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I saw this answered, but would like a bit of clarification. If longshot hits a character, he's considered to have crit. All the benefits of critting are applied to the hit (knockback, damage increase) as if he rolled two 6s. Why wouldn't that also spin the phoenix dial as if he rolled two 6s? I am having trouble wrapping my head around it.
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LUCKIEST 'MAN' ALIVE: All of Longshot's hits are critical hits. If Longshot rolls 12, the attack can't be evaded, damage dealt is increased by an additional 1 and damage can't be reduced below 3.
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Turning the Dial - When a character assigned a Phoenix Force Fragment is KO'd, attach their Fragment to the resource and immediately click the dial 5 times to the left, moving the dial to the same red click number in the next group. When a character assigned a Phoenix Force Fragment KO's an opposing character or hits with an attack roll that is doubles, after actions resolve, click the dial once, though the Phoenix Force may never be clicked beyond any group's click #5.
Because he isn't rolling doubles. He only has an ability that lets his hits count as crits. Just because its a crit doesn't mean that there were two 6's rolled. Nothing about his ability says that his hits make the dice rolls into doubles.
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Also, Longshot only causes knockback when he rolls doubles. That is a property of rolling doubles. A critical hit just increases the damage dealt by 1.
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There are many effects which can turn otherwise ordinary attack rolls into critical hits. For example:
AND STAY DOWN
Cost: 6
Prerequisite: Exploit Weakness or Super Strength
Choose a character. When the character makes a close combat attack without using an object, an attack roll result of 11 or 12 is a critical hit.
If you roll an 11 with this feat, that is a critical hit. So what does a critical hit do exactly? From page 10 of the rules:
If you roll a 12 ([6][6] ) on an attack roll, you automatically hit the target, regardless of what you needed to roll to hit. This is called a critical hit. A critical hit increases damage dealt by 1 to each successfully hit target.
So while a critical hit is (normally) caused by double sixes, what it actually *DOES* is increase damage dealt to the hit target(s). And that's it. No guaranteed knock back or the like. Knock back instead comes from the fact that you normally need doubles to get a critical hit in the first place.
But in the case of the example I gave above, or others like Longshot, it is totally possible to have critical hits without rolling double sixes. And in those cases, all you are guaranteed to get is the extra damage. Longshot would have to roll doubles of some sort to get the knock back.
Additionally, I can think of no "extra" critical hit game effect (Longshot's or otherwise) that tells you to treat the roll as if 6s were rolled. So anything that specifically requires 6s wouldn't necessarily activate unless 6s were actually rolled.
IF he rolls doubles and it is a hit, the dial would turn and it would be a critical hit. The resource dial checks for doubles not a critical hit. The faces of the dice would actually have to SHOW double numbers.
Normally Critical hits are only achieved via a roll of double 6's. Longshot and a select few other characters change the criteria for a critical hit, though.
Essentially use this concept: (Normally) All rolls of double 6's are critical hits but not all critical hit rolls are double 6's.
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Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
Essentially use this concept: (Normally) All rolls of double 6's are critical hits but not all critical hit rolls are double 6's.
Except when stuff like Bizarro World or Madness are in play
Bizarro World: Bizarro's attack rolls of 2 or 3 are critical hits. Bizarro's attack rolls of 11 or 12 are critical misses.
MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
Availability: Icons BF002
So that "normally" you've got there in parenthesis is REALLY important. Gotta love exceptions to the rules
Except when stuff like Bizarro World or Madness are in play
Bizarro World: Bizarro's attack rolls of 2 or 3 are critical hits. Bizarro's attack rolls of 11 or 12 are critical misses.
MADNESS
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
Availability: Icons BF002
So that "normally" you've got there in parenthesis is REALLY important. Gotta love exceptions to the rules
Which is PRECISELY why I put that in there!
I was actually thinking of stuff EXACTLY like that :D
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"