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https://divinityoriginalsin2.wiki.fextralife.com/Skills
Ok so im doing a battle mage build focusing on the magic side,
should i put any in strength, constitution or finesse? just increase intelligence loads
so youre saying mix everything, lol
seriously ty, i'll just do intel on my BMA
Mage/Int Amor (that needs Int to wear) provides ~25% physical and 75% magical armor
Finesse Armor is split 50/50
Str Armor 75/25
If you find yourself in need of physical armor consider either to put a few points in str and add some str armor, or if you are not playing an elf some points in constitution to equip a shield.
But before doing that you can also put a point into Geo and learn Fortify (Hydro 1, Armor of Frost for additional magic armor). These spells scale with level and not int, so non-mages can use them effectively.
If the enemy has 3 times the magical armour then even half physical dmg is better than 100% magical damage no ?
So I know I've seen a lot of enemies with 200 / 33 Phys / Mage armour... In this case having the power to choose between physical dmg and magical would be more efficient.
Now of course if this distribution is only 10% cases and most cases it is near 50/50 distrib between Phys and Mag then by all mean focus on 1 type and not both...
2 cents
I completely agree with your math / fact...
However your dmg doesn't exist in a vacuum...
Do we agree that the goal of battle in this game is to whittle armour so we can CC the opposition. Because once your enemy is in red then it's basically game over for them. Right ?
If that's the case then what I am saying is that it doesn't matter if you are doing 50% of max dmg if you are attacking 20% of total armour vs somebody doing 100% dmg against 80% armour (assuming a 20% / 80% armour distribution here)
Now for the argument that you should basically have dmg type specialist, the issue becomes target acquisition and selection :
- Can you attack the target that has the armour type you are specialising against ?
- Will the target you are attacking the next in line on the enemy round to attack ? If not then you are giving a free pass to the enemy to either CC you or undo (part of) the dmg you're doing before you get a chance to kill / cc
If the answer to this is always yes (and I'd like to know how you can organise your team for that) then by all mean go for it...
Otherwise you are actually being less efficient...
2 cents
Except this kinda assumes that there's only one viable target, which is rarely the case.
If an enemy is much more vulnerable to physical damage than to magical, I'm not going to use my wizard's backup physical damage option to hurt them incrementally, I'm just going to throw a fireball at a different enemy. I'll trust the physical damage dealers of the party to handle the enemy in question.
It's the school of DOS2 magic that I'd trust the most to get the job done, with its combination of damage and crowd control. I've solo'd the game with an Aerothurge successfully, and I wouldn't want to try that with a different school of magic.