Quantum Munitions Sorcery Earth HL? Powersets with abilities that hit notably harder that have a short range Mental Gadgets Ice Fire Celestial Rage? Powers where range doesn't matter Nature Electricity Did I miss any?
'Splosion is the only power from the Munitions power set that benefits from close range, simply because its AoE it's not very wide and it's centered around the character. Pump action shotgun is a power that makes more damage when nearer, but I can't think of a single reason why anyone might want it in his loadout. The only power that makes a different amount of damage dependently by the distance from the target is Quantum. Rage's most damaging powers hit at a melee distance. Celestial offers various possibilities, so that you can have a mid range or long range loadout. Same goes for Nature and other powers. Ice is more effective on mid range, but some people prefer to use avalanche against mobs, to hit a wider number of targets and for the juggling effect. You can't really classify the powers by range. It truly depends by the loadout.
Celestial has no variation in damage with range. There are melee combos, but they don't produce any more damage than the ranged combos. In fact, you tend to lose damage.
Celestial combo is mid to long range, there is no combo that requires you to be close range. Even consume soul comboed to Wrath of the presence is now a mid range combo.
My op should have read powersets that benefit from being mid range or closer. The second category is still correct as those powersets have at least one important power that requires mid range or closer
Nature and Electricity each have a Melee range DOT as part of the Advanced Mechanic: Savage Growth, Electroburst
All powersets do better damage close up. Munitions - Splosion Mental - Mass Terror does more damage if you are in melee than at Mid-Range Rage - Almost full loadout HL - Melee HL combo and Impact and Ram get extra damage ticks Gadgets - EMP Earth and Sorcery - Pet do extra damage (Earth has totem and Sorcery has Soul Well) Nature - Roar Quantum - Increase damage at close range The point is each powerset should see an increase as you get closer to your target.
Every single power in Munitions AM loadout gets a higher damage modifier inside on 12 m, it's not just splosion
Almost everyone of them benefits From Being full melee/Mid ranged. HL, Mental, Quantum, Fire, Ice, gadgets, Munitions, Earth, Sorcery, Nature. The only other two that aren't benefiting from that is Celestial and Electric.