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jaguars4ever

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Everything posted by jaguars4ever

  1. You're right Shdy. That would make him worthy of being sold into slavery, Fallout style.
  2. Oh come on, lol. His best line in the whole game was: "The search for Bastilla is taking too long. Destroy the entrire planet" But you're right in the sense that Malak was way too clich
  3. wrong my syntax is. stupid i seem to you? mmm. judge my by grammar you should not. Now all you need to do is substitute "I" with "me", and you'd have it perfect, lol!
  4. Looks like you've shattered that dream....or postponed it for a very long time! ^_^
  5. A funny thing in NwN, is if your PC has an intelligence lower than 9, he/she will lack the capacity to communicate with proper syntax,
  6. Armor Count It seems that if you cast AC boosting force powers (e.g. Master Speed or Force Armor), while wearing Jedi/Sith Robes, the increase to AC is capped at 10 For example. So if you put on the Qel Droma for instance (+5), then cast Speed (+4), & then cast Force Armor (+6); You'll still only have AC boost up to 10, not 5+4+6=15
  7. Here you go folks, You can get the rest at gamefaqs.com MELEE FEATS - Flurry vs. Power Attack (and Critical Strike, Too) -------------------------------------------------------------------- The debate for Power Attack versus Flurry is just as complicated. Power Attack gives you a set damage bonus at the expense of -3 to your attack bonus, with Master level giving a +10 damage bonus. This is pretty decent damage, but it doesn't scale with your weapons, and you'll hit less often with the AB penalty, so by the time you reach lightsabers and other high- level melee weapons, the extra attack you get with Master Flurry will more than compensate in damage than the +10 from Master Power Attack -- for a standard single weapon attack, at least. Once you factor in more attacks, things get more complicated... First, let's consider the trusty vibroblade again and calculate average damage between flurry and power attack. | Average damage/round with 1-10 vibroblade, | 19-20/x2 threat range | | --------Flurry feat------- Chance | One Weapon Normal Improved Master Diff To Hit | (0) (-4/-4) (-2/-2) (-1/-1) ---- ------ | ---------- ------- -------- ------- 2 95% | 5.75 9.08 10.29 10.89 5 80% | 4.84 7.26 8.47 9.08 8 65% | 3.93 5.45 6.66 7.26 11 50% | 3.03 3.63 4.84 5.45 14 35% | 2.12 1.82 3.03 3.63 17 20% | 1.21 0.00 1.21 1.82 20 5% | 0.29 0.00 0.00 0.00 | | | -----------Power Attack feat---------- Chance | One Weapon Normal Improved Master Diff To Hit | (0) (-3,+5 dmg) (-3,+8 dmg) (-3,+10 dmg) ---- ------ | ---------- ----------- ----------- ------------ 2 95% | 5.75 9.24 11.88 13.64 5 80% | 4.84 7.51 9.65 11.08 8 65% | 3.93 5.78 7.43 8.53 11 50% | 3.03 4.04 5.20 5.97 14 35% | 2.12 2.31 2.97 3.41 17 20% | 1.21 0.55 0.71 0.81 20 5% | 0.29 0.00 0.00 0.00 With a standard vibroblade, Power Attack does better against lower defense enemies, as advertised, not really losing effectiveness until higher defenses. Now let's consider a more powerful weapon, such as a lightsaber, which does 2-16 damage with a 19-20 x2 threat range. We'll save some space and just consider the Master version of each feat. | Average damage/round with 2-16 lightsaber, | 19-20/x2 threat range | Chance | One Weapon Master Flurry Master Power Attack Diff To Hit | (0) (-1/-1) (-3,+10 damage) ---- ------ | ---------- -------- ------------------- 2 95% | 9.41 17.82 16.72 5 80% | 7.92 14.85 13.59 8 65% | 6.44 11.88 10.45 11 50% | 4.95 8.91 7.32 14 35% | 3.47 5.94 4.18 17 20% | 1.98 2.97 1.00 20 5% | 0.47 0.00 0.00 Here Master Flurry beats out on Master Power Attack at every level, and the difference increases as the opponent's defense increases. What happened? The main difference here is the damage that the lightsaber does, an average of 9 points of damage normally. Since the weapon does more damage, the second attack that Flurry provides also does more damage. Factor in Strength bonuses or specialization for extra damage per attack, plus possible special effects such as stun per attack, and Flurry pulls farther ahead. This illustrates the weakness inherent in Power Attack: the extra damage given by the attack doesn't scale with the power of the weapon. Power attacks will always dish out an extra 10 damage, but your weapon may do more than that on average as you gain better equipment, thus allowing flurries to eventually surpass power attacks in terms of damage. The -3 penalty that power attacks impose also never improves, further limiting Power Attack's scalability. Of course, Flurry has its own disadvantages. The -4 to both attack and defense to start is nothing to sneeze at, either, so at least take Improved, if not Master, for the Flurry series if you're going to use it, to reduce both the penalty to hit and the defensive penalty. Note that Master isn't necessary when using a single weapon; take Dueling first, since it'll give you a permanent +1 attack and defense and will make up for the difference between Improved and Master Flurry. Of course, if you've already mastered Dueling and don't have anywhere else to put your feats, mastering Flurry won't hurt... However, the tables turn somewhat when considering multiple attacks through dual wield or speed powers: | Average damage/round with two 1-10 vibroblades, | 19-20/x2 threat range, master two-weapon fighting | Chance | Two Weapons Master Flurry Master Power Attack Diff To Hit | (0/-2) (-1/-1/-3) (-3/-5,+10/+10 damage) ---- ------ | ----------- ------------- ---------------------- 2 95% | 10.89 15.73 25.58 5 80% | 9.08 13.01 20.46 8 65% | 7.26 10.29 15.35 11 50% | 5.45 7.56 10.23 14 35% | 3.63 4.84 5.12 17 20% | 1.82 