This one's a blast from the past.
My first group and I played a lot of Super Hero RPGS. While Champions is still my first love, Mayfair's DC Heroes is probably my favorite, overall. Part of it was that I replaced it's charts with a weird version of the TORG dice chart.
Here are some hacks to tune the system up, a bit.
First, general task resolution would be to roll an 2d10+Attribute vs a TN or an opponent's Attribute+10.
Second, since a Supers game you use the relevant Attribute for any actions, and Skilled is a binary effect, you either have it you don't. If you have it, then your minimum dice roll is 10.
Third, I've worked up an experimental way to do damage. Say my Blast has a Rank of 17.
When I roll my Dex to attack and I hit, damage is determined by the natural roll of the 2d10.
In DC Heroes, doubles explode and continue to do so, until you don't have any more doubles.
If the attack roll is doubles I do Max Damage or 8, in the example above.
If the attack roll has both dice rolled even, I do 1/2 of Max damage or 4 (always round down).
If the attack roll has both dice rolled odd, I do 1/2 of the damage from both dice being even or 2 (always round down).
If the attack roll has on die even and the other odd, I do 1/2 of the damage from both dice being odd or 1 (always round down).