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Agreed. Definitely a keeper. Make sure to keep morale up and when he goes nuts in town because he’s drunk slap him silly. As long as morale for the team is good at the time he should stick around. Nice pick up IMO!
I don't like the trait but this is still an excellent merc. He would make a good 2h guy, hammer or sword, front flank with underdog once he's safely trained and armored. This is an unusual case where I'd consider keeping drunk since he may need resolve more than melee attack and then the damage bonus helps. Events for drunks are predictably not good.
Drunks have random events where they lose a random weapon or hurt themselves. When they lose a weapon you can choose to whip them which may get rid of drunk, and is likely to make them angry. Angry mercs have a chance to leave, so if you decide you want to get rid of drunk, keep some happy powder around (crafted from necrosavant and alp parts) and use it after you whip if he's angry.
Reasonable depends on their role and weapon. 80 is passable for a sword, pike or spear but too low to be optimal for a dedicated attacker's weapon without accuracy assistance of sword/pike/spear/flail. A sergeant or tank has lower attack needs since they fill roles where resolve matters even more.
This guy will probably hit 87ish with drunk. 10% damage is a fairly minor benefit, and resolve is good to have. For this guy I'd say net positive esp with sword. 92 vs 87 is pretty noticeable for a hammer, mace or axe, in my experience. For most attack-oriented mercs net negative, even before considering the annoying events.
Of course, you can lash it out of them afterwards, but they may leave if angry enough.
When I have a drunk I keep the most important equipment on the mercs including reserves. They seem to lose stuff from the stash and not thing held by mercs.
Let's say you had 85 melee skill and were fighting an orc warrior, with 200 hp, 300/300 armor, using a orc metal shield, with standard melee defense
You are using a Winged Mace with 35 to 55 damage, 40% armor piercing, 110% damage vs armor and 25% chance to hit head. No duelist or double grip.
Ignoring hit chance, you are expected to kill the orc in 12.42 swings
So the question is, once you factor in hit chance, does drunkard make you kill faster or slower?
IE: you hit 5% less but your damage number is bumped up by 10%
(This becomes significant when evaluating weapons, because current simulations don't give weapons like flails and swords credit for their bonus to hit)
Would I even use something that took 13 hits to kill something besides the kraken is one question.
The issue is that overkill happens, and I take less than 10 hits (probably 4-5 with 2h hammer and 2h sword vs orc warrior) to kill most things, even orc warriors. So a 10% bump will rarely make any difference at all. 25% can, but if KF was 10% I wouldn't use it.
Due to the % bonus I try to make them 2h bros if possible - obviously the more base damage, the more you get from the bonus. I think its always fun to use the occasional huge drunkard 2h glass cannon bro.
Been a long time. No drunks this run so far. Pre-DLC the attack for sure went up by 5.