Everything posted by Kaylon
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Triple crown party
If you make your own priest he can start with 20int and add +4int from ring, +3int from resting and +2int from whore - that's 39s for withdraw which is more than enough for most fights considering your offensive power - and you can have that every encounter with spell mastery. On top you can have 5 more uses or spells like Crown for the Faithful or Minor avatar which can increase the duration even more. Basically you don't have to rest anymore once you get Defensive Mindweb. You can have at the same time +20%dmg against flanking targets (from survival bonus) for your damage dealers and specialize the priest in mechanics.
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Dual wielding. Do you need high dexterity?
Well, the rogue has to face the same problems as the ranger when using bows - sneak attack and deathblow have similar requirements and aren't very reliable - besides that bonuses all you can have is 10% from the flanking bonus and 10% ranged dmg from items. If we compare a ranger and a rogue, both with a legendary durganized bow (both with the gauntlets of quickness) we have: - rogue: 100%(base)+55%(legendary)+45%(might)+50%(sneak)+100%(deathblows)+10%(flank)+10%(ranged)+16%(hit to criticals)=386% - ranger: (100%(base)+55%(legendary)+45%(might)+15%(sneak)+10%(flank)+20%(link)+8%(hit to criticals))x2=508% That means the ranger will out dps the rogue vs any target with less than 10DR, while the rogue will start doing more dps vs targets with higher DR. However the ranger has stunning shots which means he will start doing criticals like crazy vs stunned targets, he has driving flight which means even more potential dmg, he has higher accuracy (link) which means more criticals - in practice a rogue with a bow won't out dps the ranger even without counting the pet save vs very high def/DR enemies. Of course the melee rogue can have more dps because he can reach 0% recovery and has access to more dmg bonuses - but if he wants more dps he has to sacrifice survability - he can die more often, he can be interrupted more often, he can't instantly change targets - it's another debate... PS. I didn't count the wounds for the rogue, neither the dmg of the pet - but the pet adds clearly more dps.
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Dual wielding. Do you need high dexterity?
He's better with both maxed because as a ranger you can dump con/res. But if you really want to pick you should keep in mind the ranger has very few ways to increase his damage outside his weapon. You can squeeze at best: - 20%dmg from stalker's torc - 10%dmg from archer's gloves (but the gauntlets of quickness are better) - 15%dmg from apprentice's sneak attack - 10%dmg from items with flanking bonus - 10-30%dmg from variuous buffs Without buffs you barely reach 100% bonus dmg (under perfect circumstances - ie attacking a flanked target at the same time as your pet) with a superb weapon. 100% dmg bonus means 16.5 more dmg on average - ie against anything with at least 17DR might is better than dex for dps until your dmg bonus will compensate the enemies DR. The conclusion is dex is good vs trash mobs, while might is always better vs targets with high DR.
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24 attribute check?
In fact in 99% of the situations resolve is the only attribute wich can change the outcome of a quest. The other attributes give just alternate dialogue choices but won't change the result. I think there are only 1-2 quests when you need another stat to open first more dialogue options and be able to pick later the high resolve choice. But you need the other stats also for the scripted interactions...
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24 attribute check?
I never encountered such high checks - from what I remember the highest requirements are for the dragons and neither gets so high (forgot how much you need for Llengrath but I don't think it was over 21)
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Dual wielding. Do you need high dexterity?
When a target has 0DR, dex is better than might because you have other dmg bonuses and might has less impact. But when you have less than 100% dmg bonuses and your target has 10-15DR it's like if it removes 100-150% from your dmg bonuses and then might has suddenly greater impact than dex on your dps.
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Best approach to a melee cipher?
A cipher can have 40% dmg from whip, 45% from might, 55% from weapon (exceptional+slaying) and 15% from apprentice's sneak attack and a corrosive lash doing 30% more dmg (if you pick bittercut and spirit of decay). With an arquebus/pistol that's 100dmg on average depending on DR - which means you can drain 60-70 focus on the first hit - add that to your base focus and you'll be able to cast any spell...
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Best approach to a melee cipher?
Durgan enchanted padded has 5% recovery penalty. Base recovery for dual wield is 50% and with two weapons style it becomes 30%. Gauntlets and durganized weapons give you 32% attack speed, thus you're left with 3% recovery which is nearly 1 animation frame - almost nothing.
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Nature Barbarian
Well, that seems rather useless from me, especially when you look at the buffs of the melee classes.
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Nature Barbarian
Stun/prone won't work vs players because items with preservation enchantment will make them nearly immune while disabled.
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Sword and Board DPS Fighter Weapon Advice
I would go for human fighter with Bittercut - while both racial abilities are pretty useless the deathlike can't wear helmets (also +2int is meh as a fighter).
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What is the highest crit you have ever done?
