Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
slashing
piercing
bludgeoning
fire
cold
poison
That just seems intuitively wrong, they are just goblins, not some kind of golem, but there you are.
You get similar resistances with the imps you meet on the nautiloid (except they are immune to poison rather than resistant). That has a bit more logic to it, imo.
Goblin's don't have those defenses in BG3.
And the imps on the Nautiloid have had their resistances removed in Patch 5 Because... people had a hard time with them!?
I'm not implying it happens in game, but I wouldn't be surprised if it does. A good example is gith patrol: they're all level 5, but their stats and health are likely at least level 10 or so. But that's fine because although they "look human", they are "monsters" from the encounter point of view.
but yea those 1, 2 damage rolls are pain in the ass and they happen no way around it, it's part of dice game... You should look at it like this: at least it wasn't a miss, that's what i do and move on...
I found them at the links below.
https://baldursgate3.wiki.fextralife.com/Goblin+Warrior
https://baldursgate3.wiki.fextralife.com/Imp
The one about the imp is from patch 4
Goblins deal normal weapon damage roll+weapon modifier damage.
What OP is describing is just the work of RNGesus
The imps are a joke always were even with resistances no clue how anyone had problems with them..
This is why i wish there was a full tutorial outside of main campaign. That way the tutorial could be better and people who already know the game system would actually have something to do combat wise on the ship.
I have absolutely no clue why you'd take Eldritch Blast and then not take Agonizing Blast or put Hex on a mob, since you're nuking your damage output by default. If you take the right invocations you should have a minimum of 4 damage due to the added CHA mod on damage. With hex that bumps up to a minimum of 5 due to the 1d6, with an average of 12 damage. If Wyll doesn't have Agonizing Blast or Hex, then you should use a different character at this point.
Lae'zel shouldn't use one-handed weapons. She doesn't have Dueling in order to make the damage comparable and since she has GWF she should be using a greatsword. You're going to be dealing around 4-5 more damage on average with normal attacks if you put one on her, which would almost double the damage numbers you're seeing here.
Finally, unless you're just absolutely eating crits, the goblins shouldn't be hitting you for 10+ damage. Could be you're getting unlucky with crits, but that can be solved with some good positioning in order to give them disadvantage on attack.