by chaplin717
After a long break, I have returned to the game and the latest campaign is running into an issue. The issue seems to come from bonus damage, or more specifically timing.
One hero is the gunslinger. He has the +2 damage bullets which clearly state they can be used after the damage roll. This is really strong, but he has limited uses and it is his main trick. So...ok.
Then there is a saloon girl. She has a pick axe (+1 combat) and an axe (+2 damage on a combat hit once per turn). She also has knockout punch (use a grit to double the damage just rolled). This gets insane. If I understand dual wield and timing correctly she now has a pool of three dice to attack with. Whichever ones hit can then get the bonus of all hand weapons. So she can roll, look for a crit, spend a grit to double it, then add 2 more to damage from the axe. Thus she makes high defense enemies trivial. She can also (maybe) wait on rolls for damage, then double the highest one, and then add two more. This makes even epic boss monsters crumple.
Am I doing this right? The weapons don't have the same phrasing (after damage is rolled) as the gunslinger. Should bonus damage be applied before damage rolls? Or even to hit rolls? She is barely level 3 and rolling over even Guardians. She is a damage beast along with great healing (so tons of XP too). She even farms Dark Stone due to the +1 stone finds on the pick axe. Oh, and at a starting 3+ defense, she is fairly sturdy.
Throw in a priest that has Weaken (minus 2 to enemy defense) and it gets silly.
A party with these two (three if you consider the Priest's Weaken--but frankly it's not even needed and he heals and melees trash mobs) don't really care about enemy defense. Not even critical immune ones. Am I doing something wrong?