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Top Marx
98
13
Battlefield OGs. The Gatekeepers. Elders of Copium. 👹
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DerRitter
0
WIll this have wired Dualsense support?
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Concrete
포럼내 "Elin 일반 토론"
13
Any must know stuff for beginners?
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dusty
1
Im unable to install the game and i didn't buy dark suvival
61
1
Im pre ordering...
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Ixion
5
Enter for a chance to win
0
[Mod request] max hive limiting.
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Ravayen
포럼내 "Isonzo 일반 토론"
0
Why are American Players so good at Combat in this game?
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Shivek
25
Unfair difficulty first playthrough
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Soul
󠀠󠀠󠀠󠀠󠀠 님이 먼저 게시:
Soul 님이 먼저 게시:


yeah... Act 1 casters have a rough time.... unless you make them into buffers and / or CC casters pretty much... or multiclass dip..... majority of the enemies have elemental resistances and spell resistances... so without mythic feat ascendant element to bypass elemental resistances or high spell penetration gear.... blasters aint gonna be doing too much low levels...

I will start a new playthrough without solo on unfair because was actually more manageable than I thought and I might even be fine with mono class builds. What‘s the scaling of certain build types? CC, buff, mage damage, weapon ranged, AC melee, damage melee, etc.? Is it like with DnD that casters surpass everything at high level or is more like Dos2 where the party benefits from the combination of certain roles or something else entirely?

basically this is like dnd 3.5 edition ruleset.... pathfinder edition branched off of 3.5 edition when WOTC decided to move on to 4th edition ruleset

so the scaling in power is different from say BG3 that uses 5th edition ruleset

like on a chart showing power creeping...

think of the physical melee and ranged dps as starting off low but a gradual incline of power.... like a staircase... where every level is just another step up....

now for damage spellcasters.... its more like the line is flat but then spikes up later on... like you dont get stairs... you get a pool of molasses to wade through while your screaming for your physical damage friends to wait up... then you reach a certain level and the molasses is no longer a problem... nor stairs.... nor enemies when faced with like 180d6 maximized, empowered, bolstered hellfire ray damage in one turn..... because you cant be stuck against an enemy if the enemy is a liquid~ HAHAHAHAHAHAHA!!!!

but yeah thats 3.5 edition rules pretty much.... physical power creeps gradually... while damage spellcasters are late bloomers... but they are way more powerful than their 5th edition counterparts with their spells.... thats the tradeoff... 5th edition makes it so the balance of power creep is more even with each other.. with the later spells being weaker as a tradeoff...

for instance acid splash cantrip... is both in this game and in bg3...

bg3 version scales with level.... starting off as 1d6 damage... then 2d6 damage at level 5.... then 3d6 damage at level 10.... as a cantrip thats infinite casts...

wotr version is 1d3 damage.... thats it... no scaling or anything...

but say chain lightning spell a level 6 spell....

bg3 version deals 10d8 damage to one target and jumps up to 3 other enemies.... double damage if target is wet.... so total thats 40d8 or 80d8 if targets are wet....

wotr version though.... deals 1d6 per caster level up to 20d6.... and can target up to 20 targets by caster level 20... so thats up to 21 targets within range.... so 21 x 20d6 is 420d6 worth of damage.... thats 10.5 times more than bg3 normal version and 5.25 times more than bg3 version if enemies were wet...

and thats not factoring in the craziness that is metamagic and certain mythic paths... plus gear....

Azata path for instance has superpowers and one of em is zippy magic.... which pretty much is a twin spell for target spells.... you also have a swift action cast which can be gained through quicken metamagic or sorcerous reflex mythic feat.... dance of masks DLC introduces a piece of gear that allows a cast with a free action every turn.... so as Azata by endgame you could be dealing 3 casts as a free, swift, and standard action (or standard and move action)... which would be 6 casts thanks to zippy magic.... and they could be bolstered, empowered, and maximized easily thanks to plague of madness staff from crusade mode... so you would be dealing if max 21 targets were available.... 420d6 per chain lightning.... 2,520d6 worth of damage potential..... thats 120d6 per target... maximize would make that 720 damage and bolster would add 240 to that as +2 per die... so 960 damage.... im not factoring the empower portion so it would be even higher... but thats per target

still with the same spell between these games... this game's Azata mythic path has 2,520d6 damage potential vs bg3's wet variation of 80d6.... thats 31.5 times stronger than bg3's version... and 63 times stronger than bg3's normal version without wet status... which an Azata could dish that out PER TURN....

so thats what I mean by power spike... it takes a while to get there... but its a beast when you do.... till then though... you gotta make do with other ways of handling combat.... which buffs and CC are king early game...

early game the main problem with spellcasters is spell penetration and energy resistances....

for spell penetration you are limited.... you need levels to increase your spell penetration which are low early level... and spell penetration feats to increase it.... which are limited at low levels as well... to maximize it you'd need to take 2 spell penetration feats ASAP.... just to get +2 from each feat for a +4 bonus to spell pen... doable... but locks you into taking those feats so early when you might want other feats instead that could be more useful....

energy resistances are a problem too in Act 1... no way to mitigate them till Act 2 when you can get ascendant element mythic ability by end of Act 1....

so what options do you have early on that ARE useful.... well there are some spells that dont require spell resistance checks at all....

