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Everything posted by Kaylon
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You should worry about vulnerable attack only when it starts adding less than 5dmg - ie targets with les than 5DR and targets with high DR&DEF.
- 11 replies
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- Monk
- Vulnerable
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(and 2 more)
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When you dual wield the recovery duration is halved - in the case of dual sabres it's something like 26/26 with 4 frames between each action. With 0% recovery you would swing every 34frames (with 10dex).
- 11 replies
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- Monk
- Vulnerable
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(and 2 more)
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Hah, good memories... Lots of fun stuff to do in BG1 - beat Drizzt in duel, kill Koveras, kill the Demon Knight at the entrance of Durlag's tower or one shot Sarevok at the end... Elminster however was impossible to kill...
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Hit more foes with carnage, keep Frenzy and Bloodlust for longer, heal more with Savage Defiance, keep more foes sickened with Threatening Presence, make better use of on-hit/crit effects, use Heart of Fury for massive damage, and in general be more useful. Yes, that's on paper... However you rarely find situations with more than 3-4 enemies clustered together. The real question is if it's worth being able to hit 1-2 more enemies once in a while or is it better to strike 3-4 enemies faster and harder all the time.
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I think you missed the entire point of the video. It was only about outsmarting the AI, not about winning an Oscar.
- 33 replies
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With Lenas Er wounding shot and venom strike would stick indeed more easily, but I would lose also a big chunk of damage which comes from the wounds. And all enemies are doing cold damage to which the dragon is immune, so even with no defense at all they wouldn't be able to damage him. While I have the protection from fear he can't crit me with his aura (and I can't let him fear me because my accuracy would take a big hit). Also I need the speed to move fast out of the dragon's range. What I would change however is to replace penetrating shot (which doesn't help at all vs the dragon) with apprentice sneak attack and also try combusting wounds on him... However I fear he would die too fast and won't have the time to kill too many of his minions...
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I finally managed to kill him with my ranger an I must say it was easier than expected considering that my character wasn't even fully optimized (no durgan enchantments, no scale breaker...). Now I am 100% positive that a ranger can also beat the game solo without skipping any encounter. https://youtu.be/NBPgwipx3OM
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You have to force your luck a little to get two Rimecutters. You go to Lle a Rhemen where it's less tedious to "wait" (because you only have to click once) and you wait until Azzuro visits the stronghold. The item he sells is random and if you save before the day he shows up you can reload until he has what you want. Or if you have enough money you can simply wait until he comes again.
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Well, you can transform any class into a melee monster if you want: - give him high MIG, DEX, PER - buy 2 Rimecutters from Azzuro (+superb and durgan refined); use 2 swords vs monsters immune to slash - get two weapons style, vulnerable attack, weapon focus knight, savage attack, gallant's focus, apprentice sneak attack - equip Azalin's Helmet, Ring of Thorns, Lilith's Shawl, Pensiavi mes Rèi/Girdle of Maegfolc Might, Glanfathan Stalking Boots and some armor with up to 15% recovery penalty You will attack with no weapon recovery and you'll have great single target dps (with up to 170% critical damage bonus)...
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Well, my mistake, in fact with 10INT you can also hit the second row next to your target. And yes, if you put much effort in it it's possible to hit also a third row, but that's not the point, because in doing so you neglect other stats. I like my special barb to do as much DPS as possible and I give him high DEX instead of INT. PS. INT doesn't affect bleed damage, it just makes it longer. PPS. I know most people think that INT is very important because it affects some core abilities of the barb thus I won't prolong the debate.
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For me engagement is just a small advantage for melee attackers (to compensate the fact it's harder to attack at melee than from range). It gives them a free attack with a small bonus when the target tries to run away from them. It's not supposed to make tanks hold the aggro like in MMOs. AI goes for squishiest targets first and it has nothing to do with the damage dealt by the tanks. You have to use other tactics to keep your party alive.
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Dex isn't useless because it's the only thing that can reduce the attack animation (and also reduce further the reload animation of ranged weapons). However the speed bonus from dex works differently - the total action frames (attack+recovery+reload) are divided by (1+DexBonus). If we consider BaseAttack the attack delay for someone with 10dex, then someone with 20dex will have an attack delay of BaseAttack/(1+0.3). PS. The max dex you can reach is 38 which will reduce the animations lengths to 54%.
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Scaled content? I will go to Longwatch falls quite soon I think. If you go to WM while you're over lv12 (I think...) the game is asking if you want to scale the encounters to your level or not (same thing for Thaos when you jump into the pit). The encounters become much more difficult (not sure if it affects the alpine dragon however )
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Attack speed affects the recovery of all attacks. Melee speed affects only the recovery of melee attacks (including spells benefiting from Vulnerable Attack like Jolting Touch). Ranged speed affects only the recovery of ranged attacks (including ranged spells benefiting from Penetrating Shot like Minoletta's Missiles). Fire rate affects only the recovery of ranged weapons (bows, firearms, implements). The only thing that affects the attack animation is the dex.
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I did a few tests too and the speeds from each weapons works for both and stacks multiplicatively. However there's a slight difference in frames compared to what I was expecting. A ranger can indeed perma dual wield without recovery while wearing any kind of plate and also use Vulnerable Attack and Cautious Attack (1.2*1.15*1.2*1.15*1.2*1.15+0.2=2.82).