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回報翻譯問題
The biggest issue is that, in EA, eldritch blast can't get it's second beam which would be at lvl5, aka one level above max level in EA which would double it's damage, meanwhile rogues or fighters get a bit more gradual damage increase, especially rogues getting a second sneak attack dice at lvl3.
Since cantrips scale based on CHARACTER level and not CLASS level, at the level eldritch blast should be firing two beams at a time, now with quicken and action surge you can use eldritch blast twice, meaning you have 6d10+CHA by default.
Now add Hex damage, which should do 1d6 per hit. And now you have 6d10+CHA and 6d6 on hit on a turn. Meaning you just did an upwards of 120 damage in one turn, and can then probably do a 4d10 + 4d6 in subsequent turns.
Meaning you just solo-killed a red dragon in about 3 turns, to put it in perspective Red Dragons are CR14, CR = Challenge Rating, which is the recommended level for a FULL group of adventures to fight .
tl;dr - in theory eldritch blast is so overpowered within given context that you can solo a fight that requires a full party of adventurers almost 3 times your level. To make no mention that force damage is a damage type that very little monsters have resistance to.
Now, if you somehow add Scorching Ray into the mix instead of Eldritch blast...
The 60 damage is accounting for Agonizing Blast Invocation.
The game's max level is already stated to be level 10. So, no. It won't scale well.
Hex affects saving throws, not damage.
Action Surge is not available to Warlocks.
Agonizing Blast is a modifier to the beam, adding your CHA bonus to the + roll.
2. It's available to fighters at level 2, and before you go on about quicken, it's available at 2 for sorc.
3. Agonizing blast adds your CHA to a hit, Eldritch Blast adds more hits per level, not more damage dice.
I've been doing nova strats for a long time dude, I know what I'm talking about.
1d10+5(agonizing blast)+1d6(hex)+6(hexblades curse) * 4 = 108 damage max. For free with no resource expendature other than 1 spell slot you cast at the start of the day (hex).
+5d6(branding smite)=138 damage max which you can do 3 times per short rest.
Even just average damage is 80 average or 97.5 with a branding smite. That's maaaaaaaybe a little behind other classes at really high levels but not by much. And it falls off after level 11. This game is only planned up to level 10 based on what they said in the AMA.
So what you're saying is, when supported by other classes, it can do your strategy. And only midway through the game. And only after about 6-7 months of development for features not currently there.
Great, so we'll maybe be able to see this after a year. Thank you for your talk on maybes of maybes
Early game Eldritch Blast is beastly. It's a 1d10 force damage cantrip at level 1 with an extra +1d6 once they add hex in. And then at level 2 it's a 1d10+Cha cantrip (+1d6 once you have hex) making it the equivalent to a longbow with better range. Then at level 5 it's 2 1d10+Cha(+1d6) beams which is the equivalent to a longer range longbow with extra attack. And then if the game gets to level 11 you get 3 1d10+Cha(+1d6) beams. Which is basically a ranged fighter with their 2 extra attacks plus a discount sorcerer on top of that.
Plus you can push/pull foes around the battlefield screwing with their positioning.
And that's if Larian don't add Hexblade which stacks extra flat damage on top of all that with Hexblade's Curse.
I really hope you can go higher than level 10.