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Assuming Lv 5, 7, 9 and 12. Before lv 5 no minion so is a worthless question. Assuming no save and all hits to simplify the calculation.

  • At lv 5, using heightened schorching ray, assuming that every single one hits is 8d6 damage + 2 skeletons each one dealing d6+3 piercing + d10 necrotic damage = 28(spell) + 11*2(minions) = 50 damage on average
  • At lv 7, blight(8d8) + 4 skeletons( d6+3 piercing + d10 necrotic damage) + 3 from proficiency bonus for each minion = 36(spell) + 14*4(minion) = 92
  • At lv 9, detrhone*(10d6 + 20) + 4 skeletons + 4 proficiency bonus + elemental = 55(spell) + 60(15*4) + 10 damage = 125 damage
  • At lv 12, desintegrate(10d6+40) + 4 flying ghouls(animate dead) + 4 ghouls(dense macabre) = 75(spell) + 4*18(rounding 3d6+3(str)+4(pro)) + 4*9(2d4+1(str)+4(pro)) = 183


Note : Disintegrate in previous D&D editions used to be a terrifying save or die spells Detrhone is very unlikely to get it at lv 9 unless the pc rushes to get it in act 3. Is just a theoricrafting.. But does anyone knows a way to reach over 200 damage with necromancers without counting critical hits and gear?

Last edited by SorcererVictor; 19/10/23 10:49 PM.
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But the Damage in this Game is Radon its not like a Consistant thing..
most of the times yu can Hit more or Less then what is in paper, like in table top this happens too
Diablo and other games this works best.. but here i dont know if yu really can Calculate for sure how much damage yu can do For Real.. and its all becouse of the Dices.. all damge in the game is based on then an they are radom..
so i dont know if what yu want is possible actually.

but 1 thing i can tell yu for Sure.. want to be a Demigod Spell Caster ?
Sorlock bro. forget the rest yu can even get sumons with the necromancer book of Thay and the ghools at act 3 so dont need to be a Necro to get playing like one..
there are itens too to make it possible
and as Sorlock yu get Eldrich blast Plus all the best spells in the game..

Last edited by Thorvic; 19/10/23 11:18 PM.
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I know that there is lots of randomness, this is why I"m talking about average.

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Originally Posted by SorcererVictor
I know that there is lots of randomness, this is why I"m talking about average.

Even with all that, and all those minions that seems like such a low number for all that investment, not to mention how long it will take to get through all your turns with that many minions.

Well, I want to thank you for that. I'd been wanting to experiment with Necromancer for a long time but thanks to you and your data I am completely off on the idea.


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In theory a lot, but in practice... I was thinking the same with Jaheira as a Druid of spores, some fights I have 7 to 8 summons, but summons are overrated. They miss a lot because of their low stats, and they die fast. A lot of the fungal zombies for example have like 14 health, they usually die before they reach their target.

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Hold Person or Hold Monster to Paralyze the enemy ensures every hit is an auto-crit, which will both ensure they don't miss and will double the damage dice involved. An Oathbreaker Paladin as an ally with Crusader's Mantle and Aura of Hate can also improve the damage. If you're willing to MC into Spore Druid you can get Haste Spores on all of those with Armor of the Sporekeeper, doubling the number of attacks.

All those things combined, which admittedly requires an ally, a Multiclass, and a failed save on Hold Person / Hold Monster, and you'd be looking at:
8*37(rounding 6d6+2d4(crit, crusaders mantle)+3(str)+4(pro)+4(cha if 18)) + 8*24(6d4(crit, crsaders mantle)+1(str)+4(pro)+4(Cha)) = 296+192 = 488 damage. And honestly it's far more likely this way, as them failing a Hold Person / Hold Monster is all that's required, and then the rest of it is guaranteed. Plus a paralyzed enemy isn't going to kill the summons with an AOE effect. Remove the Paladin and you're taking away 144 damage from that but you're still at 344, well over the 200 you were looking for.

Not sure what build you were thinking in general but you only need 2 levels of Druid to pull off the spores, though a Wis 6 / Druid 6 gets the Fungal Zombies as well, not only providing more damage but also applying a condition to enemies causing them to raise as zombies in turn, potentially getting your little army to spiral out of control. As Draganta pointed out though the reality will likely be underwhelming compared to the theoretical damage associated with it, but CC which provides advantage will help bridge that gap a bit, and paralysis is as obscenely powerful as ever.

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i hate summons make turn way too long and less shit than normal character with haste

same with cc doing nothing and make it too long

Last edited by DYNIA; 21/10/23 03:01 AM.
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can't say how much damage but I play necromancer and I destroy every encounter on tactician, you will only have some trouble with Ansur and in submarine , if you want to rescue everyone - if this is the reason why you want to know the specifics.


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