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Each region has it's own scenarios that have a small amount of missions, some loosely related to the plot, some more directly connected and for some you get to decide the outcome.
For the rest, it's pretty much regular merc missions and explore the regions for resources and contracts.
that is interesting you have to backtrack for some missions.
The area is chilled and full of resources.
You'll get a legendary great axe, 2 brawling weapons, 2 one handed swords.
The legendary weapons are balanced.
The legendary brawling weapons are ok, but only shine if your fights take longer than 1 round, otherwise the Brotherhood Cestus is better.
It has 4 new armor Layers, Brooches: +15% crit chance -1 move; +10 dex/str -9 armor and +armor -crit chance.
Unit weapons are mostly focused around either knockback or Fervour (+10% damage, stacking). I like the concept of the throwing spear, but it's common.
Helmet stamps are all passives.
It's quite vast and chill to explore, but a lot of it is water.
Timewise I sailed for 30-40 hours till everything was done.
Moreover, there are a lot of quest, not long ones, but you will have a lot to discover and a lot to do.
A lot of the bonus of the game will appear at time during your game and will always discover a new developpement for your group.
Your group of merc will be able to be customized much more than what you think at start.
The craft is also very important and each job will bring you something.
Sincerly this game is a must have, for myself it has much more to give than baldur's gate 3.
I'm on my first run, first company and i already have 180+ hours of gameplay.
Start your game in Expert difficulty in combat and novice in survive mode ! You will be able to change it if you think it is to easy in survive, but believe me, you will not. And in combat Expert mode even for start is the best.
This guide here lists all class specializations
https://steamcommunity.com/sharedfiles/filedetails/?id=3000270049
Level 3 Tyrant Medium Armor. Gains 2 Rage. Attack Stance: Gains +2 Rage. Def Stance: knockback on last attack
Level 5 Stance Knowldge Each hit deals 2-3%max health as damage or reflects damage
Level 8 Brutal Frenzy: Performs an Attack of Opportunity every 5(4) attacks.
Way longer than that, though, no? Please correct me if I missed something.
The DEX modifier for the legendary weapons' damage is far lower than the Bandit's Katar/Brotherhood Cestus, and the increased DEX doesn't even come close to making up for that difference. Ripper's modifier is 30% per hit (compared to average 45% from Brotherhood Cestus), and the Sippur Katar is 20% per hit (compared to the 45% from Bandit's Katar).
To even hit the same number of times as the Brotherhood Cestus (6 - it actually strikes four additional times, surprisingly, not two as the tooltip implies {I just tested this again in Defense Stance before posting}), the Ripper needs to build up its buff with two base actions before it can, and even then the damage per hit is lower even considering the DEX difference, so it needs an additional turn building that buff just to finally do more damage on Turn 4.
The Sippur Katar, after taking into account the extra DEX, has an effective DEX modifier of roughly 26% relative to the Bandit's Katar. You would need to be a Slayer with the Focus passive at level 5 and the Putrid Oil just to have the chance of eventually catching up to the Bandit's Katar using the same setup (on turn 3-5 depending on Putrid Oil procs in the Bandit's Katar scenario). And that's only in theory. There isn't an enemy in the game that will live long enough for the Fever stacks to build high enough for Sippur Katar to ever overtake Bandit's Katar in damage per turn. All other things being equal, the Bandit's Katar is objectively superior to its legendary counterpart.
The only tangible benefit of these two legendaries over their listed dropped counterparts is the higher DEX increasing the damage of the specialization actions by roughly 25%. And there's the quality of life of being able to upgrade them rather than hope for appropriate level weapon drops from Outlaws and The Brotherhood respectively.
These differences, however, are largely academic, because you are bound to kill most targets just a well either way due to how outrageously overpowered everything about Pugilist really is. :D
Then there's the added benefit, that both legendary multi hit in attack stance, vs brotherhood cestus and bandit's katar having their multi hit in defense stance.
This allows for an additional theoretical 20% damage from Stance Mastery.
So now Ripper is at 56% per hit vs 45%. (Sippur 32%)
To the specifics:
The Ripper works with the legendary champion belt and Focus (trigger both stances on the first attack), the second attack is made in defense stance. This allows to build up 4 stacks turn 1 and adds 2 stacks every turn.
