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1.) Int decreses the chance enemies resist spells? I did not know that, good to know!
2.) If one wanted to play a spell sword (i.e medium/heavy armor, melee weapon) would you suggest Cipher or mage? I am thinking Cipher might be a better fit overall than mage for this purpose.
I'm running 20 dex (with racial bonus), 16 con 4 per 9 res fire godlike.
I'm not too far in, the eyestrike and the antipathic field are the nicest spells so far. Deflection is not stellar due to the 4 per but the eyestrike helps tons.
2) Well I chose the Cipher because I always played as a multiclass fighter/mage in baldur's gate so I do suggest Cipher, but go with light armor (-15% speed reduction) it has 5 DR with fine enchantment, and is you get one that has +2 lore and+2 Int in the Endless Paths (lvl 6 I think)
1) No, it des not. It affects AoE and duration, and adds to your Will defence.
2)Probably better with a cipher, but you'd have to build to take into account being slower from the armour.
I felt like staying away from Min/Maxing which is a trope in D&D rulesets I always hated in terms of roleplaying. It isn't needed for my build nor do I suggest it other than lowering your constitution slightly as it scales with your class based on a percentage, which is much less dramatic than a fighter for example which has a very high Endurance and health pool and gains per lvl. The defense ratings shouldn't be in the negative if you're looking for a potential survivable build, but let me know how that turns out ;)
Feliscon is right,
Here's how that works
Accuracy: Accuracy is your characters general chance to hit. This is influenced by your class and level, or by talents or temporary magical effects.
Accuracy is compared against the appropriate defense for a particular attack. The result of that comparison then modifies the roll.
For example, in an attack against the above wolf I received this roll:
Accuracy 25 (Me) - Deflection 27 (Wolf Defense) = -2
A d100 roll of 52 + -2 (The result of the comparison) = 50 (Total)
50 (total) resulted in a Grazing Hit.
The Thresholds for hits are as follows:
15 or Less = Miss
16 to 50 = Grazing Hit (50% Damage and Duration)
51 to 100 = Hit (100% Damage and Duration)
Over 100 = Critical (150% Damage and Duration)
Courtesy of Caelinus
I'm against min/maxing generally as well, but soloing a game is not about roleplaying, its about figuring the system out :)
How works ciphers resource development?
I mean it depends on hit or on damage?
If its depending on hit, it would not be better to use some fast weapons than 2h?
Maybe dual welding?
- dual silettos for fast attacking /fast focus
- Estoc when the DR is just too high
- hatchet+shield if you need survivability first and foremost.
Vs. solo enemies dual silettos are the best. You can permastun the enemy with that lvl2 spell (forgot the name), get enough focus to cast again, repeat.
In any case, get the Dx up to 20.
take note that Dex/Percep and Int/Res balance each other out.
You can 5/15 each of those pairs to completely negate the negative save-roll bonuses, and they compliment the 10%/15% buffs across the board.
(example, 20 might 18 con 15 dex 5 pre 5 int 15 res on a fighter makes for a fast swinging heavy duty tank)
The gun (Blunderbuss) I mainly use for emergency power refills or when I am goading enemies in a choke point but find them out of Melee reach with my Cipher ( your tank and off rank should be at the forefront if executing that strategy. In that case I can shoot them with a weapon that can not only hit with DR Bypass (lead spitter has 4 base bypass + rending which gives an extra 3 bypass) and can restore powers quickly because of the many pellets (6 hits per shot). Since all firearms are slow to shoot and slow to reload, this greatly maximizes the efficiency of every shot.
If you do decide to go without guns there are many alternatives. What I highly suggest is to fund a weapon that has increased speed both passively and with an enchantment (best option is the hunting bow). Get the quality to exquisite + damaging 2 in order to maximize damage. With the build I suggest you a only will be engaging enemies in Melee, however it is important to have flexibility at all times and find a way to synergize well with you class abilities (In the Ciphers case powers).
Lastly, guns are usually good for one shot off in order to quickly restore power (with this build), never initiate combat with a weapon as you don't receive the soul whip extra damage and never more than one shot because the reload time + recovery time (even with 20 dex) Makes it inefficient when trying to maximize damage output.
Hope that helps.