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If you want to build a pure-Tank unit for the long term where specific contents demand it, then Cook, Bard and Miner are crucial for those extra Constitution and Willpower.
1st part is understandable. Smashers requiring the Legion Hammer? They don't need it as much now with how their signature skill was given more leeway after the rework. That and Bleed Oil is also a thing.
i got the point
playing for optimum configuration and crushing the game is boring as ♥♥♥♥
For instance, to betr optimize performance in the long term, everyone wants their Mercs to have the ideal traits like Bloodthirsty, Solitary, Quick, etc when they begin the game or when they recruit em. After awhile though, I'm sure most people would've noticed that With the exception of Quick, all of those optimal traits become redundant in 1 or more ways. Like, Bloodthirsty becomes less relevant depending on how the unit is developed and geared. You'd rather have your Archer or Ranger have Nimble for extra damage instead of Bloodthirsty cos those 2 classes have such an easy time hitting the 100% Crit Rate threshold with or without going Tinkerer.
Why doesn't it exist? ""Seafood with meat on a skewer - body type 15% and profession chef. It just doesn't make much sense. At least 100% required
Speaking of health, there is also a medicinal oil that restores 20% of your health. There is only a 50% chance that it will work, and it will be of no use, because 20% will not save anyone if there is already no defense and armor, and there are still 2 reinforcements of the Inquisition in front. ;))))
Critical Damage: You gain an additive percentage increase to your damage on critical hits equal to your Strength/Dexterity^0.6/100 (maximum +30% critical damage)
So in other words your critical damage caps at plus 100 %. when purely looking at character traits and attributes. This becomes critically important as you will see below.
When you add gear, pocket knife wolf ribs/food then your critical damage can go up to 150%.
Now your critical damage starts at plus Twenty as its base value at level 1. Then another Ten if you picked " slap games" for your destiny. Followed by another Six points at level 7 ( and for archers this is plus Thirty six ) and then an additional 1% for each " crit hit % you added for attribute picks. Followed by adding the percentage bonus for traits like bloodthirsty etc. And finally ending with a modifier percentage of your strength or Dexterity. All that being said and admittedly complicated, the bottom line is the Critical Damage is CAPPED at 100% ( again up to 150 with bonus gear food).
Here is the key important point: your "Crit hit " is considered " capped " at about 95% bc putting additional attribute picks into Crit hit becomes a waste as it is no longer adding to your Critical damage- again already capped at 100% in addition to very little difference between a 95% chance to crit and a 96% chance.
This occurs at level 10 for an Archer: you have about a 95+ chance to crit and you are maxing your crit damage at plus 130-150. So that leaves you with levels 11 and 12 as somewhat extra attribute picks you can put wherever as you have already min/maxed it to the limit with Tinker as your profession and your first 10 picks going into crit hit ( again 15 willpower- is an easy recruit and movement is easily attained ). Please note that if your at 95+ % something like sharpening oil on your bow is no longer needed as it becomes redundant and you now have the freedom to experiment with all the other oils
Finally if you want even more, or an additional " 7.5 levels of attribute point picks " simply eat the delicious stuffed cabbage for + 15 crit hit on every rest and this gives you a bit more freedom if you want to put points into Dex ( even though some daggers are like plus 150 dex ) or even constitution.
For the fighter classes you really can't max your crit hit % into the 90's bc they are starting with 30 basis points less. Here you are building around a weapon OR in general putting the majority of your picks into crit hit, some movement and again Tinker is literally almost always best.
I noticed the above posts ( mine ) had a glaring deficit and are somewhat confusing without adding in the critical damage specs and this info needed to be added to the discussion. Thanks
Wait a minute. What ya mean the Fighter class begins with so base points less? This is the first time I've ever heard anything about this.
crit hit does not go up for STR based mercs bases on any increased STR
Crit hit " trait bonuses " ex. tormentor +5 only appear if your holding a weapon
My above post on a "buff " at lev 7 is mistaken/not correct, its the increasing DEX for rangers/Archers divided by 7.