Right, but they basically aren't useful by themselves for multiple turns because their dice suck, and if we want them to be useful at all, it ties our instant to the usage of Pressure Crack each turn to get our +4 on the next turn. And we can also compare them to debuff techs that have an attack attached (SS, AtW, EW) which I did. The point is now and likely at AE3, even with a debuffed opponent, almost anything else we can do is better, including doing damage. And if the opponent manages to dodge some of the debuffs (most likely through dissonance not always hitting), AE will look even worse since the chances of the extra -4 grapple drop precipitously compared to debuff tech attacks with better dice.but the way you do your comparison makes it obvious that such a comparison won't ever compare to direct damage. There is no point to summoning something if its role is basically the same as a fireball rather than survive and be useful for multiple turns.
The exercise is to quantify exactly what our capabilities are.
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