Arch-Militant

Discussions pertinent to the rules rewrite

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Re: Arch-Militant

Postby horzabora » Wed Oct 02, 2013 5:20 pm

I think I agree. So that power may be subject to change.
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Re: Arch-Militant

Postby mindwanders » Sat Oct 05, 2013 10:34 am

I can confirm that we are changing some talents on the ranged side of the tree. I will post the revised versions asap.
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Re: Arch-Militant

Postby mindwanders » Sun Oct 06, 2013 5:34 pm

Pinpoint Accuracy has been replaced with Trickl Shot to balance the effectiveness of Disarm/Disable/Dismember as ranged attacks.

Likewise, None Like It (Ranged) has lost its Dismember option and now has the option for Disable 1/Combat.

Penetrating Shot has been shuffled so that it grants Vital Through 3/combat with an upgrade to add shieldbreaker.
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Re: Arch-Militant

Postby NeillC » Mon Oct 14, 2013 11:11 am

How many powers can be activated on a single strike?

As I understand it, calls granted from Talents aren't covered by the normal rules for Combat Skills - i.e. one level of skill per level of damage/special call - so, you could end up with calling, from a Ranged Strike:

[Weapon Damage], Toxic [This One is Mine], Knockdown [Covering Fire], Through Vital [Penetrating Shot]

Which feels like (a) a bit of a piss-take, and (b) a lot of a mouthful.
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Re: Arch-Militant

Postby Yoda » Mon Oct 14, 2013 4:35 pm

All of your add-ons require the skill to use them, I believe.

Previously, permanent modifications or specific sets of calls could be used without the prerequisite skill, but anything that added to a normal call required the skill.

I'm not sure we have anything that just gives you a call to make anymore, so the requirement for the skill is on all talents.
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Re: Arch-Militant

Postby NeillC » Mon Oct 14, 2013 4:41 pm

Does the +1 damage from "This One is Mine" still not count toward your total, or has that been changed as well?
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Re: Arch-Militant

Postby Maakeff » Mon Oct 14, 2013 5:29 pm

Yoda wrote:All of your add-ons require the skill to use them, I believe.

Previously, permanent modifications or specific sets of calls could be used without the prerequisite skill, but anything that added to a normal call required the skill.

I'm not sure we have anything that just gives you a call to make anymore, so the requirement for the skill is on all talents.

That's a massive change - previously, all calls granted from Talents were outside of requirements of needing the relevant level of Skill to add them. I remember querying this when Scout Talents added a lot of calls from Assassin's Strike and I had nowhere near the skill to add them all on. It balanced as I understood because on one hand you spent XP on Skills in order to make use of calls granted from the equipment you carried, or you spent XP on Talents and they came part & parcel with their own calls while being inherently more expensive in XP-terms.

I'll see if I can dig out the evidence of this conversation if you want/need it, but it was quite some time ago. This just now means that certain Talents have gone massively down in how useful they are to me, and Skills have taken on much more importance.
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Re: Arch-Militant

Postby NeillC » Mon Oct 14, 2013 5:38 pm

~nods~ If this is the case, I would have spent my XP very differently this downtime.
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Re: Arch-Militant

Postby Yoda » Mon Oct 14, 2013 5:46 pm

To reference the rules wiki, with timestamps you can check:

[b]My Archetype has a Talent that lets me do extra damage. Do I need to have enough Weapon Training to deal that damage?/.b]
Permanent damage or other boosts acquired from a Talent supercede the normal rules for capping. Optional effects require Weapon Training as normal (i.e. being able to call Knockdown once a combat).


From the FAQ page. Last changed 7th of April 2013.
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Re: Arch-Militant

Postby NeillC » Mon Oct 14, 2013 5:55 pm

Ah, cool - thanks.
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