Talk:Tearing Wounds (3.5e Maneuver)

A little weak, methinks
Comparing to almost all the other 9s, this is underpowered. I would at least give it a minimum damage amplification to compete with stuff like Strike of Perfect Clarity. - MisterSinister 08:49, 22 June 2011 (UTC)


 * That's a first, I've gotten more perfect, or overpowered, but not underpowered. This isn't meant to be used as a first strike weapon, it's meant to halve the fighting time against something with bajillions of hp.  Actually as its built, it has the highest damage potential of a maneuver ever.  With this you only need 400-ish damage to the Tarrasque done before you can one-shot it.  You don't think dealing that much damage is at least worthy of a 9th?


 * To put it in comparison, this is Avasculate (7th, a good 7th) at near-will, but can be fatal, and works even on constructs and undead. -- Eiji-kun 10:16, 22 June 2011 (UTC)


 * Avasculate hits for half your HP no matter how much damage is sitting on you. The way this maneuver is phrased, it reads as follows:

if (target.hasDamage) {
 * target.setDamage (target.getCurrentDamage);

}


 * Which, in non-programmer-speak, means that if they have 0 damage on them, that's how much they take. If this is not your intent, I would suggest rewording.


 * PS. Forgive the programming-speak - I just came out of a programming exam. - MisterSinister 22:21, 22 June 2011 (UTC)


 * That is the intent, "they take damage equal to their current total damage". How do we word that in english? -- Eiji-kun 03:48, 23 June 2011 (UTC)


 * If that is the intent, the maneuver isn't very good, as a lot of the time, you'll be dealing far less damage than a lower-level maneuver would contribute, to say nothing of lacking a decent rider, which many of them come with. Personally, if you're trying to base it on avasculate, I would simply make it deal one-half of the target's remaining hit points in damage. As it stands, I would take the Desert Wind ultimate over this - and that's saying something. - MisterSinister 20:48, 25 June 2011 (UTC)


 * It an instant kill no save, no [death] tag on all creatures below half hit points. I say it pretty solid, especially on encounter with big creatures.--Leziad 21:10, 25 June 2011 (UTC)


 * While I'm keeping the provoking, as it seems appropriate, I've added a rider effect from the pain caused by this. -- Eiji-kun 21:16, 25 June 2011 (UTC)

(Reverting indent)Leziad, combats at level 17 last like, 3 rounds maximum. Something like this won't be worth the action cost. As for 'death no save', there IS a save - your damn attack roll! Something which does only as much damage as has already been inflicted is not good in any way, since your damage potential is completely up in the air. Yes, it can be good sometimes, but I go for certainty every time. As this stood, I would take the Desert Wind ulti over it - and that's a terrible sign. - MisterSinister 23:02, 25 June 2011 (UTC)


 * Admittedly it work better in high CR encounters, especially in conjunction with an uber-charger or acid flask rogue (assuming you can hit the same foe, you deal AT LEAST as much damage as their entire damages output). With full-bab, high strength, stances, boosts and magic items hitting something CR appropriated is pretty easy (unless the monster was built not to get hit, like fucking dire bats). I don't think it can compare to Inferno Blast, especially with the rider effect. You should be able to use it right after the rogue's round turn (he should have a higher initiative anyway). I might not be as good as the Diamond Mind ultimate but it clearly not on the level of Inferno Blast. --Leziad 02:41, 26 June 2011 (UTC)


 * Already addressed this in chat (and it ended up with the rider effect being added) but adding here for the sake of others. I would say it's a different comparison.  Inferno Blast is a mass AoO one right?  Probably more comparable to Iron Heart's "deal 100 damage straight" 9th, since this a single target effect which by its nature, would be terrible vs groups of mooks.  Rather, its designed to face off against the boss type solo monsters (regardless if they are a boss).  Dragons, beholders, other things which come solitary, etc.  While 3 rounds is about right for a mass mook fight, boss-type monsters typically last a little longer (my sweet spot is 5 rounds).  In 1-2 turns, you and your party can bring the pain, and then you'd use this maneuver to end it on round 3.  Given its task at halving battle length (and thus increasing party survivability and use of resources) I'd say that a 5 or 6 round fight dropping to 3 rounds seems accurate to me. -- Eiji-kun 03:01, 26 June 2011 (UTC)

AoO
Mechanically, why does this provide its target with an AoO? --Havvy 01:23, 20 August 2011 (UTC)

Thought it would be a balancer to its powerful effect. Fluffwise its because you're entering their space to get gruesome on them. -- Eiji-kun 02:50, 20 August 2011 (UTC)