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Attribute points and Professions- only one choice is valid
As I stated before once you food buff you get 50+ extra str/dex points into whatever you want, making your previous attribute assignments irrelevant if not put into crit hit. Thus making crit hit your only meaningful choice about +24%. Now I realize all the professions are also irrelevant for this same reason. The only meaningful profession; Tinker as you get another 8% crit. So basically all points into crit hit and tinker- gives every class +32% damage across the board. Any other choice is simply less than 32% extra damage and to varying scaling degrees all undeniably worse. Undeniably worse. Developers fix this ASAP.
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Showing 16-30 of 48 comments
Solstius Sep 19, 2023 @ 2:49am 
Originally posted by AgentX320:
discussing about stats is useless just go for cheat engine and give yourself 100% crit chance because playing without cheating is sub optimal
It's also boring as hell.
Solstius Sep 19, 2023 @ 2:54am 
None of the professions are irrelevant. For instance, if you can somehow make 100% Crit without using Tinkerer as a profession, then you'd clearly want Blacksmith or Alchemist for the extra boost to base damage.

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.

Originally posted by " THE BLOODY-NINE ":
Some Brute builds destroyer and smasher etc. are built around a specific weapon, Erkeshet's Mace- Destroyer or Two Handed Hammer of the Guard- Smasher; where the Build is to put All of your Attribute points into STR. to maximize the weapon damage. This should be like an Asterisk to my original post. I'm sure their are more examples.
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.
AgentX320 Sep 19, 2023 @ 5:55am 
Originally posted by Solstius:
Originally posted by AgentX320:
discussing about stats is useless just go for cheat engine and give yourself 100% crit chance because playing without cheating is sub optimal
It's also boring as hell.

i got the point

playing for optimum configuration and crushing the game is boring as ♥♥♥♥
Solstius Sep 19, 2023 @ 8:28pm 
Originally posted by AgentX320:
Originally posted by Solstius:
It's also boring as hell.

i got the point

playing for optimum configuration and crushing the game is boring as ♥♥♥♥
I assumed ya meant using ACTUAL cheating methods for some leeway, not proven methods. Honestly, making use of proven methods is a good way to just keep your plays rooted, but I'd rather venture out from it or at least modify said optimal plays with some of our own twist.

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.
Kruppe Sep 20, 2023 @ 12:17am 
Originally posted by Erebor:
Originally posted by " THE BLOODY-NINE ":
Sorry Cotaks- look deeper into it. First most experienced players figured out the movement buffs- I wont go into here other than movement becomes a joke. Secondly regarding your Ha- yes most people also figured out Willpower is almost never needed as you rarely even take damage as an experienced player- so once again irrelevant and you can also re-roll taverns for recruits with starting 15 WP if you've the time, this discussed ad-nauseam also. So in short the maxed crit hit entirely destroys all other builds-anything else is weaker. Do anything you want with however you add this or that; in the end that same character with the maxed crit hit/tinker compared to that exact same character built your way will absolutely inflict a ton more damage every single time. Please test it before you respond because I truly respect your knowledge and I do not want to get into a debate. I'd rather the Devs look into more logical applications.

Just started the game, I have about 80 hours in, could you please give more explanation about movement buff for late game as I thought I was worth it to add few points to increase it. Thanks
from someone who's got nearly 2000 hours in this game - movement is the key to controlling the battle map in combat - wisdom at 16 is good in order to facilitate the enemy running from combat - crit hit is good as well - but as you increase difficulty note that there is no potion or armour or weapon that increases constitution... what ever you decide is your decision as it's your game...
mrak20105 Sep 20, 2023 @ 12:33am 
"crit hit is good as well - but as you increase difficulty note that there is no potion or armour or weapon that increases constitution..."
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. ;))))
Last edited by mrak20105; Sep 20, 2023 @ 2:45am
Erebor Sep 20, 2023 @ 11:52am 
Originally posted by Kruppe:
Originally posted by Erebor:

Just started the game, I have about 80 hours in, could you please give more explanation about movement buff for late game as I thought I was worth it to add few points to increase it. Thanks
from someone who's got nearly 2000 hours in this game - movement is the key to controlling the battle map in combat - wisdom at 16 is good in order to facilitate the enemy running from combat - crit hit is good as well - but as you increase difficulty note that there is no potion or armour or weapon that increases constitution... what ever you decide is your decision as it's your game...
Very valuable feedback thanks, I just read your guide as well, I'm gonna spend some time rethink the way I play hehe :)
For the record as this topic ( best pick for your attribute points ) is seemingly going in circles: 1- nobody said WP is bad or not best at 15+. Again re-roll your recruits for starting 15 if u want- why spend points into it AFAIC. All my crew have starting 15. 2- Nobody said high movement isn't fantastic, and again so many OP buffs you needn't put more than one attribute pick into it. Attribute pick choices optimally tend to be crit hit unless your specializing into exactly a specific build centered on some skill/weapon. Its great the developers are still working on modifying and changing the game as your attribute picks should unquestionably be dynamic.
All the above is modified by the following layer of complexity: critical damage.

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
Solstius Sep 28, 2023 @ 10:16pm 
Originally posted by " THE BLOODY-NINE ":
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.

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.
I noticed at level 7 your characters get a boost to crit hit. For archers its plus 36 pt's. For ALL other classes " fighters " generically speaking get Six additional points. So that makes the archers the alpha strike and the rest " fighters " engaged in melee. These behind the scene numbers synergize with the combat roles your mercenaries have. If anyone knows the finer details of this math i'd like to read it as i'm sure there's more details to it than i've imperfectly discovered.
Solstius Sep 29, 2023 @ 5:09am 
Originally posted by " THE BLOODY-NINE ":
I noticed at level 7 your characters get a boost to crit hit. For archers its plus 36 pt's. For ALL other classes " fighters " generically speaking get Six additional points. So that makes the archers the alpha strike and the rest " fighters " engaged in melee. These behind the scene numbers synergize with the combat roles your mercenaries have. If anyone knows the finer details of this math i'd like to read it as i'm sure there's more details to it than i've imperfectly discovered.
Just to the Critical Hit? Like how does it get the sudden spike? There has to be a reason behind it. Is it cos of the Dex? Weapons?
IDK. The game buffs your crew at lev 7. It has nothing to do with your gear from my testing. I couldn't figure out what was happening to my numbers, the math never made sense. Then I just noticed this somewhat fixed buff occurred way back at level 7 for everyone.
" THE BLOODY-NINE " Sep 30, 2023 @ 12:00am 
Crit hit for rangers and archers goes up by Dex/7
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.
Solstius Sep 30, 2023 @ 12:50am 
Originally posted by " THE BLOODY-NINE ":
Crit hit for rangers and archers goes up by Dex/7
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.
Thought it was weird. All g
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Date Posted: Sep 16, 2023 @ 5:21pm
Posts: 48