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INFILTRATION ASSASSINATION: Domino can use Running Shot and Stealth. Give Domino a free action when she has no action tokens, and until your next turn decrease her speed value by any amount and increase her range by the same amount.
That's a value I choose.
And there's no need for name calling, really.
A modifier you chose, yes. Not a replacement value.
INFILTRATION ASSASSINATION: Domino can use Running Shot and Stealth. Give Domino a free action when she has no action tokens, and until your next turn decrease her speed value by any amount and increase her range by the same amount.
That's a value I choose.
And there's no need for name calling, really.
Wasn't intended to be name calling, if I'm wrong then sorry.
That is not a replacement value on Domino. You are modifying her values.
Quote : Originally Posted by vlad3theimpaler
No, I actually make up rules all the time and tell people that's how the game works.
I think the elephant in the room that nobody is asking about is how the rules don't say that you have to divide your damage up into integer values.
I mean, the rules specifically say "Divide the attacker’s damage value any way you choose among the successfully hit targets."
What if the way that I choose to divide my damage doesn't result in even integers?
Instead of dividing my 4 damage among two targets as 2 to each, I choose to go 1.33 to one and 2.67 to the other.
Page 5:
"ROUNDING
At any point in the calculation of a value, if you have a fractional value (usually caused by “halving” a value),immediately round up to the nearest whole number."
With this rule my 1.33 and 2.67 would become 2 and 3 respectively.
Clearly the rules are allowing me to divide my 4 damage in a way that results in 5 total damage.
I think the elephant in the room that nobody is asking about is how the rules don't say that you have to divide your damage up into integer values.
I mean, the rules specifically say "Divide the attacker’s damage value any way you choose among the successfully hit targets."
What if the way that I choose to divide my damage doesn't result in even integers?
Instead of dividing my 4 damage among two targets as 2 to each, I choose to go 1.33 to one and 2.67 to the other.
Page 5:
"ROUNDING
At any point in the calculation of a value, if you have a fractional value (usually caused by “halving” a value),immediately round up to the nearest whole number."
With this rule my 1.33 and 2.67 would become 2 and 3 respectively.
Clearly the rules are allowing me to divide my 4 damage in a way that results in 5 total damage.
I love you. Full homo.
Quote : Originally Posted by vlad3theimpaler
No, I actually make up rules all the time and tell people that's how the game works.
"When your character targets multiple targets with
a ranged combat attack, make only one attack roll;
compare this Attack Total to every target’s defense
value. Divide the attacker’s damage value any way
you choose among the successfully hit targets."
"Divide the attacker's DAMAGE VALUE!" It's right there. Once you choose how much damage to do, then you have your damage dealt.
Let's try this from a slightly different angle.
You have successfully hit two targets. Your printed Damage Value is 4, and your Damage Value is modified +1 with Perplex.
You can divide the 4 however you like. So let's say you split it 1 and 3.
Now you apply the +1 modifier. You can add it to the 1 or to the 3. Not both.
[color="Teal"]I think the elephant in the room that nobody is asking about is how the rules don't say that you have to divide your damage up into integer values.
Hmmm, teal in the rules forum.... some people just cant be taken seriously...
Rulebook p. 12
Quote
A successfully hit target can be dealt 0 damage or any non-fractional amount of damage, provided that all damage dealt is divided among the successfully hit targets.
The better argument is dealing one figure negative 20 damage and the other figure positive 22 damage.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Replace and modify is used when determining the damage value of the attacking character.
When splitting the damage between multiple targets, the damage value has already been determined. When splitting the damage value between multiple targets, you're dividing the damage value to determine the damage dealt. Damage dealt is not a combat value, so replace/modify doesn't apply. Splitting the damage between multiple targets is not a manipulation of the damage value, it's a manipulation of damage dealt.
Yet another example: Energy Explosion. In the case of the characters taking 'splash' damage, Damage Value has NOTHING to do with the damage dealt.
Damage dealt is its own thing.
The difference between damage value and damage dealt is what allows a critical hit to deal +1 damage to all hit characters, even if Pulse Wave, Blades/Claws/Fangs, or Quake is used, or if the damage value is already +3 above the printed damage value.
Yes, the final result is the damage dealt, but I need to divide a value to get my damage dealt and the value that I divide IS my printed damage.
"DEALING DAMAGE
When an attack hits, the damage dealt to the target
is equal to the attacker’s damage value, modified
by any game effects."
If I were dividing the "damage dealt" then on a critical hit that extra damage would be calculated before you divide because a crit adds to damage dealt.
What are you dividing your damage value by?
You're looking at it as a mathematical division, which might make sense as a replacement value, but that's not how it's being used here.
It's saying to break the damage value into smaller amounts as damage dealt, which is how it refers to those smaller amounts in the very next sentence.
Divide the attacker’s damage value any way
you choose among the successfully hit targets. A
successfully hit target can be dealt 0 damage or any
non-fractional amount of damage, provided that all
damage dealt is divided among the successfully hit
targets.
But prior to that we're told...
When an attack hits, the damage dealt to the target
is equal to the attacker’s damage value, modified
by any game effects.
So when an attack hits, the damage value (normally) becomes the damage dealt. What the multi-target rules are trying to make clear is that the final damage value is the amount broken up among the hit targets as damage dealt. At the same time, leaving open the door for further manipulation of the damage dealt from critical hits or other game effects.
It might be better to say "calculate the attacker's final damage value, then split that amount among the hit targets as damage dealt." That's the procedure to follow.
Hmmm, teal in the rules forum.... some people just cant be taken seriously...
Rulebook p. 12
Quote
A successfully hit target can be dealt 0 damage or any non-fractional amount of damage, provided that all damage dealt is divided among the successfully hit targets.
The better argument is dealing one figure negative 20 damage and the other figure positive 22 damage.
Good thing he was using decimals and not fractions then!
Good thing he was using decimals and not fractions then!
At the risk of sounding too serious, Decimals are fractions of the whole.
clearly, I am the Bud Abbot of this bit.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!