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Kaylon

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Everything posted by Kaylon

  1. Per isn't enough to put you over 170refl because you have no means to buff perception outside items. Right, but you can shift a point from one to the other, can't you? You can't add more points to perception because you were already at max. The only way to add mor reflex is through dex.
  2. Per isn't enough to put you over 170refl because you have no means to buff perception outside items.
  3. Here are the stats (base stats were 15mig/18con/6dex/20/per/3int/15res) of a test paladin I used to fight the adra dragon in PotD: I started with 15 scrolls of jolting touch + boots of the animancer (to clear the adragans fast and fight the dragon after) and I had also 5potions of major endurance. I had 10 survival to be able to keep my food buffs for the entire fight. The dragon was dead while I had nearly half of my health and lay on hands unused. I don't know if 15 scrolls of jolting touch is considered cheap, but at least now I'm convinced you can kill him solo on PotD without luck/petrify trap. I'm not sure what the range of his breath is, but if it's less than bow range then a ranger with high int can kill him too rather easily (root him for and then pelt him with arrows while staying out of his range)
  4. Yes, Herald is another 5 fortitude, the Outworn Buckler/Little Savior are the best shields overall - compared to a large shield you lose +3defl/refl but you get +5fort/will without losing accuracy. Also you have 4 possible quests which can boost your stats and add also to your defenses.
  5. Not sure this is reachable even if you min/max. Maybe with buffs from priest/chanter. You can reach 160+ with food/resting bonuses and the fear aura of the adra dragon will keep Defiant Resolve up all the time which allows you to reach 170. Can you break that down by modifiers you use? I don't remember any good saving throw bonuses from food, this could be interesting. From food you can get +2mig/con/dex/int and +3res (also +1per but only 150s duration) which translates to +8fort/+10will/+4refl/+3defl and also +2mig/+2con/+2res from resting which is another +8fort/+4will/+2defl for a total of +16for/+14will/+4refl/+5defl
  6. Not sure this is reachable even if you min/max. Maybe with buffs from priest/chanter. You can reach 160+ with food/resting bonuses and the fear aura of the adra dragon will keep Defiant Resolve up all the time which allows you to reach 170.
  7. Personally for a tank paladin I would drop int/dex to min, max con/per/res and put the rest in mig. You need high fortitude vs petrification and adra dragon wings (both of which can be fatal), while deflection and reflexes cover most spells/melee attacks. My first choice of order are the goldpact paladins because you don't get penalties for being cruel/deceptive - which are required if you want the best stat boosts for your character. I would pick background and talents that increase perception mostly because perception is a stat that can't be boosted by resting/foods. I like to take also bear's fortitude and snake reflexes to be able to reach 170+def/170+for/170+refl vs the adra dragon (which means only grazes from him in PotD).
  8. Hmm nobody mentioned ring/bracer/cloak of deflection (+10deflection) and gauntlets of accuracy (+5accuracy). There's also a helmet giving +2per and another one giving 0.1 to critical dmg. Rangers have a torc (neck) adding 20%dmg to stalker's link passive.
  9. The stun/debuff length is affected by your INT, thus you don't really need to attack that fast.
  10. Here's a formula to calculate the average damage mod based on your accuracy: =IF(Acc+WAcc>=100;1+DmgMod+CD+WCD; IF(Acc+WAcc>49;1+DmgMod+(CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>14;0.75+DmgMod+(0.5+CD+WCD)*(Acc+WAcc)/100 IF(Acc+WAcc>0;0.675+0.85*DmgMod+(1+DmgMod+CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>-50;0.675+0.85*DmgMod+(1+DmgMod)*(Acc+WAcc)/100; IF(Acc+WAcc>-85;(0,5+DmgMod)*(.85+(Acc+WAcc)/100);0)))))) where Acc = player accuracy - monster deflection WAcc = base accuracy of the weapon (-5, -10 etc. for firearms) DmgMod = damage bonus you have CD = critical damage mod (0.5+any bonuses you have) WCD = base weapon critical damage mod (-.3 for firearms) Maybe you could use it on your sheet to calculate the average damage based on a distribution around a targeted accuracy value, like for the damage reduction. PS. In your sheet I think you can't go over 20DR, maybe your tables should go until 28DR (for people to be able to see what are the best weapons against the adra dragon). This works quite differently, what is the source of this code? Where is DR substracted in the end? This isn't the final damage, it's just the average damage modifier based on the accuracy. If you want to find the final damage you should multiply the result by the average base damage of the weapon and substract the DR. All that should be divided by the speed to find the dps. So where does might go? Does it modify the base weapon damage, and multiple the whole thing? Is it possible we can hold an AC to discuss a couple of details on skype? Everything is added together (weapon bonus, strength bonus, talent bonuses, critical/graze bonuses...) and multiplied with the base damage of the weapon. That's what I had with the exception of graze and crits. However your formula does not include might bonuses, and does not include graze to hit and hit to crit accuracy bonuses. So needs modifications. So would graze/cits substruct/add a base value from both base and elemental damage, or only once? Could you please source your information? The DmgMod from my formula includes every mod affecting your damage (if you have 20mig, superb weapon and 20% bonus from some talent then the DmgMod is 0.3+.45+.2=.95) and of course includes grazes, crits (see CD - which is the critical damage bonus). Like I said, it has just to be multiplied by the base weapon dmg and then apply the DR to find the final average dmg. The lashing dmg does a 25% of your total dmg against 25% of the DR of its type. But to simplify you just multiply your final weapon dmg (after DR) by 1.25.
