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well, it depends on the enemy. some enemies, like the Wild Hunt's entire crew, have armor. some enemies like drowners don't.
I personally wouldn't go over-board with stacking 3 armor piercing runes, because its really not that necessary.. but have fun experimenting.
Like the guy above said don't go using AP runes, same goes for seeking out a particular sword just for AP. But if you manage to get or make a good sword/armour that has AP as a default stat then it won't hurt. In other words if you have a decent amount of base AP say 50-100 then getting more will have diminishing returns.
there's a pretty good explanation there that basically proves just what Dantes and Crumb have said. There's a couple of formulae that show AP to be pretty worthless after a while. basically by the time you can craft the best AP runes, you'd be better off using something else anyway.
For a sign build I use Veles that boost magic, though I like to throw in the odd freeze/poison/burning rune, more to get the occasional difference in the graphics when murdering things than anything else.
I do have a mod that improves runes a bit to make the immense cost of crafting the things more worthwhile, but even then AP is probably one I'd steer clear of late game.
I'm also testing a mod that un-nerfs a sign build at higher levels. That'll be interesting.
My go to on my swordsman is just attack power, unless in find a weapon with already good levels of something else (like the 35% bleed sword).
That's ♥♥♥♥♥♥♥ stupid; it's not the combat system, it's the damage and leveling system. What does the enemy leveling button do in the options? Make them match your level? Do different enemies have different levels depending on area?
correct, enemy upscaling turned on(from the options) will 'upscale' & match the level of any lower level enemies with your current level. Higher level enemies will not be adjusted.
and yes, depending on the area, enemies with have different levels. some higher, and some lower.
The only downside to enemy upscaling is that certain "boss" fights or encounters the enemy will be overpowered if its upscaled to your level, such as the djinn fight or something. In the normal game it isn't tough, but that djinn leveled up to your level 25 character now suddenly can 1 shot you through your level 25 armor/defenses where as before it wasn't difficult. So far there have been 2 times I had to turn off "upscaling" in order to beat the current quest boss/monster.
But for the rest of the game? to me, a no brainer.
It only really sucks when you have a game unbalanced in the opposite direction like Fallout's GURPS was and within 20 hours you're a walking tank, a genocide machine taking down whole villages, but at least you had plasma weapons and power armor to justify it. I guess well done it can add to the realism, because you wouldn't expect a witcher to have superpowers a week later and start taking them out like nothing, but instead to remain dangerous.
Rather just avoid the grind though, and not feel like level1 enemies are now level 30 just because an artificial scaler. It's also probably because I'm so used to games scaling the enemy threat with you, like how you start with mini enemies and trash mobs, but as in XCOM2 they eventually become things you say "♥♥♥♥♥♥♥♥♥" out loud the first time you see them. Imo, that's the way enemies usually should scale, not just making a rat or wild dog level 30 with only damage/toughness stats changed.