Divinity: Original Sin 2

Divinity: Original Sin 2

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Do warfare points effect bows and crossbows?
THX
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Showing 1-15 of 28 comments
Atma Oct 1, 2017 @ 3:25pm 
Yes, Warfare effects all physical damage, and is the best investment per point that you can make for any physical damage dealer.
Holographic Oct 1, 2017 @ 3:26pm 
Awesome thx!
Dr. August Oct 1, 2017 @ 3:51pm 
Needs a nerf. Apparently it's too good to the point where you hurt any physical build by not taking it.
FieserMoep Oct 1, 2017 @ 3:52pm 
Why?
You know you can pick warfare without a problem and "multiclass"?
In fact the game is designed for that.
Morgian Oct 1, 2017 @ 4:04pm 
And why would a weapon build not take it? It is the equivalent to the elemental skills for damage.

(Ok, my archer did not take it, since I did not realise at the time that it would work with bows. I would probably have invested in that instead of ranged skill to pick up one or two Warfare utilities.)
Atma Oct 1, 2017 @ 4:52pm 
Originally posted by Dr. August:
Needs a nerf. Apparently it's too good to the point where you hurt any physical build by not taking it.

Well, magic builds don't need to invest any points in the weapon skills.

Why would you not invest in the only school increasing physical damage as a physical damage dealer?

There's a reason it's included in 4 of the class presets.
Sai Kyouji Oct 1, 2017 @ 4:57pm 
It also affect a few magics that deals physical damage like corpse kaboom
Warfare does exactly what its tip says it does "physical attacks deal 5% more damage". It doesn't need a nerf you people just cant read. Huntman increases all damage from above, geomancer increases all poison(even poisened blades), pyro increases all fire etc. Just read the damn tips so you aren't confused why warfare is affecting physical you dolts.
Atma Oct 1, 2017 @ 5:12pm 
Originally posted by Eternal President Uncle Slam:
Warfare does exactly what its tip says it does "physical attacks deal 5% more damage". It doesn't need a nerf you people just cant read. Huntman increases all damage from above, geomancer increases all poison(even poisened blades), pyro increases all fire etc. Just read the damn tips so you aren't confused why warfare is affecting physical you dolts.

To be fair, the weapon skills also say they increase damage by 5%, but Warfare acts as a multiplier at the end of the damage equation, making its 5% far more effective than the weapon skills.

That's not really shown anywhere and it's easy to be confused.

But once you know how it works, it's pretty easy to understand, as the elemental skills also work this way.
Fork_Q2 Oct 1, 2017 @ 5:16pm 
Warfare aside, I think physical damage itself needs a rethink, perhaps even a nerf.

Physical damage is boosted by three stats: strength or finess, warfare and one of the three weapon skills: one-handed, two-handed or ranged. Damage dealing spells only has Intelligence and the school of magic itself. Very few spells use warfare to boost damage. On top of that, I've come across very few enemies with any physical resists, I think there was a boss enemy at the end of the third island? I can't think of any others.
FieserMoep Oct 1, 2017 @ 5:17pm 
Phscial is simply damage. That is its job.

The magical schools ALL bring utility and buff tools, that is why they do not compete in damage.
Atma Oct 1, 2017 @ 5:20pm 
Originally posted by Fork_Q2:
Warfare aside, I think physical damage itself needs a rethink, perhaps even a nerf.

Physical damage is boosted by three stats: strength or finess, warfare and one of the three weapon skills: one-handed, two-handed or ranged. Damage dealing spells only has Intelligence and the school of magic itself. Very few spells use warfare to boost damage. On top of that, I've come across very few enemies with any physical resists, I think there was a boss enemy at the end of the third island? I can't think of any others.

Actually, spells scale based on LEVEL, Intelligence, and spell school, which is 3 things.

But physical damage scales on 4 things, you left out weapon damage. Wands and staves also scale based on weapon damage, but these see a lot less use for spellcasters.

However, nothing is weak (or strong) against physical damage, whereas many enemies have lowered resistance to a specific element.

And of course, spells have far more utility.

Weapons get strong faster than spells due to the level scaling portion, but spells do become pretty strong later on. It's not a problem to strip magic armor in a couple spells if you boast a decent crit rate.
Last edited by Atma; Oct 1, 2017 @ 5:23pm
KOHb Oct 1, 2017 @ 5:25pm 
Originally posted by FieserMoep:
Why?
You know you can pick warfare without a problem and "multiclass"?
In fact the game is designed for that.
Because warfare for ranger is better then Huntsman and Ranged. Try it at mirror.
Invest all point on ranged then reroll all ranged to warfare and compare damage.
Last edited by KOHb; Oct 1, 2017 @ 5:26pm
Atma Oct 1, 2017 @ 5:26pm 
Originally posted by Criminal Horse:
Originally posted by FieserMoep:
Why?
You know you can pick warfare without a problem and "multiclass"?
In fact the game is designed for that.
Because warfare for ranger is better then Huntsman and Ranged. Try it at mirror.

You can go warfare + huntsman and do more damage per shot than literally anybody when on high ground.

It's not like warfare being a better bonus for all-the-time physical damage excludes you from taking huntsman or ranged.

Also, of course the school that increases physical damage all the time is going to give you more tooltip damage. This is pretty clearly stated in the descriptions.
Last edited by Atma; Oct 1, 2017 @ 5:28pm
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Date Posted: Oct 1, 2017 @ 3:24pm
Posts: 28