Post by maven1 on Jul 14, 2019 12:55:26 GMT -5
Have a question re: grenades, specifically - do they benefit from character buffs to accuracy or damage?
That's the tl/dr. Here's the background:
I have this crew combat captain blade medic build that's CM 8 / Asn 8 / Swd 28 that uses +10 stealth to drive down the amount of assassin needed to max relic stealth armor and then uses +5 or +10 blades (depending on whether attributes are in slot A) to overcome/surpass the lost levels of blade skill resulting from the dip into combat medic.
The idea for this build evolved partly from running into situations where, even with a max blade skill w/ +10 blades crew combat captain, I still could not hit a xeno with a sword in CC after applying accuracy buffs. While this was probably due to facing vastly overleveled ground xeno due to the planet's danger rating while missioning with a lvl 14 captain, it nevertheless got me to thinking about builds.
The idea behind this one is, since grenades are thrown using highest weapon skill but defended against like a ranged attack, a build like the above could be effective against melee xeno by giving what amounts to a ranged attack to a swordsman, allowing the swordsman to sacrifice minimal blade skill to go around the Xeno's very high number of strong melee dice + parry dice on defense via a grenade, while still dealing what amounts to respectable damage for a swordsman with it, because sword penetration and damage (with exceptions) are pretty low anyway, as is grenade damage and penetration. So not much is lost in damage while hit potential goes way up via modifying the dice toss.
However, I don't know whether under the hood, a buff to accuracy modifies the weapon skill rating temporarily, and would therefore increase grenade accuracy, or functions mathematically in some other way in the calculation such that a grenade toss would be unaffected by, for example, an application of the rash courage skill.
Thanks in advance for any response.
That's the tl/dr. Here's the background:
I have this crew combat captain blade medic build that's CM 8 / Asn 8 / Swd 28 that uses +10 stealth to drive down the amount of assassin needed to max relic stealth armor and then uses +5 or +10 blades (depending on whether attributes are in slot A) to overcome/surpass the lost levels of blade skill resulting from the dip into combat medic.
The idea for this build evolved partly from running into situations where, even with a max blade skill w/ +10 blades crew combat captain, I still could not hit a xeno with a sword in CC after applying accuracy buffs. While this was probably due to facing vastly overleveled ground xeno due to the planet's danger rating while missioning with a lvl 14 captain, it nevertheless got me to thinking about builds.
The idea behind this one is, since grenades are thrown using highest weapon skill but defended against like a ranged attack, a build like the above could be effective against melee xeno by giving what amounts to a ranged attack to a swordsman, allowing the swordsman to sacrifice minimal blade skill to go around the Xeno's very high number of strong melee dice + parry dice on defense via a grenade, while still dealing what amounts to respectable damage for a swordsman with it, because sword penetration and damage (with exceptions) are pretty low anyway, as is grenade damage and penetration. So not much is lost in damage while hit potential goes way up via modifying the dice toss.
However, I don't know whether under the hood, a buff to accuracy modifies the weapon skill rating temporarily, and would therefore increase grenade accuracy, or functions mathematically in some other way in the calculation such that a grenade toss would be unaffected by, for example, an application of the rash courage skill.
Thanks in advance for any response.