aeauseth
2010-10-11, 05:01 PM
I'm looking for some clarity with Steely Resolve. The mechanics between rounds is a bit confusing. The important part of the ability is:
When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0.
Assume Steely Resolve 10.
Round1: I take 15 points of damage. Steely Resolve puts 10 points in my delayed damage pool. I take 5 HP damage immediatly.
Round2: I take no damage, but at the end of my turn I take the 10 points in my damage pool and the pool gets set back to 0.
That's fairly simple, but what if on Round2 I take 8 points of damage? Do I keep track of a seperate damage pool or is my pool full? Do I take 10 (from damage pool) at the end of the round and 8 immediately (because pool is maxed)? Or do I take 10 at the end of the round and put 8 back in the damage pool?
When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0.
Assume Steely Resolve 10.
Round1: I take 15 points of damage. Steely Resolve puts 10 points in my delayed damage pool. I take 5 HP damage immediatly.
Round2: I take no damage, but at the end of my turn I take the 10 points in my damage pool and the pool gets set back to 0.
That's fairly simple, but what if on Round2 I take 8 points of damage? Do I keep track of a seperate damage pool or is my pool full? Do I take 10 (from damage pool) at the end of the round and 8 immediately (because pool is maxed)? Or do I take 10 at the end of the round and put 8 back in the damage pool?