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Nebuul Offline OP
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Here is a detailed strategy guide for How to Kill Anything in One Round:
  1. Make a warlock or wizard. Be sure to get Witch Bolt. Summon Familiar (Raven)
  2. Recruit Wyll. Be sure to get Witch Bolt. Summon Familiar (Raven)
  3. Recruit Gale. Be sure to get Witch Bolt. Summon Familiar (Raven)
  4. Recruit Shadowheart. Have her memorize create water.
    Alternately, you can buy the staff of flowing water, but this still requires a 4th character's action, so might as well use Shadowheart
  5. Use ravens to blind target. Three ravens gives a pretty good chance to hit the blind. Also don't forget to stealth the ravens first so they have advantage on attack.
  6. Douse the target with water
  7. Your witch bolts do 2x damage to wet targets. A second-level slot witch bolt/level 3 warlock will do 4d12 damage. Plus the water puddle is electrified and will do an additional 1d4 lightning damage (doubled to 2d4 vs wet target) once per round.
  8. If target is still alive, you may use haste potions to either hit again with 2nd spell or use the auto-hit proc (which also does 2x damage vs wet targets, but base damage never changes from 1d12)


The total damage dealt, assuming just witch bolt x3 (no haste potions or other resources used), is 12d12 + 2d4

Each character, because of advantage on ravens, also has a roughly 10% chance to crit. Total possible damage cap is 24d12+2d4. So the possible damage range, assuming 3 hits, is:
14-296


Pew pew!

Last edited by Nebuul; 19/09/21 03:58 AM. Reason: Correction -- hex don't work!
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Hang on, Hex is doing double damage when you’re wet? Even double damage for lightning when wet seems OP, maybe disadvantage on your save would be more reasonable.

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Also, Witch Bolt and Hex are both concentration spells, so you should not be able to maintin both of them at the same time.

If you have a single character maintaining both Hex and Witch Bolt, please bug report that.
If you have a character getting bonus damage from a Hex that they did not personally cast, that is also an error, please bug report it.

Last edited by Niara; 19/09/21 12:31 AM.
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Originally Posted by Niara
Also, Witch Bolt and Hex are both concentration spells, so you should not be able to maintin both of them at the same time.

If you have a single character maintaining both Hex and Witch Bolt, please bug report that.
If you have a character getting bonus damage from a Hex that they did not personally cast, that is also an error, please bug report it.


Hey you are completely right. I forgot about that. My original test character for this was a wizard w/o hex, I was just thinking hex would be more damage. I'll edit the original post to remove hex.

The hex does not increase the damage much overall. It's 1d6 vs. the 4d12 you get from a single lightning bolt on wet targets.

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Originally Posted by LukasPrism
Hang on, Hex is doing double damage when you’re wet? Even double damage for lightning when wet seems OP, maybe disadvantage on your save would be more reasonable.

Hex gets doubled on a crit since it is a die roll. It does not get doubled on wet characters. Regardless, I forgot witch bolt is channeled, so you cannot combine the two anyway.

Witch bolt, though, is basically quadruple damage on a wet target on crit -- wet makes them vulnerable, then the crit is double of the vulnerable amount. Super powerful.

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I think you can improve it even more:

Team:
(you)= wizard
Shadow
Gale
Wyll

1) (you) => Sneaky
2) use hex
3) scorching ray (2d6x3+3d6=54)
4) the opponent is surprised
5) Same 54

Shadowheart sneaky make a wet area

And the two others do like you said with the ravens and lightning dealing a total of 8d12(bolt)+2d1(ravens)+2d4(lightning area)=106

Total : 214 and if you crit 412

Last edited by Joke_Air; 30/12/21 03:15 PM.

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