I forgot about the chant giving 30%dmg vs beasts - that puts beasts on the top of the list for the highest single target damage. Here are all the bonuses you can have: 55% legendary enchantment 25% slaying (beast) enchantment 25% beast slayer 10% drake's den resting bonus 30% chant 10% ranged damage (cloak of the frozen hunt) 20% death's usher 20% survival flanking bonus 10% item flanking bonus 10% blessing 84% might bonus 50% sneak attack 100% deathblows 150% backstab 50% finishing blow 150% critical (20%base+30%durgan+30%merciless hand+10%dungeon delver+50%bloody slaughter+10%rabbit fur gloves) 30% burning lash multiplicative bonus (with scion of flame) 30% burning lash multiplicative bonus from chant (with scion of flame) 250% multiplicative bonus from finishing blow if target under 1% end (finishing blow+devastating blow) And the maximum damage possible would be 36*(1+799%)*(1+250%)*(1+60%)=1812 (1132pierce+679burn) - that's if you score a critical hit with your max weapon damage on a beast with under 1% endurance left. In practice however (average dmg, beast under 10% end) with the optimal setup you can expect close to 1300dmg with a critical. PS. It seems the 6 hits of the blunderbuss are added together for the final damage - thus it has even higher damage potential than the arquebus. However the blunderbuss is limited by the endurance of the target (a target with low endurance will be likely killed by the first hit, while the others will do no damage...)
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Vital essence exploit
When you play in potd and you have only 2 camping supplies it becomes very tedious and time consuming to return to town if you want to rest often. There's also an achivement which requires less than 10 rests over the entire game.
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Playing with Calisca end Heodan
If you want to keep them after Cilant Lys you can use the console command ManageParty to remove them before the scripted scene - that will keep them alive and you can use them again. However there will be an awkward scene when Aufra asks about her sister (who can be with you) and you have to tell her she's dead...
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Comtessa's Cage not granting Solitary (passive)
I did further testing a little while ago and, while the general idea was correct, the effect is smaller. If your weapon does 40-60dmg then its range is considered 60-40=20 and comtessa's gage buff will add 25% of that to your minimum weapon damage - ie your new damage range will become 45-60dmg.
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What is the highest crit you have ever done?
The blunderbuss will do 6 smaller hits - so technically it won't be the biggest hit... You can then add also a crit proc from silverflash with deathblows, the wounds, the combusting wounds, etc...
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What is the highest crit you have ever done?
The highest damage can be done vs vessels/specters because of the bartender ring. You can also pick ghost hunter/sanctifier talent and enchant the arquebus with slaying spirit/vessel for even more dmg. With all that I think it might be possible to reach even 1300dmg.
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What is the highest crit you have ever done?
I tried this some time ago when the neverending invisibility bug of the Cape of the Master Mystic was not fixed yet. So I was able to use Finishing Blow while being invisible. But as I said: it didn't work. I got some really weird numbers then. Somebody should try (with an arquebus) if this is still the case. Well, from stealth it certainly works...
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What is the highest crit you have ever done?
Actually, the +20% from Scion of Flame doesn't work like a regular +X% damage, it is a genuine multiplier. So for Firebrand, you first compute the damage after applying all regular +X% damage bonuses, and *that* gets multiplied by 1.2. No. It's just a weapon doing elemental damage - the 20% is added to the other bonuses. For spells too, the 20% bonus is added to the mig bonus...
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What is the highest crit you have ever done?
To backstab with firebrand you have to use an invisibility ability and if you try to use other abilities (like finishing blow) it will cancel the invisibility and you won't get a backstab. You can backstab and use finishing blow at the same time only from stealth - which is possible with the arquebus. The arquebus can also be durganized which nullifies the critical hit penalty. With the arquebus you get: +30% multiplicative dmg from lash+talent +10% more dmg from legendary bonus +10% dmg cloak with ranged dmg bonus +50% dmg from devastating blow bonus and up to 250% multiplicative bonus from finishing+devastating blow + more dmg from Killer's Work gloves (http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/?p=1693768) With firebrand you get instead +20% dmg from scion of flame +15% dmg from two handed style +20% dmg from reckless assault +50% critical dmg from annihilation And to what was already said you can add also: +40% flanking damage (resting +item) +30% multiplicative dmg (chant) +50% crit dmg (merciless hand+dungeon delver+item) Aumauas/dwarves can reach in theory 21(base)+3(talents)+4(item)+3(resting)+2(whore)+10(champion's boon)=43 Humans can reach 42 and godlike 41. Since you can't use stealth and fighting spirit at the same time you have to pick a death godlike for his death's usher which works with finishing blow. Also you can't get +3mig from resting if you want the 30%flanking bonus... The biggest hit with firebrand will be probably in the 500-600range, while the arquebus should be able to hit over 1200+.
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Conversation PC and party for PotD 3.0+
You don't need 18 base PER/INT/RES for the best conversation options. I would lower dex to 3 and let eveything else at 15. As the game advances you'll have items and other bonuses to pass any check you want. Maybe you can even lower your CON and increase INT when you're comfortable with your summons tanking. And of course, until you get Pallegina, you'll have to pick Eder to help you with the tanking.
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POTD troubles & questions
They should receive MIN dmg ie at least 1dmg/tick. PS. I suppose blunderbusses and spells like Minoletta's Missiles will trigger multiple CWs on the same target.
- Just Pause Button, PLEASE
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POTD troubles & questions
IMO combusting wounds should be triggered also by the first tick of a dot. What about Sacred Immolation? It's not a dot - will each pulse trigger CW and will they stack?
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Backstab rogue?
When you solo you have to use a figurine to keep you in combat during feign death.