snowball for instance is a cold spell.... but it doesnt require a spell resistance check due to being a conjuration spell.... it can be converted to your preferred element if you wish through elemental wizard or elemental bloodline for the ascendant element feat later on... but its a good damage spell that can carry you and not have to worry about spell pen till later on when you have more gear to slot for it.... it can go up to 5d6 by level 5... but intensify metamagic feat can make it go up to 10d6 by level 10... close to scorching ray damage worth of the same level spell.... (as in intensified metamagic makes level 1 snowball a level 2 spell.... which scorching ray is a level 2 spell)... plus the spell has a save for a chance to stun which is an extra bonus... though not my main personal concern for how I use the spell.... I prefer just the damage part that bypasses the spell resistance check... cause early on when I want to hit I want to hit when I cast spells... and im not a fan of magic missile damage

grease spell.... is king.... especially with selective grease.... I have selective grease slotted for levels 2-5 on my sorcerer with heighten metamagic.... it allows your allies to stand within the area and not risk falling prone... while your enemies do... good times to use it are doorway entrances or tight spaces while you hunker down for enemies to come to you.... they move and either fall when they reach it if they fail the save.... or are standing in it while fighting risking saves every turn to fall prone or not... pairs well with.....

web spell.... I use selective web... it has 2 functions.... one of which is the entangle save.... which is a nice and good part of the spell.... though like snowball its not the main reason I use it.... the main reason is that any area it covers is considered difficult terrain.... meaning any enemy that isnt immune to difficult terrain moves slower while walking on the web.... there is no save for this part of the spell.... which means if I have selective grease and selective web.... even if the enemy goes after my sorcerer and makes the save against both grease and web... they are slowed to point that they cant reach me and attack in the same round... giving me a chance to move 5ft step back and either do something to them myself... or have another companion nearby to take the threat aggro and tank it.... plus next turn they have to make 2 saves again to risk entangle and prone... so it pretty much makes any nearby enemy make 4 saves before attacking...

but buffs are also a great thing to have as well... I have Nenio, Daeran, and my sorcerer all take enduring and greater enduring mythic feats early on at least by mythic rank 3 for Daeran.... he gets mount for first mythic for me.... helps counter his oracle curse that staggers him for first round of combat for one reason....

but enduring spells turns any spell that is 1 hour or longer into a 24 hour duration buff.... greater enduring requires the first one... but it turns any spell that is 5 min or longer into a 24 hour buff.... so basically enduring spells turns spells like 1 hour per level and 10 min per level into 24 hour duration..... and greater enduring turns 1 min per level spells.... into 24 hour buffs.... AND... by endgame if you can get gear and such to raise your caster level to 25.... you can use extend spell to extend 1 round per level spells into a 5 min spell.... making those into 24 hour buffs... so you could have spells like 24 hour haste or greater invisibility....

which early on you have mage armor, heroism, see invisibility communal... as spells you can have 24 hour duration pretty nice... animal companions and mage armor especially to keep their dex to AC high without penalty like they would if they wore armor....

and greater enduring lets my party have resist energy communal for fire, electricity, cold, acid, and sonic... plus all my other 1 min per level personal buffs and party wide buffs... basically finding +4 belts for strength, con, or dex is very limited.... and same for headbands of +4 for mental ability scores.... but soon as Nenio reaches 6th level spells and has improved abundant casting mythic feat... I can just buff the whole party with communal bulls strength, cats grace, bear's endurance, fox's cunning, owls wisdom, and eagles splendor... for a +4 enhancement to all stats for the whole party for 24 hour duration...

turning Nenio into a buffing character doesnt take away from her potential I think though... I mean her and my sorcerer are both arcane tricksters.... so damage wise have greater vital strike and rowdy rogue dip for vital force and sneak attack... they might not be able to attack mulitple targets with their attacks.... like take out one enemy and continue on to the next and so on with multiple attacks per round.... but they hit like snipers against one enemy at a time... which early on they are way better than Lann taking out enemies from ranged.... and my sorcerer has sorcerous reflex so I can cast metamagic spells as swift action as long as its 2 levels lower than highest level spell I can cast... and attack with greater vital strike in same turn... but yeah having a level 2 character thats arcane caster with rowdy rogue dip certainly compensates for the lack of damage output pure casters have....

rowdy gives vital strike and vital force... plus accomplished sneak attacker for feat adding an extra 1d6 sneak attack.... vital strike is your weapon damage times 2.... so 1d8 light crossbow means vital strike is 2d8.... vital force is 2d6 per sneak attack which rowdy rogue dip and accomplished sneak attacker gives 2d6 which also is part of requirement for Arcane Trickster prestige class.... so vital force would add 4d6 to greater vital strike's 2d8... plus the 2d6 sneak attack if enemy is flatfooted... so either from surprise attack, invisibility, or if enemy is being flanked... all together thats 2d8 + 4d6 + 2d6 damage by character level 1...

later on add hurricane bow and enlarge person to increase size category of your weapon by 2 sizes... so 1d8 weapon becomes 3d6... add greater vital strike by taking loremaster dip.... multiplies base damage by 4.... so 3d6 becomes a 12d6 greater vital strike... with 7d6 from leveling AT to 10.... and using sense vitals as a 15th level caster.... thats another 5d6 sneak attack.... so thats 12d6 sneak attack... so vital force would be 24d6.... which by then actually you'd be using legendary proportions... so 1d8 would be 4d6... so 16d6 greater vital strike... so.... 16d6 greater vital strike + 24d6 vital force + 12d6 sneak attack..... so 52d6 greater vital strike attack going Arcane trickster route... not bad physical damage for a caster... :P...

my main is an enchanter sorcerer so dont really have ascendant element early on.... I compensate for that with rods like devouring lust rod you find in crusade mode in Act 3.... it allows you to maximize 6 spells per day and changes the energy type to unholy.... so not many enemies have unholy resistances... making it easier to land and avoid the elemental resistances the enemy might have... for everything else I dont have to blast... I got the best jokes :steamhappy:
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