Talk:Kimber's Icy Rays (3.5e Spell)

From D&D Wiki

Jump to: navigation, search

Balance[edit]

Cuz you know, 5 attacks at 6d6 cold damage for a level 15 character is not overpowered before power-gaming comes around. I suppose that this was supposed to be comparable to polar ray, but I think the damage is just too high. Ranged touch attacks are not hard to miss, not that it matters.

Mathematically:

Polar Ray
X = Chance to miss
Y = Chance to critically hit, Y >=1/20
K = Chance to hit not-critically
B = Base Damage (we will assume a level 15 character, so 15D6)

Average Damage = (0)(1/X) + (B)(K) + (2 * B)(Y)
Average Damage = 15D6(K) + 30D6(Y)
Average Damage = 15D6(K) + 30D6(Y)

Kimber's Icy Rays
B = Base Damage (we will assume a level 15 character, so 6D6)

Average Damage = 5 * { (0)(1/X) + (B)(K) + (2 * B)(Y) }
Average Damage = 5 * { 6D6(K) + 12D6(Y) }
Average Damage = 30D6(K) + 60D6(Y)

Notice something? Yes, that is correct, Kimber's Icy Rays averages double the damage! It is even better because damage is much more regulated (less volatile). Of course huge critical hits are less likely. Also there is the obvious factor of multiple targets.

My suggestion is to have it do less damage than polar ray on average since it is less volatile. I want to hear what other people think. I was thinking something like 3D4 per ray. 15D4 at 15th that can be split between 5 targets? Good stuff I think. Polar ray is kinda weak though, but standards do matter. Aarnott 07:52, 23 February 2007 (MST)

The math speaks for itself. No argument here.--Dmilewski 12:36, 23 February 2007 (MST)
Agreed, it needs to be fixed. --Green Dragon 10:45, 26 February 2007 (MST)
Home of user-generated,
homebrew pages!


Advertisements: