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I have a question regarding Option 2 of HSS, tha attack option. Specifically, the damage.
Flash attacks Gorilla Grodd using option 2. He scores 5 hits before he misses. Is his damage:
1) 4 clicks (starts at 1 on the first hit, goes to 2 on the 2nd, 3 on the third 4th on the 4th and then doesn't go up any more due to the rule of 3)
OR
2) (And I doubt this is likely, bt you never know...) 14 clicks (Starts at 1 on the first, 2 on the 2nd and so on as above, but you add the damage values for the total damage value).
The wording in the new rules for HSS has me a bit confused.
You add 1 to the base damage for each successful attack after the first.
So, after the first attack, your damage value is 1.
After the second attack, your damage value is 2.
After the third attack, your damage value is 3, ect.
Once you miss, or choose to end the attacks, you deal your current damage value to the target.
For example, you miss your 4th attack. That means your first 3 attacks were successful. As pointed out above, your current damage value is 3. This means you deal 3 damage to the target.
I have a question too. Reading the newest FAQ, under the Powers Clarification (page 1) and Hypersonic Speed it says:
As the attack option of Hypersonic Speed modifies the target's defense value and the attacker's damage value with each successful hit, apply the Rule of 3 to the modified defense value and damage value.
This sounds like the most you can hit is 3 times basicaly. If his defense value can only go up 3 and you can only do 3 points of damage. Is this what this means or is there something else there?
Sadly, this is what this means. I don't think it is right or in the spirit of the power. It gives the player less of an incentive to actually stay there and use option 2...it kind of forces the hit and run attack of option 1.
Actually, you can continue to roll after the 4th hit (as long as you keep hitting) in hopes of getting a critical hit or two (or three or four or...). But, as it has been explained above, you would have to stop once you missed your attack roll.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Originally posted by Jackalope I have a question too. Reading the newest FAQ, under the Powers Clarification (page 1) and Hypersonic Speed it says:
As the attack option of Hypersonic Speed modifies the target's defense value and the attacker's damage value with each successful hit, apply the Rule of 3 to the modified defense value and damage value.
This sounds like the most you can hit is 3 times basicaly. If his defense value can only go up 3 and you can only do 3 points of damage. Is this what this means or is there something else there?
Actually, the highest damage is 4.
Your base damage becomes 1, and you can add up to 3 on to that 1, equaling 4.
First attack roll: Targets base DV, attacker's damage Value is 1.
Second attack: Target's base DV +1, attacker's damage value is 2.
Third attack roll: Target's base DV +2, attacker's damage value is 3.
Fourth attack roll: Target's base DV +3, attacker' damage value is 4.
Fifth attack roll: Target's base DV +3, attacker's damage value is 4.
Etcetera, so on, and so forth. At this point, the Damage value of the attacker will never go higher, but neither will the DV of the target. However, you can, as Funky stated, continue to roll, hoping for Crit hits if you choose.
and hope you don't get a critial miss too. Just seems dumb to have to stop the attack. With the DV going higher and higher its already making it harder and harder to make the hit. I really can't see a need to put a mandatory stop on it. oh well. Thanks for the answers.
isnt it ...stupid that they added the plus one to damage when it doesn't do anything? wen u base attack on succesful hits? the defense alredy goes up so the rule of 3 can apply there so why add this? ... just curious. they should have made it add all the damage! 1+2+3+4 = 10!!!! ... wish they would do that so that option could have a good use. but then again a R Jesse Quick for 45pts. tked then HSS 2 can do 10 clicks!!! owww! jesse quick took down superman!!! LOL!!!
isnt it ...stupid that they added the plus one to damage when it doesn't do anything? wen u base attack on succesful hits? the defense alredy goes up so the rule of 3 can apply there so why add this? ... just curious. they should have made it add all the damage! 1+2+3+4 = 10!!!! ... wish they would do that so that option could have a good use. but then again a R Jesse Quick for 45pts. tked then HSS 2 can do 10 clicks!!! owww! jesse quick took down superman!!! LOL!!!
I really feel they made a mistake here as each attack is only doing 1 point of damage for each hit you make the values don't really change.
for the first hit you need a 7 than an 8 than a 9... the only thing is that the damage is applied at the end of the action so the rule of 3 takes into effect.
this should be an execption as now I and many others will never use it with the likes of supes or shazam.
i like this:
falsh is so fast that he keeps on hitting the opponent. each hit is separete but the oppenent starts to notice and starts to gradually notice. at the end of all the attacks the opponent finally realizes the blows put on to him and takes 1 click for each succesful attack.since thes are each seperate attacks, the rule of three does not apply
you're like that kid
back in the seventies
that always watched superfriends
and got mad
cuz superman could just use his heat vision to melt his way out of any problem
but never
EVER
did.
-SonofAres
The rule of three wouldn't be so bad in this instance if HSS worked like Thunder Blow in MK. You still have to stop after three attacks but instead of reducing damage to 1 it stays at the figs base damage and is modified from there.
"More powerful than one thousand kings is he who has the faith to believe, the fortitude to endure, and the strength to overcome."