One of my players opened a can of worms (or whoopass, depending on which side of the GM screen you stand...):
I was showing the new Gambler talent tree from Fly Casual (only its outline, we don't have the book yet) to the gambling Twi'Lek PC of the party. I thought it would be a fitting addition to the concept. But the player who really listened was the 1000xp Gadgeteer/Assassin/Heavy/Gunner/Sharpshooter using the (in)famous Jury Rigged/Autofire combo.
There is a talent series called Double or Nothing. It has an Improved and Supreme version in the Gambler tree.
In exchange for upgrading the difficulty of a check once, you get to double all net advantages (basic talent) and net successes (Improved) after the Threats and Failures have canceled the positive results. It seems to only affect positive dice, from the summary. There is also the Supreme level, which doubles both Despairs and Triumphs (fair enough).
On a True Aim'ing / Burly / Jury Rigged / Autofire / (Heavy Hitter when Triumph), with a dice pool of eight yellow dice +2 Advantages (Superior/Bantha Eye attachements), the number of advantages generated on all but the most ludicrous levels of Adversary/Defense is bound to reach stratospheric levels of damage. Increasing both net damage bonus on each shot + doubling the number of shots basically multiplies the total damage generated by the already over-the-top Jury Rigged / Autofire combo.
On a test roll, assuming we're not mistaken about the rules, on a fictional test enemy with Adversary 2, Ranged Defense 2, we easily got 28 damage per hit, on 15 hits, for a total of 420 ...
Without the Double or Nothing talent chain, it's 154 damage. We're talking almost triple damage here folks, on the same (admittedly high) dice pool.
Here's an inspirational video summarizing the kind of character this creates:
I just wanted to warn you about this combo (and see if it's legit?). I haven't decided on whether to allow this combo or not, but I sure wanted to have other people's impression.