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so that's why everyone says it's bad
It doesn't actually double damage. It just doubles the weapons damage dice (so a 1d8 longsword does 2d8 damage). Any additional damage beyond that, like from your Strength or a magic weapon, isn't doubled.
So assume for a moment you had 18 strength, and a +1 longsword (total of 1d8+5 damage, or an average of 9.5 damage). You could get 2 attacks of 1d8+5 and, assuming both hit, deal an average of 19 damage in total. Or use Vital Strike, the 1d8 doubles to 2d8, and so you deal 2d8+5, or an average of 14 damage.
But remember, with multiple attacks you have multiple chances to critically hit as well. Basically, with Vital Strike you give up that extra damage your additional attacks could of done, in order to deal a bit more damage on your primary attack. Its main use, however, is to just get more damage while still being able to move. It also does help to deal with damage reduction.
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and i just found a crossbow of lycanthrope bane, so there's that
Pick up the Clustered Shots feat (Requires BAB 6+, Point-Blank Shot, Precise Shot). Its wording and the actual effect may be weird, but in game, basically it means that once the damage you inflict with that Full-Attack action exceeds the target's Damage Reduction, it stops applying for the remainder of your attacks.
Crossbows are also a little weird in Kingmaker. Normally, yes, they would be Single shot per turn, plus actions to reload in Table Top without Feats/Class Traits/Training and using Repeating Crossbows. However, in Kingmaker, you get to make as many attacks as you have with Crossbows when Full-Attacking. So a character that lacks the strength bonus/proficiency to make use of Composite Bows or Throwing weapons, should probably stick with Crossbows.
but since vital strike is melee only, i guess clustered shots is the only option
Also note that there's features/feats that let you get your vital strike damage added to a charge. When getting surprise rounds for being the one that initiates battle (which you should absolutely be doing any time it's not plot-manadated you don't get to surprise the enemy), you can open up with a charge attack to get to range AND deal double weapon damage. Most fights only last 2-3 rounds, so having extra damage on that opening charge to get to melee range can make a real impact and help you take down an enemy before it gets a turn. (Make sure you spread out and leave a lane open for all your melee characters to charge!)
Oh, and remember that it doubles weapon damage, but weapon damage is based upon size. Each size category can upgrade weapon damage by about 50%, so if you go out of your way to get big weapons and then Enlarge Person, Amiri's ginormous sword goes from 2d8 to 3d8, and now you're doing 6d8 weapon damage before adding strength and other mods to your attack with Vital Strike. If you effectively go up two sizes (Lead Blades spell or Impact weapon enhancement), it becomes 4d8 base damage or 8d8 /w Vital Strike. (The preferred weapon for vital strike is an oversized orcish butchering axe, which has a base damage of 4d6, then goes to as much as 24d6 with a large character, lead blades/impact weapon and improved vital strike. Oh the glory of geometric scaling!)
That said, this is all talking about the turn-based original game. RtwP can mess with that and negate the utility of not having to give up full attacks. (I don't know exactly how RtwP works, since I never play with it.)
Vital Strike definitely works on ranged weapons in Wrath, so that's weird. I actually have a bow-using Rowdy Rogue Elf merc in Wrath named "Oneshot", for obvious reasons, lol.
But as for Kingmaker and getting through DR, another route is to stack Hurricane Bow with Enlarge Person or Hurricane Bow with Legendary Proportions, especially on a heavy crossbow because it has high base damage. Then, you can get a hold of a certain heavy crossbow with 2d10+5 base damage that goes up to 8d8+5 with Hurricane Bow and Legendary Proportions. Heavy crossbow is kind of my go-to weapon for my Eldritch Knights, Rangers, etc for that reason.