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Looking at powers that have a mechanic that halves something
First off, the X-Factor
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Perplex
Give this character a free action to modify by +1 or –1 any combat value of a target character until the beginning of your next turn. A character using this power must be within range (minimum range 6) and line of fire to the target. If a target character is damaged or healed, the effect of Perplex on that character ends immediately
Then the powers that are "halved"
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Running Shot
Give this character a power action; halve its speed value for the action. Move this character up to its speed value and it may be given a ranged combat action as a free action.
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Charge
Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. This character ignores knock back
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Hypersonic Speed
Give this character a power action and move it up to its speed value. It adds 2 to its d6 roll when breaking away and can use.
During its move, this character may, as a free action, make one close combat or ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack
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Pulse Wave
Give this character a ranged combat action even if it is adjacent to an opposing character; the area of effect for this attack is half the character’s range. Draw lines of fire to all other characters within the area of effect, including at least one opposing character; these lines of fire ignore all game effects except for walls, blocking and elevated terrain. Game effects possessed or used by characters with a line of fire drawn to them are ignored until the action has been resolved. If a line of fire is drawn to more than 1 character, this character’s damage value becomes 1 and is locked. Each character hit is dealt damage.
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Invincible Half of damage dealt to this character is ignored.
So, looking at this, and some of the rulings in that original thread, Charge, Running Shot and Hypersonic Speed, would all Half, then modify since it is the "value" that you are halving.
With Pulse Wave, it's the range, not the range value that you are halving, so it's no halved then modified, it's just the total range, halved.
With Invincible, it's damage dealt, not damage value, so it's the total amount of damage after any modifiers that is then halved and ignored.
I just want to make sure I'm understanding this correctly and share it with others that may be having a hard time grasping this.
Yes. Just keep in mind that the difference between pulse wave and say running shot is the wording. Running shot replaces the characters movement vallue which is why it is a replacement value. Pw just uses whatever half the characters current range is(mods included) then tells you that is the area of effect. The characters range is itself never replaced
I really feel Damage DEALT is one of the best examples...nobody has a problem with IMPERVIOUS REPLACING the Damage DEALT to 0 AFTER MODIFYING the Damage VALUE with +1 from perplex.
But there will always be lots to choose from with SPs...
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Self Preservation: Amon Sur can use Toughness. When Amon Sur takes damage from an attack, if he possesses Self Preservation after the attack resolves you can immediately move him up to half his speed value (he breaks away automatically).
Movement distance is effected by Speed Value but Speed Value is not being replaced.
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Electroytes to the Rescue: At the beginning of your turn, if Namora occupies water terrain, roll a d6 as a free action. Heal her of damage equal to half the result.
Amount of Healing is half the roll which could be modified before being halved.
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Slow Down: Opposing characters that are given a non-free action within 6 squares of Inertia replace their speed values with half their unmodified speed value for that action.
Speed Value is REPLACED.
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BAMF!: Nightcrawler can use Super Senses. Whenever he uses Super Senses to evade an attack, you may immediately move him up to half of his speed value.
Movement distance is Halved Not Speed Value
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Concussive Blast: Cyclops can use Force Blast. When he uses Force Blast after actions resolve, if his target's defense value is now 16 or less, he deals damage to his target equal to half of his d6 roll for Force Blast.
Damage Dealt is Half the roll which could be modified before halving.
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Quantum Teleportation: Quasar can use Phasing/Teleport. When he does, if he moved 5 squares or less, after actions resolve he can make a ranged combat attack at half range as a free action
The attack is AT Half Range even though Range VALUE is not halved, so modifiers again should apply before the Halving.
"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!
IceHot is incorrect about Self Preservation, BAMF! and Quantum Teleportation. They are all replacements of their value.
2013 rulebook page 5:
When a character’s
combat value is reduced by half or doubled,
those are also replacement values.
I agree about Quantum Teleportation, but Self Preservation and BAMF! both use the "up to half" language which I believe has been ruled to be a limitation but not a replacement.
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.”
IceHot is incorrect about Self Preservation, BAMF! and Quantum Teleportation. They are all replacements of their value.
2013 rulebook page 5:
When a character’s
combat VALUE is reduced by half or doubled,
those are also replacement VALUES.
I disagree with you.