  11. IMHO they all suck, there are better talents to take for a paladin.
  12. Here's a formula to calculate the average damage mod based on your accuracy: =IF(Acc+WAcc>=100;1+DmgMod+CD+WCD; IF(Acc+WAcc>49;1+DmgMod+(CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>14;0.75+DmgMod+(0.5+CD+WCD)*(Acc+WAcc)/100 IF(Acc+WAcc>0;0.675+0.85*DmgMod+(1+DmgMod+CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>-50;0.675+0.85*DmgMod+(1+DmgMod)*(Acc+WAcc)/100; IF(Acc+WAcc>-85;(0,5+DmgMod)*(.85+(Acc+WAcc)/100);0)))))) where Acc = player accuracy - monster deflection WAcc = base accuracy of the weapon (-5, -10 etc. for firearms) DmgMod = damage bonus you have CD = critical damage mod (0.5+any bonuses you have) WCD = base weapon critical damage mod (-.3 for firearms) Maybe you could use it on your sheet to calculate the average damage based on a distribution around a targeted accuracy value, like for the damage reduction. PS. In your sheet I think you can't go over 20DR, maybe your tables should go until 28DR (for people to be able to see what are the best weapons against the adra dragon). This works quite differently, what is the source of this code? Where is DR substracted in the end? This isn't the final damage, it's just the average damage modifier based on the accuracy. If you want to find the final damage you should multiply the result by the average base damage of the weapon and substract the DR. All that should be divided by the speed to find the dps. So where does might go? Does it modify the base weapon damage, and multiple the whole thing? Is it possible we can hold an AC to discuss a couple of details on skype? Everything is added together (weapon bonus, strength bonus, talent bonuses, critical/graze bonuses...) and multiplied with the base damage of the weapon.
  13. Here's a formula to calculate the average damage mod based on your accuracy: =IF(Acc+WAcc>=100;1+DmgMod+CD+WCD; IF(Acc+WAcc>49;1+DmgMod+(CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>14;0.75+DmgMod+(0.5+CD+WCD)*(Acc+WAcc)/100 IF(Acc+WAcc>0;0.675+0.85*DmgMod+(1+DmgMod+CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>-50;0.675+0.85*DmgMod+(1+DmgMod)*(Acc+WAcc)/100; IF(Acc+WAcc>-85;(0,5+DmgMod)*(.85+(Acc+WAcc)/100);0)))))) where Acc = player accuracy - monster deflection WAcc = base accuracy of the weapon (-5, -10 etc. for firearms) DmgMod = damage bonus you have CD = critical damage mod (0.5+any bonuses you have) WCD = base weapon critical damage mod (-.3 for firearms) Maybe you could use it on your sheet to calculate the average damage based on a distribution around a targeted accuracy value, like for the damage reduction. PS. In your sheet I think you can't go over 20DR, maybe your tables should go until 28DR (for people to be able to see what are the best weapons against the adra dragon). This works quite differently, what is the source of this code? Where is DR substracted in the end? This isn't the final damage, it's just the average damage modifier based on the accuracy. If you want to find the final damage you should multiply the result by the average base damage of the weapon and substract the DR. All that should be divided by the speed to find the dps.
  14. All weapons of the same type can be enchanted to have the same damage (provided they have enough crafting points left). Weapons with procs on critical hits are interesting mostly for rogues who can convert normal hits into crits. For a ranger, until he gets stunning shots, Borresaine is a better choice because with enough speed you could hit again while your target is stunned and crit (because you benefit from the low deflection) and stun again.
  15. Lenas Er with high Int, the right equipement and stunning shots becomes the best weapon in the game. You can perma stun only with a hunting bow and that means enemies deflection reduced by 30 all the time, even more with Lenas Er (debuff which can stack multiple times) - in other words that means also close to perma criticals.
