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And here lies the fundamental flaw in your arguement
If the KO appears, the character is deafted, yes. But just because the KO appears does not mean that damage taken somehow magically stops happening; that is the whole point of the clarification.
KO =/= damage taken stops.
I'm not seeing a fundamental flaw. When the KO appears, according to the rules, the figure is "defeated and immediately removed from the game." So, when is that: after KO appears and then you continue to turn the dial, or as soon as the KO appears? Apparently, it's the former. Otherwise the damage taken does in fact "magically" stop, because the figure was defeated and thus removed from the game. As the rules state.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
I'm not seeing a fundamental flaw. When the KO appears, according to the rules, the figure is "defeated and immediately removed from the game." So, when is that: after KO appears and then you continue to turn the dial, or as soon as the KO appears? Apparently, it's the former. Otherwise the damage taken does in fact "magically" stop, because the figure was defeated and thus removed from the game. As the rules state.
Here's the flaw (from the PG):
The amount of damage a character takes is always considered the total amount that would be taken assuming the figure is not KO’d.
I would contend that this line from the PG was not necessary and that the rules, as they were with no clear indication that you must stop taking damage into account just because a character was KO'd, covered stuff sufficiently.
However, others did not feel this way, so the clarification was added to make sure everyone was on the same page. As the rules state.
we have a PG entry which makes the ruling official, but using a PG entry to support a ruling is circular logic. And if you seriously believe that the entry was not needed, that the ruling was in fact the most likely conclusion to be drawn from the rules, then we aren't reading the same rulebook.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
A friend just hit White Lantern Green Arrow for 4 damage. Green Arrow landed on live after 2 clicks. The knockback rules say "a character is moved back one square for each damage taken". Live says "when turning the dial, if this clck is revealed due to damage taken from an opponent's attack, stop turning the dial".
As there is nothing in Live's wording that reduces the damage taken from 4, I'd argue Green Arrow is knocked back the full four squares - in this case into a wall for the KO from knockback. However I can also see the arguement for only 2 squares of knockback, which wouldn't hit the wall.
Which knockback amount is correct?
The 2 squares that you would normally get knock back. Because there is nothing in the "LIVE" special power saying that damage is being reduced you just stop when it is reveled, but if people say that you get knock back 4 squares, and you get into the wall you wouldnt take knock back because ALL WL are fliers.
...but if people say that you get knock back 4 squares, and you get into the wall you wouldnt take knock back because ALL WL are fliers.
Characters using the Flight ability are dealt knockback damage when their knock back path is stopped by a wall. They are not dealt knock back damage when they are knocked off elevated terrain.
we have a PG entry which makes the ruling official, but using a PG entry to support a ruling is circular logic.
The PG entry isn't supporting any ruling: it IS the ruling.
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And if you seriously believe that the entry was not needed, that the ruling was in fact the most likely conclusion to be drawn from the rules, then we aren't reading the same rulebook.
I read this entire thread and did not discern the answer to the original question.
Does the WL character who is hit for 2 with knockback, then hitting a wall or blocking terrain take 2 then 2 for the wall, or do they take 4, leaving them on LIVE! ?
that wasnt the original question the question was do they take 4 knockback or 2 because after 2 they hit live. it seems that the ruling is that all 4 damage was taken so they are knocked back 4 squares causing them get to live after 2 damage and then when taking the knockback damage they would die since its seperate from the damage from the attack. the contention was not that the knockback damage would be counted but how far he would be knocked back since you stop clicking after the 2 clicks
that wasnt the original question the question was do they take 4 knockback or 2 because after 2 they hit live. it seems that the ruling is that all 4 damage was taken so they are knocked back 4 squares causing them get to live after 2 damage and then when taking the knockback damage they would die since its seperate from the damage from the attack. the contention was not that the knockback damage would be counted but how far he would be knocked back since you stop clicking after the 2 clicks
Ok...all I wanted to know was do the buggers die in this situation, and they do, so we played it right in our game.
You know those times when an opposing character is on their last click, and you just need to deal one damage to KO them. But then you go and roll that critical hit! You get upset because you wasted that great roll of dice. You only needed 1 to KO but you did excess damage. In Bagman's case, even if it only takes 2 to kill him, if you do 4 damage he still takes 4 damage. Regardless of how the dial is turned. 4 damage is 4 damage! You dealt him 4, killed him in 2, now you take 4 back.
Here's my take on it (ignorant though it admittedly is).
There's a difference between damage dealt and damage received.
With Live or Bombastic Bagman 4 damage is being dealt. But perhaps the figure only receives 1 or 2 damage. This is differen than something like Toughness or Impervious that actually affects (and talks about) damage dealt.
I would agree that the Knockback would only be 2 squares, because the clix in question still only TOOK 2 damage, regardless of how much was dealt.
The Bag-Man rules specifically states the attacking characters takes damage equal to the damage DEALT. It doesn't say take damage equal to how much Bag-man TAKES.
The White Lantern was DEALT 4 damage, but he only TOOK 2.
At least that's how my logic views it..
My God carries a Hammer! - Nick Fury
That's Dr. Smart-@$$, thank you, I didn't spend eight years in insult college to be called Mister.
The Bag-Man rules specifically states the attacking characters takes damage equal to the damage DEALT. It doesn't say take damage equal to how much Bag-man TAKES.
Bombastic Bag-Man is actually based on the damage he takes. He deals damage back, but that damage is based on the damage he takes, not what he is dealt.
From the Player's Guide:
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Kick Me!: Whenever Bombastic Bag-Man takes damage from an attack, deal the attacker penetrating damage equal to the damage taken by Bombastic Bag-Man. Bombastic Bag-Man can’t be healed except by the Fantastic Four team ability.
(I do think the fix should have actually been to make Bombastic Bag-Man based on damage dealt, not damage taken, but for whatever reason they didn't go that route.)
I would agree that the Knockback would only be 2 squares, because the clix in question still only TOOK 2 damage, regardless of how much was dealt.
The Bag-Man rules specifically states the attacking characters takes damage equal to the damage DEALT. It doesn't say take damage equal to how much Bag-man TAKES.
The White Lantern was DEALT 4 damage, but he only TOOK 2.
At least that's how my logic views it..
First of all, Bag-Man's ruling is based on the damage taken, not the damage dealt. It's says so right in the trait.
Secondly, do you realize that when game effects like these key off of how much damage is "dealt" to a character it is tantamount to how much damage the figure takes?
For example Goliath's Throw SP:
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Throw: Goliath can choose to knock back the target of any successful close combat attack he makes a number of squares equal to twice the damage dealt to the target.
Goliath has a printed damage value of 3.
He rolls a critical hit against a figure with Invulnerable.
He's going to knock the figure back 4 squares, because that's twice the final damage dealt which is equal to the damage taken. (Many people think that he'd be knocked back 8, but that's not correct.)