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
IMO the VP regeneration is the biggest one, because you can pretty easily build your team to consistently regain a VP on most turns, making it easy for characters to use 1 VP skills while remaining 'neutral' by the start of the next turn. It's very difficult, however, to use a lot of 2 VP skills on a sustainable basis. I would be much more interested in skills like Cutting Maelstrom and Laceration with this kind of effect. Of course, those are also the characters who get the most benefit out of the Tule Charm (10% flat damage is A LOT)
I don't like Bleed very much because I think it's generally your objective to minimize how many turns the enemy is allowed to take in the first place, usually only allowing their most tanky and least-damaging members to take actions, and then when you're killing those ones you have huge numbers advantages over them because all their friends are already dead. Ditto poison; IMO the main reason to use those effects are things like Viper and Strongblade which turn them into proactive damage. Having an enemy pick up poison and bleeding from being caught in an AOE effect and then being able to kill them with a character who normally struggles to kill a target entirely on its own because Strongblade will attack 3 times in a row can really be pretty valuable; it's certainly strong when you're burning down champion types.
Its unfortunate how bad things that require setup are in this game, since you don't control (and can't really predict, outside of the info bar about the next several turns) what order your enemies will get to act. This is compensated by being able to act your own team in any order, of course, but most of the time at the start of battle I am portioning out my characters based on which enemies or enemy groups I want them to kill on their turn, and you don't necessarily know what order those enemies are going to have to be killed in (since it will be determined by when they come up in the attack order). This makes strategies that depend on another party member acting first (like setting up bleed/poison for Strongblade or Viper) a lot more dicey, because there's no guarantee you'll be able to do that without giving the target the opportunity to take it's turn unhindered - something you're usually trying to avoid.
Extra VP gain is really synergistic with this, because it lets you deal more damage consistently with more powerful abiltiies more frequently; on the other hand, effects that are randomized (50% activations on oils in general, or the 50% chance to do 50% extra damage, or crit rates that are moderate but not dependable) really aren't because you don't want to end up in positions where you can only kill the target if you're fortunate and get the crit/oil activation. "This thing will get free action if I don't crit it/my oil doesn't activate" is are situations that I spend a lot of time trying to avoid. This might be my background in card type strategy games: minimizing variance is something I always prioritize, and oils are the essence of variance.
Also, no answers to the specific questions at the end of the OP?
I haven't tested all the oils, but from what I've seen it depends. Obviously the ones that apply DOTs happen later; but many others activate immediately; there's a whole Tracker weapon line based around 'this attack has a 100% chance to activate your oil' and then having that oil bonus for the rest of the turn, for instance, and you see NPC trackers use it (like during Ludern storyline when you have the Master Tracker as an ally if you side with them)
I find that ignoring armor is not that relevant unless you're doing enough of it to kill things - it doesn't matter if you did 80% of their health through their armor if you still have to punch through it to deal the last 20%. That benefit only really exists if you can somehow add up to 100% health with it, which is very difficult to do with anything besides Splitter's special effect.
This game has a lot of mechanics that primarily serve to help enemies make things more difficult for the player via attrition. I think poison/bleed are among those kinds of mechanics. You probably won't die from them, but you can take enough damage through your armor from them to acquire injuries. Since enemies don't have any mechanics like that, they're not different from regular damage unless you can somehow do enough to get to 100% health, which is pretty difficult given how much you need to stack them to do that - except for Bloodshed, which is a flat number and not a percentage, and so you can easily get situations where you whack something with 140 armor and 90 health for 100 damage with splitter, and then it's just dead after it's turn due to Bloodshed. Poison and Bleed just, in practice, almost never do that because you can't stack them fast enough.
With the full release there are many more options but they are more like sidegrades or weapon specific.
I got the sword that hits the enemy as many times as dots they have so i put the 50% poison oil on it, it can apply it even if you hit with the shield.
The fever oil is nice with the 4 overwatch shots from the archer.
Sadly, you really need to go out of your way to get all the weapons that can upgrade then experiement
Good point about ignoring armour. I guess that DoTs looks fancy and, because it's so annoying as a player, I kind of want to return the favour. I still think it has some uses when put on AoO, bleed at least does a little, poison is far too weak to be worth it. By the way, bleed doesn't stack. You either bleed or you don't, you can't bleed twice.
I'm debating between putting bleed and infectious oil on Splitter, because if I'm going to have to wait for Bloodshed to kick in anyway, it makes sense to go all in on that path.
