20. #20
    Developer Eladrin's Avatar
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    Quote Originally Posted by Neouni View Post
    Is the max tier related to Rune Imbue ?
    As in Rune Imbue tier +1 ?
    Yes. (Technically it's the other way around - Max Tier sets the Imbue power. )

    Rune arms are non-ki items. Spinning, loud, distracting, magical vortex generators damage my calm.

    They can only be used with one handed items (as well as crossbows).

    So, are there only the named Rune Arms arms then? No random loot Rune Arms?
    That is correct at this time.

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