2.10 0.81 20 5% | 0.29 0.00 0.00 While Flurry always adds one attack, Power Attack applies to *each* attack. Thus, when using two weapons, Power Attack adds +10 for both attacks, and thus a potential +20 total. Of course, the -3 penalty still applies for each attack, thus making Power Attack unusable against higher defense opponents, but at lower differences Power Attack easily outstrips Flurry. This difference gets larger as more attacks are added (Jedi powers); Flurry continues to add only one attack, but Power Attack adds its damage bonus to each new attack. A Jedi wielding a double-bladed lightsaber or two lightsabers with Master Speed and Master Power Attack could potentially do a whopping extra +40 damage each round! So, the lesson here is that the preferred feat depends on how many attacks you have: Flurry's relative effectiveness decreases as you add more attacks, while Power Attack's effectiveness increases. For single weapons, Flurry will give a nice extra attack for (eventually) minimal cost in attack and defense. With more attacks due to double weapons or powers, the advantage of an extra attack decreases. Power Attack has a larger, and permanent, attack penalty, and the damage doesn't scale, but it applies for every attack you make, so those wielding two weapons and Jedi planning to get extra attacks from the Speed powers can do some major damage when buffed. So where does Critical Strike fit in? In terms of damage it can't compete to Flurry or Power Attack. This is because even with Master Critical Strike and a 19-20 threat range weapon, you'll only threaten for a critical hit on 11-20, or 50% of the time, and even then you have to make the second roll to hit the target again, which further reduces your chances of scoring double damage. Here we'll compare average damage for a standard vibroblade between the three feats: | Average damage/round with 1-10 vibroblade, | 19-20/x2 threat range | | Master Master Master Chance | One Weapon Critical Strike Flurry Power Attack Diff To Hit | (0) (0, 13-20/X2 TR) (-1/-1) (-3, +10 dmg) ---- ------ | ---------- ------------------ ------- ------------- 2 95% | 5.75 7.32 10.89 13.64 5 80% | 4.84 6.16 9.08 11.08 8 65% | 3.93 5.01 7.26 8.53 11 50% | 3.03 3.85 5.45 5.97 14 35% | 2.12 2.60 3.63 3.41 17 20% | 1.21 1.32 1.82 0.81 20 5% | 0.29 0.29 0.00 0.00 Master Critical Strike will do more damage, but not as much compared to the other two attack feats, which makes it a poor choice for just its damage. However, Critical Strike is useful for other reasons: * The stunning effect can quickly turn the tide of battle if successful. The stunned opponent can't retaliate and loses their dex bonus to defense as well. * Certain weapons and upgrades do "massive criticals", where extra damage is added when a critical hit is scored. This obviously can skew the damage average back towards Critical Strike, especially if the weapon has or can be upgraded to a large threat range. This, in addition to the possibility of stunning the opponent, makes Critical Strike exceedingly dangerous. Depending on your preferred weapon, it may or may not be useful to upgrade Critical Strike, since this increases the threat range, but not the stun effects. If you have a weapon with a small threat range, it isn't really worth it to upgrade. If you plan to use criticals often to stun your opponents and have a weapon with a decent threat range, however, the upgrades to critical strike will increase its effectiveness. Of course, Critical Strike exacts a high price: -5 defense, which doesn't improve. This translates to a full 25% loss in defense, which can potentially painful. Nothing ventured, nothing gained, I suppose...
  8. Damn it! :angry: I suppose without knowing what stat boosting items are available you can't truly 'powergame' on you first playthrough. <_< So do you reckon those generic guardian/consular builds of mine are acceptable for the 1st playthrough or do they need modifying?
  9. Us powergamers do a little something called min/maxing. And we need a lot more information before we can properly formulate our powergaming layouts for different characters. *Raises eyebrow with intrigue* What this "min/maxing" you speak of?
  10. They're saying Sith Lords is going to be much more skill intensive than KotOR. So what skill based bulids would you folks suggest? So far, what I'm thinking is: Guardian Str 14 Dex 14 Con 14 Int 14 Wis 12 Cha 10 Consular Str 10 Dex 14 Con 12 Int 14 Wis 14 Cha 14 I'm kinda assuming it's best to use all 30 pts (not raise an attribute over 14 or 16), but would like to know what you powergamers think.
  11. There better actually be some decent info in the manual this time! :angry:
  12. Ooh...risky. What happens if can't rally enough support in time? The cunning troll could then push you to the point of no return...
  13. Right now it's just alternating. Player goes first for the first set, AI goes first for the next set, etc. -Akari Sweet! B) I hated the fact that you always had to draw first in KotOR. It put you in an immediate disadvantage. :angry:
  14. "Kill them! Kill them all!" Good times, good times... ^_^
  15. What was your screeny frosty?
  16. I just noticed you member number, lol. *shudders*
  17. I bet you voted though Arkan, lol.
  18. Too bad. They were about as funny as that 70 page one, lol.
  19. Are you talking about the infamous "Bastilla vs Padme" thread? Indeed I am. What was your nick there? The same. BTW, I hope you didn't miss out on the relatively recent "Darth Enchani" flame threads, 'cause they were absolute mint. B)
  20. Are you talking about the infamous "Bastilla vs Padme" thread?
  21. But, didn't you post that exact same phrase in the other poll/thread?

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