@Bankipriel: In what way is the doubling guard oil bugged? Isn't guard capped at ~70% anyway?
Anyway, critical oil and oil of the brave seem to be the most popular, perhaps unsurprisingly.
The Duelist has sharpening and Fortifying Oil (50% to reduce damage taken), haven't found the opportunity attacks oil or unstable oil yet.
Barbarian has sharpening and Misty oil (50% to deal half damage to "enemies next to the target". Need to test this, because if "next to" means touching bases then it probably won't be very useful.
Then, there's the question of what to do for mercs who have two weapons on level 10. I'm guessing only the oils on the active weapon matters? In which case brave on the one with the highest str/dex stat is an obvious choice. For swordsman and warrior, I'm going for one AoE weapon and one single-target weapon - I'm thinking reduce guard on the single-target one and maybe misty on the other (whichever doesn't have brave)?
But at high levels imagine dealing 200 damage on a hit and that oil activating, doesn't matter if that foe has 400 health or 200000000 health. They're dead at the end of their turn.
That's not how it works. It does damage for damage, not damage for % damage. It's basically like a weaker version of the splitter axe. IE: You do X damage with infectious oil. There is a 50% chance to inflict a status effect that will do X/2 damage on the target, at the end of the target's turn.
You get it in Drombach IIRC.
So I've tested it, and it's definitely not 100%. Looks like 75%, although I got a little lower than that, it's probably just statistical noise. For "The Brave's Oil" at least. The belt essence is thus only half as good as the oil in terms of average VP generation. But, it's still waaayy better than the other belt item that gives you a 5% chance of a free VP at the end of a turn (about 10x better, assuming you use an average of 2 VP skills per turn with that merc).
Harpooner with Officer Pilum (bleeding oil + Paralyzing oil + Bleeding oil conc.) - With the ranged attack you can slow down rows of enemies and you can use the slow debuff to do hit and run attacks on enemies. The multiple hits from the weapon can each trigger bleeding letting the Harpooner nearly solo bears, elites, ect if rngesus is on your side.
Hunter with War Bow (Sharpening oil + Perforating oil + Quality Projectile belt) - Shoot things dead, simple as.
Destroyer with Erkeshets Mace (Strength oil + Perforating oil + Pocket Knife) - Autocrit smash things dead, simple as.
Destroyer with Purgatory (Acidic oil + Hardening (fortifying) oil + leather straps) - Pointlessly spread fire everywhere while wondering if Hardening oil even works.
Wrongdoer with Lucilla (Paralyzing oil + Perforating oil + Back Brace) - Launch enemies across the map, 50% chance they wont be a problem next turn. Mostly just good for a laugh.
Cutthroat with Viper ( Putrid oil + Unstable oil + Whetestone belt) I'd prefer Poison oil instead of Unstable oil if I could find it, Unstable oil is still good because of Frenzy's multiattack though (assuming they even survive Frenzy.)
Poisoner with Kruppe's Saex (Sticky oil + Brave oil + Brace oil conc.) - Poisoner is pretty skill heavy so getting points back really helps, sticky + the knifes bonuses let you make some risky attacks to protect another unit or finish off an enemy.
Strategist with Inquisition Cinqueda (Sharpening oil + Unstable oil + Pocket Knife) Class doesn't matter really. Find an enemy with a bonus and turn their kidneys into swiss cheese.
Swordmaster with Inquisition Knights Greatsword (Sharpening oil + Sticky oil + Stiletto belt) - I'd prefer Conversion oil and its concentration to counter the health drain over sticky oil if it even still exists. Just run into groups of enemies, strip their armor off with the basic attack and them mow them down with Laceration.
Sentry with Brotherhood Knights Greatsword (Putrid oil + Unstable oil + Putrid oil conc.) - With light armor this faction always inflict vulnerability. The sword has an AoE that inflicts fragility and you have a chance of adding fever on top of that. I like sending the Sentry into a group to debuff it before I wipe everything out with my swordmaster duo.
Beastmaster with Sleuth (Putrid oil + Brave oil + Brave oil conc.) - Need to spam skills to get the most out of a beastmaster so brave oil is an obvious choice. Sleuth initiates attacks like Attack! so Putrid oil could be useful. Taming arrow will debuff your own animals with a fever stack too, but I've never found the debuff to be a problem.
Beastmaster with Hunter's Bow (Perforating oil + Brave oil + Brave oil conc.) Same deal as the other beastmaster but with Perforating oil to make the most of the free crits.