The context on Quantum Teleportation is only for that one specific attack. If he were some how capable of making a second attack after that one it would be at full range because his range VALUE was never actually halved or replaced.
"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!
I agree about Quantum Teleportation, but Self Preservation and BAMF! both use the "up to half" language which I believe has been ruled to be a limitation but not a replacement.
I don't know about Quantum Teleportaiton. The wording seems closer to Pulse Wave than Running Shot. I'd say it's not a replacement. (Don't you just hate inconsistent wording?)
They groaned, they stirred, they all uprose, Nor spake, nor moved their eyes; It had been strange, even in a dream, To have seen those dead men rise.
I really feel Damage DEALT is one of the best examples...nobody has a problem with IMPERVIOUS REPLACING the Damage DEALT to 0 AFTER MODIFYING the Damage VALUE with +1 from perplex.
I feel the need to point out that Impervious doesn't replace the damage dealt with 0. It actually says that what ever the damage dealt is (n), you modify it by -n, so that it will be reduced to 0.
It's important because of powers that state that damage can't be reduced or reduced below X.
And, because damage dealt isn't a combat value, it doesn't care about the rule of 3.
Quote : Originally Posted by VanisherPunisher
IceHot is incorrect about Self Preservation, BAMF! and Quantum Teleportation. They are all replacements of their value.
2013 rulebook page 5:
When a character’s
combat value is reduced by half or doubled,
those are also replacement values.
IceHot is correct, it's been confirmed that when "up to" is used, it's a maximum, not a replacement.
A character with a speed of 0 that is given the ability to move "up to 4 squares" can't actually move, because their speed is still 0.
A character with a speed of 9 that's perplexed by +1 and can then move "up to half" of their speed value can move 5 squares, because their speed value is 10 (9+1).
If the same character did something that halved its movement, it would have a movement of 6 (9/2 + 1)
Playing a game by e-mail post here, I run across a common situation that has nonetheless given me pause:
- (free action) a Character uses Perplex on itself to modify its own Speed value from 9 to 10.
- (power action) same character uses Charge.
"CHARGE Give this character a power action; halve its speed value for the action.
Move this character up to its speed value and then it may be given a close combat
action as a free action. This character ignores knock back."
Keeping in mind the rule of thumb "replace, then modify," I have a question:
How many squares may this character move before its close combat action? Thank you.
Playing a game by e-mail post here, I run across a common situation that has nonetheless given me pause:
- (free action) a Character uses Perplex on itself to modify its own Speed value from 9 to 10.
- (power action) same character uses Charge.
"CHARGE Give this character a power action; halve its speed value for the action.
Move this character up to its speed value and then it may be given a close combat
action as a free action. This character ignores knock back."
Keeping in mind the rule of thumb "replace, then modify," I have a question:
How many squares may this character move before its close combat action? Thank you.
Your mistake was made in the bolded line. You do not modify your speed from 9 to 10, you modify it by +1
The Charge halves your speed, from 9 to 5 (half, round up) then you add the modification from your earlier Perplex, for 6 total
Your mistake was made in the bolded line. You do not modify your speed from 9 to 10, you modify it by +1
The Charge halves your speed, from 9 to 5 (half, round up) then you add the modification from your earlier Perplex, for 6 total
[Stamp of Approval]™
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
Thank you both for you explanation. I am aware that this is how it is commonly played/employed. I noticed in another thread that this ruling/convention has led to other players' questioning it because it lacks intuitive reasoning. The sequential nature of play-by-post got me thinking about the steps involved...
Thank you both for you explanation. I am aware that this is how it is commonly played/employed. I noticed in another thread that this ruling/convention has led to other players' questioning it because it lacks intuitive reasoning. The sequential nature of play-by-post got me thinking about the steps involved...
The best way I find to explain it is "floating numbers". When ever you modify a characters value don't look at the number just say "I'm modifying his defense". That modifier is now floating above the character waiting for that value to be used. Now your character is being attacked, Check Replacements (defend) and the Modifiers.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
With Pulse Wave, it's the range, not the range value that you are halving, so it's no halved then modified, it's just the total range, halved.
Is this one confirmed ?
I have no problems with all the others, but this one seems a bit odd/strange to me. Is there any reference to the actual difference between range and range value somewhere ?