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I am confused as to exactly when you add static mods (such as implement enhancement, sorceror damage bonus, staff of ruin item bonus, feats, etc) to a damage roll, or what counts as such. I have had no luck in the forums and cannot find it in the books.Can you please clarify what happens in each case below please?Example 1:Stinking Cloud: Does 1d10+INT on hit. Also, does 1d10+INT for any creature in its zone at the beginning of their turn.The first 1d10+INT adds Weapon Focus:staff(if appropriate), enhancement bonus of the staff, maybe staff of ruin effects, and so forth.However, what about the second 1d10+INT? When the bad guys start their turn or get shoved into it. I thought static mods applied too. Do they, or not?(I assume that they do)Example 2:Ok, so how about damage rolls that do NOT list the stat as adding?Twin Strike for example. It does [W], but no adding STR or DEX.From experience, I know that static mods DO apply, even though there is no stat associated with the [W] roll. This is an interesting data point...Example 3:Druid Chill WInd and Flame seed. They do 1d6 damage. Are ANY mods added to this?From what I have read, I ASSUME yes. Otherwise the power would be very weak. However this sets me up for....Example 4:Blood Pulse - does 2d6+INT, and 1d6 per square pushed. Why does this NOT gain any Enhancement or static mods?It is a damage roll, right?Obviously, it would be stupidly overpowered if it did. But rules-wise, why doesn't it?It works for the druidic at-wills. Why not blood pulse?Example 5:Dire Radiance and Hellish Rebuke. Does 1d6+CON initially, and if triggered does another 1d6+CON.Would that secondary damage apply the static mods, etc?Why or why not?I would really appreciate some clarification. It is very difficult to analyze the new powers that contain XdY rolls all over the place in 'rider' effects. How do I know which ones add your enhancement and other static bonuses?My previous thought of 'if it adds a stat to the end such as 1d10+INT or 1d6+CHA or whatever, then you add the static mods'.However, this surely is not the case, since the druidic at-wills and several other PHB2 powers would seem to be way underpowered. Plus Twin Strike in that case would then not have static-mods added either.Thanks a lot!
Hi there Joe,Thank you for contacting Wizards of the Coast game support!A damage roll is defined on pg.276 of the Player's Handbook for the purposes of bonus damage. It says that damage bonuses such as those from feats or from a weapon's enhancement bonus are applied to the initial *damage rolls* of successful attacks. Therefore if the roll is not an initial damage roll, you are not applying bonus damage to the effect. Also, this means that if you damage someone as part of an effect without making an attack against them, damage bonuses do not apply.Example 1) The later rounds of the Stinking Cloud do not benefit from bonus damage because the damage in question is not the direct result of you making a successful attack.Example 2) Yes, because these are damage rolls resulting from attacks, you apply bonus damage to each of the attacks from a Twin Strike.Example 3) Yes, Chill Wind and Flame Seed benefit from bonus damage for the same reason as Example 2 above.Example 4) The 1d6 damage from leaving squares is not damage resulting from a direct attack roll. Therefore no bonus damage is dealt.Example 5) No extra damage is applied because of the same reason as Example 4 above.Hopefully this clarifies things for you!Take Care and Good Gaming!We would appreciate your feedback on the service we are providing you. Please click here to fill out a short questionnaire.To login to your account, or update your question please click here.
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