Divinity: Original Sin 2

Divinity: Original Sin 2

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SenSx Sep 10, 2018 @ 8:42am
Wits: minimum to find all secrets ?
So far I'm putting one point in Dex and one point in Wits every level on my ranger.
Lvl 9 with about 23 in dex and 22 in wits.

At what point will it be enough for enough Initiative to play before the ennemies, and to get all possible hidden treasures ?
Of course the cri bonus is ok, but I guess putting everything into Dex would be much better.
Ihave 44 crit chance right now, maybe it's good enough.
I think I have 21 or 22 initiative.

Thx
Last edited by SenSx; Sep 10, 2018 @ 9:58am
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Showing 1-12 of 12 comments
Firecam Sep 10, 2018 @ 8:52am 
Put points into wits after you maxed your primary stat.
You'll get plenty of stuff that gives you wits.
14 wits at act1 is enough. Of course on the character you want to act first unless you play solo.
Last edited by Firecam; Sep 10, 2018 @ 8:52am
SenSx Sep 10, 2018 @ 8:55am 
Yea but what about treasures and secrets ?
How high does it need to be ?
I'm at the beginning of Act 2, and 14 is probably not enough for that.
Last edited by SenSx; Sep 10, 2018 @ 8:55am
slovakiaman Sep 10, 2018 @ 9:19am 
I'd say that 30 wits is enough for act 4 (fourth location)(at least it used to be in classic edition). The best thing you could probably do is as long as you are getting the first turn, put your points into dexterity, and if when you're no longer getting the first turn, put your points ito wits.

I don't know if you're using runes, but if you're not you definitelly should be using them.
Flame runes for crit chance when placed on amulet, and masterwork runes for damage when placed on weapon. You can also get Wits from mystical masterwork runes when assigned to weapon, but I'd advise only creating them when you get access to the top tier (giant) runes.

There is also a skill Peace of Mind that gives you dex and wits. Its from pyrokinetic school and only requires 1 point investment, and is definitelly worth it for any damage dealer.
Fendelphi Sep 10, 2018 @ 9:25am 
Originally posted by SenSx:
Yea but what about treasures and secrets ?
How high does it need to be ?
I'm at the beginning of Act 2, and 14 is probably not enough for that.
I have unconfirmed reports that it is about 20(based on a quick google).

So I think you are about good as far as treasure goes. For combat purposes, not sure.


Also consider this: Even at 25%(1 out of 4 attacks) crit(a 25% chance of dealing +50% damage), each new point of Wits will only add an additional 1% crit chance. Meaning the raw damage benefit only increases slightly over the previous value. It would take another 8 points of wits to get to 1/3 attack crits and another 17 points to get to 1/2.
By comparison your raw damage stat(Finesse), increase your damage value by 5% per point(which is further amplified on a crit). An extra 25 points in this means an extra 125% damage done, which is further amplified on your 25% crit chance.

Some rough math.
Let us say that your base damage is 100.
With 23 finesse and 22 wits, you have 165 damage and 44% crit chance.
If you added 6 more wits points, your crit chance would go to 50%, but your normal damage would remain 165(so a crit would deal about 245). Your average damage would then be about 205 damage.

If you added 6 more finesse, your normal damage would increase to 195 and your crit damage(still at a 44% chance) would be about 295. This would average out to a value of at least 230 damage(very rough math).


So if your character is fast enough in the initiative order, just ignore Wits from now on(use peace of mind to boost it if needed) and focus on other stats.
SenSx Sep 10, 2018 @ 9:54am 
Yes thank you.
And I was well aware that finesse > Wits, even for ranger, and it's much better to focus on the main damage stat instead of spreading points in two.
But I just did not want to miss any treasures, key items, secret passages...

So if anyone could tell me (without spoilers) the max Wits needed peer Act to find the most difficult treasures, that would be much appreciated.
Last edited by SenSx; Sep 10, 2018 @ 9:55am
Forblaze Sep 10, 2018 @ 10:02am 
Is it even worth putting points into wits just for buried treasure? Even divine tier items aren't really that big of a deal.
SenSx Sep 10, 2018 @ 10:07am 
Well I like to be able to find everything.
For role play or completionnist reasons or whatever.
I just don't like to miss something.
I'll respec and stop my wits right at 20 for now ( including gear bonus).
Stabbey Sep 10, 2018 @ 10:58am 
Originally posted by Firecam:
Put points into wits after you maxed your primary stat.
You'll get plenty of stuff that gives you wits.
14 wits at act1 is enough. Of course on the character you want to act first unless you play solo.

15 Wits, actually. In the area with Lord Withermoore's Soul Jar, there is a secret with one of the Braccus Rex statues.

But with Peace of Mind, you can make do with (I think) 11 at level 4. Peace of Mind also goes up to +7 Wits by the time you hit the late-game.
SenSx Sep 10, 2018 @ 11:01am 
Ok thx.
But I'm not going to cast peace of mind spell all the time everywhere.
Chaoslink Sep 10, 2018 @ 11:10am 
One of the Braccus Rex armors in act one requires 17, but I feel that is a bit high. While not being able to say for certain, I’d guess that 15 should do you just fine in act one and 3-4 points more per act would do it the rest of the way. Definitely try getting it on gear when possible.
➕⁺+₊ ⁺ Sep 10, 2018 @ 11:14am 
One of the armor pieces req 15 wits and another piece req 18 str
Qiox Sep 10, 2018 @ 11:29am 
Originally posted by breeze:
One of the armor pieces req 15 wits and another piece req 18 str

You can get 18 str without investing any points.

10 (base)
2 (eat a dinner)
2 (Encourage)
2 (Peace of Mind)
2 (+1 on two different pieces of gear)

Easy to have found 2 pieces of gear with +1 str by the time you get to the 18 str check. Peace of mind scrolls are fairly common. Just need a human for Encourage, or fane with his mask.
Last edited by Qiox; Sep 10, 2018 @ 12:02pm
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Date Posted: Sep 10, 2018 @ 8:42am
Posts: 12