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- fighter: 6+1 attacks hasted on 2d6 greatsword +2 magic + 5 str + 10 gwm = 7 x 24 = 168 dmg / first round boosted by 3 attacks and 6x D10 fighter skills = 168 +3x24+ 6D10 = 273 dmg
- barbarian: 5 attacks hasted on 2d6 greatsword +2 magic + 5 str + 10 gwm + 3 rage = 5 x 27 = 135 dmg
- ranger: 4+1 attacks hasted on 2d6 greatsword +2 magic + 5 str + 10 gwm +d6 mark = 5 x 27,5 = 137,5 dmg
- paladin: 4+1 attacks hasted on 2d6 greatsword +2 magic + 5 str + 10 gwm + D8 smite = 5 x 28,5 = 142 dmg / first round boosted by 5 smites around 5x 3d8 = 142+67 = ~210 dmg
- monk: 4 attacks hasted +2 flurry offhand = 6 on D8 unarmed + 5 dex + D4 elemental + 4 wis = 6*16 = 96 dmg
- warlock: 2 attacks hasted on D10 blast + 5 cha + D6 hex = 2 * 3 * 14 = 82
- rogue: 2 attacks hasted, 2 bonus actions, one sneak possible: on D6 shortsword + 5 dex + 2 magic = 2 x 10,5 + 2x 5,5 + 5d6 sneak = 42+21 = 53
Fighter classes do in general about 3 times the dmg of a rogue and even warlock / monk have about double the dmg.
There are some multiclass ideas like rogue / ranger gloomstalker to get a garuanteed first hit critical and abusing the bad combat system to silently take out weaker enemies with crits.
Ranger alone I very much enjoyed in Div2. I later mixed it with Rogue which made it more enjoyable and I felt like it fit well in my RP world. I'll probs do the same here in BG3.
You can increase your stats by 2 every 4 levels - or pick a feat.
If Larian allowed us to roll stats then I'd play around with feats more. Since that's not the case we are left to using armor to plug any stat gaps or use the increase at level 4/8/12.
It SOMETIMES, very rarely gives you an alternative option in dialogue that changes nothing, and some NPC's may have different generic greeting to you. Nothing more.
Nothing like it was in Dragon Age 2 for example, where being an elf literally meant getting disrespect from everyone.
Races and backgrounds have their mechanics, so you need to understand how a rogue tiefling can take advantage of mechanics.
A thief rogue will rely on high mobility which is... not that important.
An assassin rogue will rely on surprise for massive sneak damages and initiative with an advantage on attack rolls. This class shines early in fights and can consistently hit with the right proficiencies.
An arcane trickster rogue will rely on spells, mostly to defend and support. As it goes to spell level 2, you don't have much to do with that, except when you reach level 9 and can give a disadvantage to saving throw to ennemies for being hidden.
The rogue class is pretty weak overall, far from what we expect from people attacking you from the shadow to inflict a lot of critical hits.
only reason i play Elves in DA:O was to make live so miserable possible for humans. because i play as elf.
You can respect at camp, do NOT restart unless you want other race
Exactly.
I expected to finish the game with three hirelings, since all of the companions were bat sh-- crazy.
Your own character can always be saved.
Just surround him/her with a better SWAT team.