Definition of "the next damage dealt"

It is correct. It has already been confirmed by MigrantP that Christopher has said this is how it would work.

For me, it's an issue of consistency. If one adjustment (say the Nemesis bonus) has to be re-checked after redirection, they probably all should. Because Twist the Ether is an adjustment, it should be re-checked.

That's just my thoughts, though. :slightly_smiling_face:

Exactly, all or nothing.

Huh. Must have missed that. I suppose Visionary is just more awesome than I'd realized.

The ruling is the ruling, so I'm no longer arguing how it should be played, BUT, the reason I don't find this consistent is that Twist the Ether affect's the source of dealt damage, not the target of dealt damage. If Legacy has out Fortitude and deals damage that is redirected, you don't have to check whether or not Fortitude is still in effect, because the source of the damage hasn't changed, just the target.

 

Edit: To be clear, I can see why y'all think of it as consistent – after a redirection, check everything. Just because Fortitude still applies doesn't mean it wasn't rechecked. I get that. I just saw Twist the Ether as something that wouldn't change. Christopher says that it does? So be it. I think, however, that what I described was just as consistent, albeit less simple.

Yours is more of a splitting into source damage and target damage.  Source damage stuff doesn't change.  Target damage stuff does.  So only recalculate the part that does.  And yes, I include Nemesis bonus as target damage.  Its change is dependent upon the target.  Twist the Ether is source damage, since its effect is independent of the target.

This is the order I use when determining damage:

Choose source of damage (One-shot, Power, etc.)

   -Adjust damage with any global modifiers for damage dealt (Obsidian Field, etc.) I also normally keep track of global "damage taken" adjustments here for convenience.

   -Adjust damage based on source of damage (Galvanize, Imbued Fire, Twist the Ether

Choose target(s). For each target

   -Redirect as needed

   -Adjust damage based on target of damage (Damage reduction, Nemesis bonus)

   -If there is a "next damage dealt" adjustment, it goes here, then goes away for any further targets.

   -Target loses HP

 

My personal opinion is that damage does not need to be micromanaged to a ridiculous level. I understand there is a large discussion of exact order and timing of damage operations. Like all "unclear" situations in Sentinels, ultimately the players may choose to interpret the order as they choose. If your group wants to argue about which modifier comes first or if you can use the same bonus more than once because of your special situation, more power to you, but we normally prefer not to take 5 minutes to decide on damage bonuses every time :)

Damage calulcations isn't unclear, this is how damage works.

I did want to point out that your method actually doesn't follow the established rules.

Redirect comes after all damage modifications, and those modifications can happen in any order regardless of source. However, you cannot redirect damage before taking into account the modifications of the target of the damage. If the target of the damage reduces the damage to 0 or fewer, you cannot redirect the damage.

Here is an example of where redirect happens after all modifications: Mr. Fixer has Pipe Wrench and Driving mantis out. If the initial damage is 3, he can reduce that to 2, and then redirect it. If the initial damage is 1, it would be reduced to 0, and he can't redirect it.

Your link doesn't work, what are you trying to link to?

Fixed (I think). Just the thread I made a little while ago that goes through the damage dealing process.