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The fact that it only does +25% damage instead of +50% basically means its meaningless to get now. The fact that you would spend that action point to only do another 25% damage is not only a waste of ap, but also a waste of a talent point since there is no other benefit to grabbing it. even on a ranged build, there's no situation where anyone could make good use of this talent. Is there any way this talent can be changed to not be so useless?

Last edited by BraccusaurusRex; 09/08/17 12:46 AM.
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Bonuses are multiplicative, so stacking multiple bonuses gives more than you may expect.

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In this case it only gives 25% more, specifically while sneaking, and since u break out of sneak when you attack, you're basically spending 1 ap to get a 25% bonus on your next attack. For example, consider how you could spend 6 ap. You could do 3 attacks for 300% (3 * 100%) of your damage OR get guerilla and do 2 attacks for 250% (2 * 125%) which is not only worse damage wise, but any proc based status effects will have less chances of landing. This makes using guerilla objectively worse.

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You usually start with 4 ap. In the first turn with Guerilla and a sneak start you do 225% damage instead of 200% without Guerilla. And have one ap left.

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You should use it together with the special skills that do more damage while sneaking, like mortal blow.

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That's fair, but i think its more to do with mortal blow being a great ability and less with guerilla being viable, and all of this assumes you start the fight while sneaking. Besides, if you're going to use mortal blow constantly, I'd argue warlord is a much better talent and you only need 1 point in warfare, or you could grab pawn/speedcreeper for extra mobility if you're gonna be sneaking alot. Infact there are so many other talents that are better for rogue (Backstabber, Leech, Hothead,etc...) that grabing guerilla is more of a joke than anything else.

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I absolutely agree with this point. Also consider that even if it was 50%, it still wouldn't really be worth taking because in the example provided above with 2 vs 3 actions that means the 3 will be better anyway because of it being another chance to crit. Meaning this really isn't worth taking.

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We'll have to see the entire spectrum of abilities or items special effects.
Maybe later in the game there will be a cool combinaison that would be worth taking guerilla.

Or this is simply a combat opening. If you start a fight with a Mortal Blow + Guerilla as it stands right now you will one shot pretty much anything.
Having your rogue sneaky at the start of every fight (doesn't cost you any action point to be sneaky before the fight) is still a free 25% damage increase.

Now, I am not sure what you mean with Warlord but if you mean the Warfare Source ability, it is simply a completely different skill with a different goal.
Mortal blow is a Pure Flat and mean damage ability.
Overpower is an armor destroyer (you need high armor however) with a great CC component. Not really a damage power house.

I have a Shield tank with 500+ armor fully buffed, he could destroy the armor of an M1A2 Abrams tank laugh

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I think he means with Warlord the Warfare talent which gives 2 ap after a killing blow. In my game it is called Executioner afaik.

I don't consider this talent as so extremely strong. I had it in some playthroughs and it never was decisive in a fight. It's nice to have. Maybe mandatory/excellent for artificial ubar builds, I don't care about.

You have 500 physical armor? That's huge. How so? Is it a good idea? How many magical armor you have? I usually mix leather with scale, (it looks better on an elf, more naked skin, hehe) to get more magical armor which is more important imo.

I never used a source skill in combat (but I never fought Dallis on the ship), frankly said. Overpower is surely strong, especially if you have a "Cleric" (my main) waiting to set Decaying after.

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Originally Posted by geala
I think he means with Warlord the Warfare talent which gives 2 ap after a killing blow. In my game it is called Executioner afaik.

I don't consider this talent as so extremely strong. I had it in some playthroughs and it never was decisive in a fight. It's nice to have. Maybe mandatory/excellent for artificial ubar builds, I don't care about.

You have 500 physical armor? That's huge. How so? Is it a good idea? How many magical armor you have? I usually mix leather with scale, (it looks better on an elf, more naked skin, hehe) to get more magical armor which is more important imo.

I never used a source skill in combat (but I never fought Dallis on the ship), frankly said. Overpower is surely strong, especially if you have a "Cleric" (my main) waiting to set Decaying after.


Executioner is good when everyone is low and you have someone to execute (an executioner) one after another, or if you can oneshot target like the rogue does, especially when Executioner does not give more ap when using aoe to kill multiple targets, that's why rogues are fairly good with it (very high single target damage).

https://steamuserimages-a.akamaihd....42D609CBC69D8F94AF9EA36A51CED5BECC3E3A1/

He has 1 Warfare 7+4 Geomancer 1 Polymorth and uses Fortify (+170 Armor) and Heart of Steel (+128 armor and 61 armor regen) but that's only for Overpower certain bosses otherwise he has 345 base armor and 132 Magic armour and Shield up gives him 252 armor back just in case he needs it, ...
His main hand weapon has poison damage so the geomancer spec also increases his damages smile


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