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Everything posted by baldurs_gate_2
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Believe me one thing. I loaded a old save file from my berserker / devoted and tried the fampyr cave potd (not even upscaled) with WotP Greatsword and he did litterly no damage, because the full attacks only hits once and you have no body afflictions like a rouge has. With a marauder solo, you can not beat the whole pack at once, you have to lure them away. And for some sort of bug, you can not smoke veil out of combat there.
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So basically, it works fine in a group setting, just not solo? I mean, that's fine. I like playing with a party anyway, even if it's going to be mostly sidekicks. Unless you get rid of the confusion with caroc breastplate or svef / captains banquet. I recommend own crafted adventurers, they are far superior to sidekicks or npcs and for roleplaying purposes they are better, because you can make them a all pirate party.
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Boltcatchers would be better for damage overall, honestly. And style too. Just hope the Steel Preacher isn't too hard to deal with mid game. As for the Dexterity thing, it's worth noting that Frenzy from the Barbarian essentially lets you take the Streetfighter penalty on the chin until you can activate the bonus. If you don't have ANY of those benefits active then, yes, you'll move much slower. But it also takes upwards of 20 Dexterity to negate the penalty without any other buffs, and I'm not sure how I'd manage that. Actually marauder really can get away with DUMPING might. The reason is twofold: 1) you get a ton of other weapon damage bonuses that are additive. 2) high might means more frenzy raw damage on yourself. You also get 5 might from frenzy. My marauder with no blessings looks like this: Mig 5 Con 18 Dex 10 Per 18 Int 13 Res 14 If I'm using blessings, human for bloodied synergy: Mig 6 (3 + 1 racial + 2 blessing) Con 20 Dex 10 Per 20 Int 15 Res 18 These stats are just base + racial + blessing While a ton of int helps barbarians, I feel you can get away with a lot less and still feel quite effective vs groups. For one thing you will eventually get resistance to int afflictions, so your carnage radius won't get penalized by frenzy and the extra 5 int won't be missed once you get geared or proper food. Constitution is something that you really want a ton of for a maurauder. 25 with frenzy is going to make it WAY easier to stay alive during frenzy . Coupled with having only 11 might under frenzy and voidward, higher level self raw damage is much easier to live through. It's bad enough that frenzy gets a power level bonus (penalty), dont feed that with more might. Go as LOW as you can tolerate being s wimpy warrior You bring up a good point. The problem with that is, as Haplok mentioned, that Might is the only thing that modifies the various damage from Carnage and the Shock damage from Lord Darryn's Voulge, which are both parts of the build. Boltcatchers too, now, since I want to go for the Stormbringer theme. Updated stats, taking gear changes into account Might: 20 (15 Base +1 Human +1 GotM +2 Berath's Blessing +1 Permanent Stat Boost) Con: 19 (16 Base +1 Chameleon's Touch +2 Berath's Blessing) Dexterity: 10 (6 Base +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) Perception: 20 (18 Base +2 Berath's Blessing) Intellect: 20 (17 Base +1 Strand of Favor +2 Berath's Blessing) Resolve: 6 (3 Base +1 Human +2 Berath's Blessing) That's 25 Might and 24 Con with Frenzy active. High Intellect is there mostly for dialogue - it and Perception are the most frequently checked stats. Surprised to see that you pump Resolve that high. Everyone seems to say it's useless for Barbarian since your Deflection is going to be tanked anyway. Then you should use Lord DV only against many mobs. Full Attack on dualwield will ever outperform a 2H weapon in it's current state.
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Dual wield is better than two-handers, but you're overstating the problem. -The talent gives a 15% recovery speed bonus, not a 20% boost. -Only some one handers are faster than two handers if you're not dual wielding, and not by 80%. Slow one handers like swords, battle axes and sabers are the same speed as two handers, at a base 4 second recovery. Fast one handers have a 3 second recovery. Your other points are correct. And there's another one that you didn't mention, which is that all other things being equal, hitting really fast, but for low damage per hit is always better than hitting very slowly, but for very high damage per hit. First, attacking quickly lets you adjust more quickly to what's happening in combat. Say you're a paladin fighting on the front line -- if your time between attacks is short, you can use lay on hands on a badly injured ally quickly. If you're a fighter, fast recovery time makes interrupt powers like knockdown more useful as well since you can react to dangerous enemy moves faster. Second, hitting hard but slow is more likely to waste damage on overkill. For example, if you hit for 100 damage every 10 seconds and attack an enemy with 20 hp left, you waste 80 damage. A character that hits for 10 damage every second, though it has the same dps on paper, is actually going to do more damage typically over the course of a fight. But, in spite of that, dual wield would be close enough to two handers to be acceptable if it weren't for full attacks. The fact that there are so many ways for weapon damage builds to deal nearly double damage when dual wielding, but almost no benefits on any skill tree exist for any other weapon styles really makes dual wield the clearly superior choice. Note that according to Josh Sawyer on the Something Awful forums, obsidian is aware of this and they're experimenting with a solution to making full attacks less insane with dual wielding. You think a one handed sword is the same speed as a great Sword? Na man your dreaming? Anyone got the speed stats for these two weapons handy? https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/ OHS: 0,7 attack time | 4 sec recovery THGS: 0,7 attack time | 4 sec recovery
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Dual wield is better than two-handers, but you're overstating the problem. -The talent gives a 15% recovery speed bonus, not a 20% boost. -Only some one handers are faster than two handers if you're not dual wielding, and not by 80%. Slow one handers like swords, battle axes and sabers are the same speed as two handers, at a base 4 second recovery. Fast one handers have a 3 second recovery. Your other points are correct. And there's another one that you didn't mention, which is that all other things being equal, hitting really fast, but for low damage per hit is always better than hitting very slowly, but for very high damage per hit. First, attacking quickly lets you adjust more quickly to what's happening in combat. Say you're a paladin fighting on the front line -- if your time between attacks is short, you can use lay on hands on a badly injured ally quickly. If you're a fighter, fast recovery time makes interrupt powers like knockdown more useful as well since you can react to dangerous enemy moves faster. Second, hitting hard but slow is more likely to waste damage on overkill. For example, if you hit for 100 damage every 10 seconds and attack an enemy with 20 hp left, you waste 80 damage. A character that hits for 10 damage every second, though it has the same dps on paper, is actually going to do more damage typically over the course of a fight. But, in spite of that, dual wield would be close enough to two handers to be acceptable if it weren't for full attacks. The fact that there are so many ways for weapon damage builds to deal nearly double damage when dual wielding, but almost no benefits on any skill tree exist for any other weapon styles really makes dual wield the clearly superior choice. Note that according to Josh Sawyer on the Something Awful forums, obsidian is aware of this and they're experimenting with a solution to making full attacks less insane with dual wielding. The damage output from full attacks +dual wield is insane until to that point, where the enemy has 5500 HP and you run out of ressources (when you play solo ofc).
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why didnt lengraths safe guard give the dragon +5 AR? It stayed a 16? So only a +1 bonus Also when i fought the dragon i couldnt hide like that in that bottom corner it would still be able to get to me with spells I don't know, but he gets the bonus AR. I tried to him several times in other tries, but the ar was too high, so i waited this time. If you cast anything like avenging storm, the dragon will recognize you and attack, so i waited till the end of the saveguard.