So we are already at 6 attacks turn 2.
With the higher stat bonus we are equal to Brotherhood Cestus turn 2, even without Stance Mastery.
Sippur Katar, as you mentioned, is for the Slayer, and Focus applies 3 debuffs.
What I don't know is, if Bandit's Katar forces the enemy to engage before or after the attacks.
If it's before the attacks Sippur can get 20% bonus damage from attacking from behind, which bandit's then can't, putting it around 45% per hit while keeping the enemy engaged to your tank. (Stance Mastery + attack from behind)
That's why I said they seem kinda balanced and Ripper shines in longer battles. Sorry, wasn't very clear about the last one before.
* if you divide legendary stat/unusual stat you'll get 1.366-1.37. So a legendary weapon has 136% of the stats an unusual one does.
Edit: After thinking about it,
-Sippur seems to be pretty weak and as strong as Bandit's katar best case.
-Ripper has some potential, if you invest a legendary belt item into it.
-Brotherhood Cestus is broken and outperforms any other weapon. It gets 4 extra attacks if the enemy is already engaged and it gets 4 extra attacks if you taunt/attack the enemy before using the weapon attack.
I think you might not be taking into account base DEX, which while small, makes a surprisingly significant difference. Using max level stats for comparison, true base DEX for Pugilist is 33 - potential non-random flat value bonuses being +10 from Alchemist or +4 from Thief, +12 from Colossal Falcon layers, and up to +26 from levelups. So "base" DEX (before weapon bonus) can vary from 33 to 81, with more "base" DEX favoring the weapons with lower stats.
With a base DEX of 33, the DEX values with a fully upgraded legendary and one of these drops are 176 and 137 respectively. A bonus of ~28%.
For the Ripper, this makes its relative DEX modifier ~38% (1.28 * 0.3 = 0.384) when comparing to the Brotherhood Cestus which sits at 45%. I'm actually not quite sure how you got 47%, since even if you don't take into account "base" DEX we're looking at 41% (1.35 * 0.3 = 0.405) - did I miss something else?
(I goofed a little with the relative Sippur DEX modifier in my last post - it would be roughly 26%, not 25%.)
With this, even with the Trophy of Legends, it'll take until the second base action of Turn 2 to overtake the damage of Brotherhood Cestus (or Turn 4 without). Turn 3 or later, though? Oh, boy. Nothing could compare. Great legendary if you're building a deliberately tanky troop.
With Stance Mastery Ripper's relative DEX hits 46% - just barely higher than Brotherhood Cestus. But...then it misses out on Brutal Frenzy from the same tier, which will push the Brotherhood Cestus damage even farther, requiring the Ripper a whole extra base action before it can catch up compared to what I wrote above.
You could take Class Specialization to remedy this, but not having to take Focus at level 5 means the Brotherhood Cestus can do the same to take Personal Challenge and Adaptation for an additional free AOO every turn on top of Brutal Frenzy while getting 4 rage every turn after the first, extending how many actions it takes the Ripper to catch up even more.
Bandit's Katar has a modifier of 40-50% just like Brotherhood. If you choose the Slayer specialization, it is superior even to the Brotherhood Cestus. Focus lets your Arterial Precision apply 3 debuffs, Taunt allows for a definite 4'th, a Putrid Oil allows for a very likely 5'th. With 5 debuffs, it attacks one time over the Brotherhood Cestus for the same damage per hit. In addition, since Bleed is one of those debuffs, the Bleeding Oil (and belt) can also be used for ridiculous numbers in bonus damage.
The Bleeding Oil is what actually makes a massive difference. When used with the belt and attacking 7 times, you have a 50% chance of applying it at least 4 times for 100% of the enemy's health in damage once you have the Bleeding Mastery knowledge unlocked (or a lesser but still massive amount from bosses). It also allows Slayers to just 1-turn bosses with their bravery, Trashing.
In practice, this makes the Bandit's Katar stronger in cases where the Brotherhood Cestus might not outright end the enemy, like bosses or very heavy tanks. But it also shoehorns the Slayer into needing to use both their specialization and base action on the same target.