  16. Here's a formula to calculate the average damage mod based on your accuracy: =IF(Acc+WAcc>=100;1+DmgMod+CD+WCD; IF(Acc+WAcc>49;1+DmgMod+(CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>14;0.75+DmgMod+(0.5+CD+WCD)*(Acc+WAcc)/100 IF(Acc+WAcc>0;0.675+0.85*DmgMod+(1+DmgMod+CD+WCD)*(Acc+WAcc)/100; IF(Acc+WAcc>-50;0.675+0.85*DmgMod+(1+DmgMod)*(Acc+WAcc)/100; IF(Acc+WAcc>-85;(0,5+DmgMod)*(.85+(Acc+WAcc)/100);0)))))) where Acc = player accuracy - monster deflection WAcc = base accuracy of the weapon (-5, -10 etc. for firearms) DmgMod = damage bonus you have CD = critical damage mod (0.5+any bonuses you have) WCD = base weapon critical damage mod (-.3 for firearms) Maybe you could use it on your sheet to calculate the average damage based on a distribution around a targeted accuracy value, like for the damage reduction. PS. In your sheet I think you can't go over 20DR, maybe your tables should go until 28DR (for people to be able to see what are the best weapons against the adra dragon).
  17. OK, I tested myself using fraps/virtualdub how the reload time was calculated and everything is multiplicative like I suspected. Here are the numbers for the arquebus (used the reload time without the delay you have between actions - which is about 5frames): - 10dex, no other buff - 188frames (base) - 10dex, swift aim (1.5 x reload time) - 126frames (188/1.5=125.3) - 10dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 105frames (188/1.5/1.2=104.4) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 81frames (188/1.5/1.2/1.3=80.3) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time), chant (1.2 x reload time) - 66frames (188/1.5/1.2/1.3/1.2=66.95) The results are pretty spot on, with the differences within 1frame. I may have time to work on this again tomorrow. Could you please give me the full formula including the base value, so I can update my calculations? Attack_Time = ( ( Attack_Frames(Weapon_Loop) + Recovery_Frames(Weapon_Loop) * ( 1 - Attack_Speed_Mod ) + Reload_Frames(Weapon_Loop) / Reload_Speed_Mod + 10 ) / (1 + Dexterity*0.03 ) )/30; where Reload_Speed_Mod = Bonus1 x Bonus2 x ... ie the product of all reload bonuses you have (like they are listed in the game) - gunner (1.2), swift aim (1.5), chant (1.2)
  18. For people interested in ranged weapons - the Speed bonus (x1.2 attack speed) you can find on some of them does absolutely nothing (tested with Hold-Wall and The Rain of Godagh Field).
  19. OK, I tested myself using fraps/virtualdub how the reload time was calculated and everything is multiplicative like I suspected. Here are the numbers for the arquebus (used the reload time without the delay you have between actions - which is about 5frames): - 10dex, no other buff - 188frames (base) - 10dex, swift aim (1.5 x reload time) - 126frames (188/1.5=125.3) - 10dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 105frames (188/1.5/1.2=104.4) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time) - 81frames (188/1.5/1.2/1.3=80.3) - 20dex, swift aim (1.5 x reload time), gunner (1.2 x reload time), chant (1.2 x reload time) - 66frames (188/1.5/1.2/1.3/1.2=66.95) The results are pretty spot on, with the differences within 1frame.
  20. If you want to use the ranged weapon for an alpha strike then go for the highest damage possible on hit. If you're not a ranger or don't have always a chanter next to you and you care about dps then go for hunting bows with penetrating shots. After the last patch the only way a slow weapon can outdamage the best bow is if you have swift aim or a chanter and can greatly reduce the reload times.
  21. Well, I don't understand why people keep talking about paladins being a npc. People who want to play as a paladin do it as their main, I certainly don't care about npc paladins. What I have to say is the paladin is one of the most versatile characters in the game and can deal with virtually any situation. I'm playing as a solo paladin in PotD and I killed Raedric with him at lv4 (and cleared also most of the keep) because of his ability to tank and to kite (speed aura and fast runner is like having boots of speed at lvl3).
  22. I disagree, the best hunting bow by far is Lenas Êr - Rending and Disorienting means it hits harder and is the most accurate ranged weapon you can get (helps also your stunning shots).
  23. Personally I find the warhammer to be the best one handed weapon. There's no monster in the game which is resistant to both crush and pierce.
  24. You should pick the category which is the most resistant to your damage. For an archer it's simple - vessels - they all have high pierce dr.
  25. In theory, using the best items/buffs, a pale elf paladin can achieve by himself 150+defl/refl and 31dr against slash, pierce, burn and cold (without combat consumables/party buffs) which IMO is more than enough to tank him, however I'm not there yet...
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