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2. I already know this. (As an aside mythic vital stike does stack static bonues, making it great in wrath of the rightous' surprise round only combats) The bonus still is substantial, and the last few attacks in a full attack have massive penalties and rarely hit. -5, -10 and - 15 are much worse than - 2...
3. Crits aren't important, but x4 crits on massive weapon dice are nothing to be ashamed of. 12 or more extra d8s are good. Also the build auto confirms at late levels.
Complaints about cheese when talking about a full twenty level build when discussing character optimization is hilarious. You should really look up the old AM BARBARIAN builds from before the nerfing of Lance attacks and pounce. Not to mention the come and get me builds.
I've done the math. For vital strike to do better expected damage over time than an iterative attack requires either a very specific set of circumstances (narrow band of hit chance, a bunch of conditionals involving weapon damage dice). Even for the build I assume you're talking about you can expect a significant damage increase just by using the Overwatch Style to get 4 shots a round at damage instead of 1.
If you were to do the math you'd find that the build isn't doing any particularly special damage over time. A standard bowman (a crossbowman loses one of those) rocking Manyshot + Rapid Shot + Haste has effectively 4 attacks per turn at full BAB before iteratives and gets three shots at critting.
Crits are important too. You're confusing "happen infrequently" with "don't happen". A 19-20 crossbowman with a x4 crit damage making a full iterative attack with Rapid Shot + Haste gets three attacks at full BAB (considerably higher expected damage off that than off of vital strike, +37 flat damage OP) and has a roughly 30% likelihood of critting. That means that your "unimportant" crit represents a +90% damage in those first three attacks. And you have three iteratives to follow.
For a 3d8 attack +37 flat ("Vital Crossbowman build) 25% of your damage is coming from flat modifiers, the majority of which are multiplied on crit.
Not complaints about cheese. Relying on build that the DM basically has to say "Sure why not" is my point. And none of the standard "let's make vital strike not a waste" builds work in PF:K anyway for various reasons.
Vital strike gives you flexibility to do other things. Move and attack, Vital strike. Surpise round, Vital Strike. Hard to hit target? Vital strike. Easy or numerous targets with low HP? Full attack or Overwatch.
Also, crits are kinda meaningless for a build that regular shots 1 shot kills mooks (APL greater than or equal to CR) yeah, 10 percent of the shots will auto confirm in either firing mode, but you still have to hit the AC if you get a 19, and with -15 that isn't always going to happen.
I concede vital strike is useless in Kingmaker, for the reasons I originally stated. Required archetypes, feats, and weapons don't exist in it. But in P&P there are a few interesting and effective build despite being a trap option early on in the system (it requires a LOT of splat books). IIRC there is also a way to abuse the high damage dice of certain firearms, modern weapons, and future tech weapons, which in the adventure paths Reign of Winter and Iron Gods are quite nice. But that is getting into the niche applications.
On the melee side its actually decent for wildshaping and animal companions with large amounts of dice on their attacks. I think you can get around 36-48 dice on a single attack if you do it right. I'm pretty sure that many dice will greatly outweigh the "lost" static bonuses you would get if all your attacks hit.
4 Attacks at full BAB, followed by (in your hypotheical situation) a 70% chance to hit, a 45% chance ot hit and a 20% chance to hit. Yo uca't disregard the last three attacks because they're unlikely to hit. The first 3 full damage attacks with 95% chance to hit will total out to over 4x the damage of a vital strike in your hypothetical scenario, with a 4th attack for good measure. Haste. Rapid Shot. Manyshot. Your average damage per round even without them is
likely better than gambling on a vital strike.
If vital strike quadrupled added damage modifiers? Maybe. Otherwise it's just a (decent) bonus when you can't do a full attack. Which is (marginally) more relevant in PnP than in PF:K
Move? Vital Strike cost you 3 feats but sure.
Surprise round? Spent 3 feats on it so sure why not.
Hard to hit target? Under no circumstances do you waste your full round on a vital strike. It won't do nearly as much damage on average as using your full attack.
I was only factoring crit chance for the three attacks you'll be making at full BAB man. Not the ones that are unlikely to crit. And (as I've repeatedly said) normal attacks don't even do that much less damage than vital strike without excessively weighting it in their favor. So getting three shots at critting (and making three shots at your hypothetical 95% hit chance) is miles better than vital strike.
For instance in the magical 16d8 scenario the attack has +37 static bonus. Meaning your static bonuses with a weapon that doesn't even get attribute bonuses are still nearly *33% of vital strike's average damage. It takes a truly ludicrous number of dice to make vital strike worth it. So unless you literally have no way to make an iterative (or equivalent in the case of overwatch) attack vital strike is a bad choice.
Splat books tend to do that. But even "the" vitalstrike builds are not really that impressive. Big numbers don't mean effective DPR.
Depends on the dice size. Depends on the flat modifiers. Dependson whether they can reaosnably expect to crit. Most natural attacks have either multiple attacks at full BAB or a string of attacks at BAB-5. BAB-5 assuming you have an actual chance ot hit is generally not bad (2 attacks at BAB-5 are actually more than equivalent to one full BAB attack if you started at 75% hit, even better after you factor crit factors).
The window where vital strike is "worth" replacing an iterative if possible is very narrow. Like super narrow. Which means it's (up to) 3 feats that could have been spent on reliable flat damage or other forms of combat utility.
Getting vital strike "online" as a useful combat option takes too long and requires way too much investment for what you get out of it. Other feat combos come online earlier, other feats are less situational, any flat damage bonus will be on average more effective throughout the game.
Vital strike just ends up being a bit of a gimmick. Hell even "The Vital Crossbowman" is actually just using vital strike to fill hole - Overatch Style is actually doing most of the heavy lifting (and a full attack would do more damage than Vital Strike in any given round, assuming an enemy can survive the hit, because they have rapid shot, free reload, and can theoretically have haste giving them 3 full damage attacks a round for a net gain over vital strike).
*Edited: % damage of average damage was a little high.
It's not so much about viable as it is about reliable. You can't consistently pull off one shots with vital strike the same way you can pull off a one round kill with iteratives.
But can you go... higher? Yes! If you use mythic enlarge person, you go up to 12d6, or 36d6 with greater vital strike. However, does require mythic, and also opens up mythic vital strike, which is just brokenly overpowered as hell.
They probably took the text directly from the official pen and paper rules, where vital strike isn’t melee-only, as earlier posters pointed out. Unfortunately, whether accidentally on purpose, Owlcat has limited it to melee-only in Kingmaker, and since this game can no longer be updated, it’s going to stay that way.
That said, again echoing earlier posters, the only reason to take vital strike on ranged is for flavor, and the content necessary to elevate it to being a decent option are missing in Kingmaker, making it a bit of a waste for a ranged character, even if it did work as intended.