Are temp powers supposed to be affected by damage bonus?
As far as I'm aware, the only temp powers that are not supposed to be affected by damage bonuses are the vet ones.
edit: also self-destruct, possibly... I generally only use that as a 10 second activation trip to the hospital.
"My inner mind has become a reality-cracking overgod. He torments me! Help!"
Nice, I will have to make and keep those grenades on hand all the time on my brutes. An extra 500+ damage aoe on a fast recharge will be nice. Too bad none of the other ATs get that benifit. Granted can only use it 18 times (I think) but still thats some decent damage potential for a temp power. Keep a few recpies on hand with the stuff to make it and pop out the crafting table.
Going back to the initial 3 weapons (bat, pistol, hammer), they were affected by damage buffs. It is logical that these new ones would be.

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@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Can't find a decent online citation, but The Tick had a minor character called Hand Grenade Man, who, when asked what superpowers he had, said in a slightly crazy way, something to the effect of: "I have a hand grenade. It's surprising how differently people treat you when they know you have one."
Several of my characters have been keeping and crafting hand grenade recipes, and I keep wanting to say the line in chat.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Can't find a decent online citation, but The Tick had a minor character called Hand Grenade Man, who, when asked what superpowers he had, said in a slightly crazy way, something to the effect of: "I have a hand grenade. It's surprising how differently people treat you when they know you have one."
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Paragon City Search And Rescue
The Mentor Project
Can't find a decent online citation, but The Tick had a minor character called Hand Grenade Man, who, when asked what superpowers he had, said in a slightly crazy way, something to the effect of: "I have a hand grenade. It's surprising how differently people treat you when they know you have one."
Several of my characters have been keeping and crafting hand grenade recipes, and I keep wanting to say the line in chat. |
His real "power" was how intense he could be while clutching the grenade in one hand, the pin in the other, and saying "Give up, or, I'LL DO IT!" Supposedly he used this ability to bring literally tens of criminals to justice. Which, for the Tick universe, is not that bad :-)
I heard that temps were not supposed to be affected by damage bonus. So I made a few of the new ones to have something to do when rage crashed other than twiddle my thumbs. I toss out a grenade during my rage crash and notice that I am still doing almost no damage. I use shaddow maul and it works fine. So the vet temp powers and temp powers purchased through expansion packs (self destruct) will not allow damage bonuse to be added but all the craftable temp powers do allow the damage bonus. This seems to favor SS tanks and pretty much any brute over other classes since the base damage is all the same.
So was I misinformed or is this WAI or does someone need to do some re-coding?