Post by Ryel on May 6, 2017 12:59:36 GMT -5
Red Hot Iron - The tip of a Soldier’s gun is red with how often it is fired
Every time you shoot for 5, shoot for another bonus 5. You may only get 1 free 5 before you must spend points again.
ABILITY COST: 2CP ACTIVATION COST: 1FP UPKEEP
PREREQUISITE: Soldier Header, Any two Tier 1 Soldier Focus Abilities
So I was trying to math out this Ability combined with other relevant powers, as it is obviously designed as a force multiplier. This led to three main thoughts that I'd like a better understanding of.
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1)
How does the ability Red Hot Iron interact with the Solider power True Grit, when choosing to use a call of 5 Crushing, or 5 Piercing from that power. There are no 'points to spend' (attributes) to activating the power, but you do only get 3 uses of those calls of 5 Crushing/Piercing per reset. If Red Hot Iron does support this power, do I get a bonus 5 in between each 5 Crushing/Piercing? Perhaps Red Hot Iron does not support these uses of 5, since in many other listings in Soldier (but not all) it is states when Red Hot Iron can be applied?
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2)
With Red Hot Iron active (upkeep of 1 Focus), if I was to use an Ability such as 'Focused Shot' from the Physicality Header, I would spend 1 Focus to call 5, and then get an additional call of 5 on my next shot?
The math: 1FU + 1F = 5 dmg, + bonus 5 dmg
With Red Hot Iron active (upkeep of 1 Focus), if I was to use an Ability such as 'Clustered Shot' from the Soldier Header, I would spend 2 Focus to make consecutive calls of 5, 5, 5, and then get an additional call of 5 on my next shot? Not to be confused having a string of bonus calls such as 5, 5 (bonus), 5, 5 (bonus), 5, 5 (bonus)?
The math: 1FU + 2F = 5 dmg, 5 dmg, 5 dmg, + bonus 5 dmg
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3)
A look at the min/max...
This chart shows a single use of each Ability in question, along with being augmented by Red Hot Iron:
This chart shows the same Ability use, but with a maxed out pool of 10 Focus, for complete saturation:
(*Remainder of 1 Focus unused, with max pool being 10 Focus, and each use of Clustered Shot costing 2 Focus.)
Considering the ratios:
Independently, Clustered Shot is clearly superior to Focused Shot. However, with Red Hot Iron, Focused Shot is superior to Clustered Shot. I guess I don't really have a question here, maybe I'm just looking to have someone check my math? Have Staff comment on this mechanical balance across abilities?
Every time you shoot for 5, shoot for another bonus 5. You may only get 1 free 5 before you must spend points again.
ABILITY COST: 2CP ACTIVATION COST: 1FP UPKEEP
PREREQUISITE: Soldier Header, Any two Tier 1 Soldier Focus Abilities
So I was trying to math out this Ability combined with other relevant powers, as it is obviously designed as a force multiplier. This led to three main thoughts that I'd like a better understanding of.
-----
1)
How does the ability Red Hot Iron interact with the Solider power True Grit, when choosing to use a call of 5 Crushing, or 5 Piercing from that power. There are no 'points to spend' (attributes) to activating the power, but you do only get 3 uses of those calls of 5 Crushing/Piercing per reset. If Red Hot Iron does support this power, do I get a bonus 5 in between each 5 Crushing/Piercing? Perhaps Red Hot Iron does not support these uses of 5, since in many other listings in Soldier (but not all) it is states when Red Hot Iron can be applied?
-----
2)
With Red Hot Iron active (upkeep of 1 Focus), if I was to use an Ability such as 'Focused Shot' from the Physicality Header, I would spend 1 Focus to call 5, and then get an additional call of 5 on my next shot?
The math: 1FU + 1F = 5 dmg, + bonus 5 dmg
With Red Hot Iron active (upkeep of 1 Focus), if I was to use an Ability such as 'Clustered Shot' from the Soldier Header, I would spend 2 Focus to make consecutive calls of 5, 5, 5, and then get an additional call of 5 on my next shot? Not to be confused having a string of bonus calls such as 5, 5 (bonus), 5, 5 (bonus), 5, 5 (bonus)?
The math: 1FU + 2F = 5 dmg, 5 dmg, 5 dmg, + bonus 5 dmg
-----
3)
A look at the min/max...
This chart shows a single use of each Ability in question, along with being augmented by Red Hot Iron:
Focused Shot | + Red Hot Iron | Clustered Shot | + Red Hot Iron |
1F | (+1FU) + 1F | 2F | (+1FU) + 2F |
1 call | 2 calls | 3 calls | 4 calls |
5 dmg | 10 dmg | 15 dmg | 20 dmg |
This chart shows the same Ability use, but with a maxed out pool of 10 Focus, for complete saturation:
Focused Shot | + Red Hot Iron | Clustered Shot | + Red Hot Iron |
10F | (1FU) + 9F | 10F | (1FU) + 8F* |
10 calls | 18 calls | 15 calls | 16 calls |
50 dmg | 90 dmg | 75 dmg | 80 dmg |
(*Remainder of 1 Focus unused, with max pool being 10 Focus, and each use of Clustered Shot costing 2 Focus.)
Considering the ratios:
Independently, Clustered Shot is clearly superior to Focused Shot. However, with Red Hot Iron, Focused Shot is superior to Clustered Shot. I guess I don't really have a question here, maybe I'm just looking to have someone check my math? Have Staff comment on this mechanical balance across abilities?