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Αναφορά προβλήματος μετάφρασης
they wouldn't stack for me no matter what way i made the multiclass. Monk first or barbarian first they both just went with whatever was highest.
Legendary Helmet +1
Cloak Of Protection +1
Ring of Protection +1
Boots that give AC +1
Warding Bond Spell +1
Shield of Faith +2
Legendary Viconia Shield +3
Bard Gloves that give AC +1
Very Rare/Legendary Armor (Medium and Heavy) which put your AC in the base 17-21 range.
20 Dex +5 AC, which one Very Rare Medium armor allows to stack.
So in total 11+17+5 for Medium Armor. or 11+21 for Heavy Armor. Both give 33. And this does not include Weapons that give AC, buffs from niche class specific skills/spells etc, buffs from potions, which can bump it further.
On Balanced, 25 AC was enough for my Paladin to solo tank Moonrise Tower Assault.
With Tactician, that is harder, because of the +2 to Attack Rolls (which is a 10% increase to hit). So 27 AC for tactician is more than enough for 90% of Act 2-3 fights, except boss fights, where small arenas force the AI to hit your weakest char, so CC spells to block enemy routes is important, unless they have misty step/fly. Otherwise, space out your companions, toss your tank into the fray, and let your glass cannon wizard and/or rogue ditch out damage from afar with AOE spells. Evocation Gale is OP in this case, with Life Domain Shadowheart nearby to heal, just in case.
A backline support could live with less, 16 could be a problem if you let opponents get to you, and there are some hazardous on hit effects in Act 3
Though it is very easy to just slap a shield on casters since staves are versatile for some reason, and with a layer of dex 14 you can already be good on human casters with light armor + shield
But I have understood, that on tacticians, enemies get bonus to their attacks, so on normal, around 20 prolly is working better.
- mage: 18 dex (4) + mage armor (3) + AC bracer (2) + any AC ring/boot/glove/cloak (1) = 20+
- cleric: heavy armor (20) + shield (4?) + ac accessoire (1) = 25
And so on. In general it's more important to kill enemies faster. For example Larian included a few strong / overpowered items like ring with advantage on melee or improved bless staff with up to 40% hit chance bonus (2h fighters with great weapon master +10 dmg -5 hit can still hit with easily 90%+ hit chance).
For mages there are broken items like a robe which adds the main attribute to every single hit (Eldritch Blast every single hit gets anothert +6 dmg).
I read often enough on this board that people really suggest to use dual wield or other crap which doesn't come near to these listed things and then are complaining that the normal difficulty would be to hard already.
It really helped against the steel watchers, where I could AC tank them. On tactician, I think a 37 is good enough that most enemies, including bosses, need to roll a 20 to hit you. It's not necessary, but it's possible and there are a couple of fights where it helps a lot.
Nah, Paladin nukes with big swords, but dual wielders are just fine. Ranger/thief for example can dual handscossbows, with he can have 5 attacks per round every single round. And if people are tanking, he make make some of those sneak attacks. Where the chaming part of having many weak attacks, is just those items, and some spells.
My guys attacks are now 6-11 from the bow and dex itself, but gloves give +2, acid ring +2, ring of consentration 1-4, and jewlery of poisoning 1-6 extra damage. So total its base 12-25 ranged dmg attacks + even more with sneak attacks and criticals, 5 times a round without any rare tricks that require long rest. Paladin crits are about equally good, but not as versatile imho, because you need to "waste" an attack to low hp enemy sometimes.
It means little since there's magic and AC only matter early and midgame.
Baldurs gate 3 doesn't go all up to 20
At late game 17-20 level AC has no effect.
Natural 20 is hit. 19 AC If attacker has 0 bonus.