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If you have enough aoe skills, teleport means +1 kill for 1 AP. And this is just one application of Teleport. It can also be used as a disable skill without saving and with decent damage to several targets. And it can be used to manipulate environment with barrels. And it can be used to save your characters and npcs. Anything for 1 AP. In DOS1 it costed 7 AP and was quite useful nevertheless.

Last edited by Sotnik; 01/08/17 01:52 AM.
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Originally Posted by Sotnik

Originally Posted by gourry02

Huntsman: increased damage in height + 5%. Otherwise, there is Ranged + 5% damage. What do you think we're doing?

Polymorph: +1 attribute. Powerfull, best of all, clearly. Seriously you take what? +5% Fire /
Poison, Height, Critical Damage or +1 in an attribute that will give you the same in much better!


Deadknight, am I wrong to say that damage in height bonus has a multiplicative effect while combining with finesse (like critical damage bonus) while bonus from Ranged is additive? If I am right, there is a point in investing into the Huntsmen mastery.


Not sure how you made your quote but I am not the one that said that.

Last edited by Deadknight; 01/08/17 09:45 PM.
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Let's just consider I am asking for an advice of the wise Dreadknight smile

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Originally Posted by Sotnik
Let's just consider I am asking for an advice of the wise Dreadknight smile


Lol I wish I was wise.
But I am not sure how it works. I would say it is multiplicative as it seems the +20% is added after any other calculation of the damages.

This increases all damages so casters potentially want to take advantage of this.
But I have not tested this.

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Originally Posted by Sotnik

I also think that the passive bonus of Geomancy is quite weird because main damage of this mastery is earth damage. Besides, I can only remember 2 skills restoring physical armour at the moment.


The poison might still do more damage with the Overtime factor. It would seem the earth damage are usually spells with secondary effect (Slow, cripple) and aren't fully about damages. But only in the main game we will be able to see that.

You actually have 3 skills:
-Geomancer's Fortify
-Polymorth's Heart of steel.
-Generic shield skill is also affected by it.

I made a melee combattant with 9(+2 from gear) Geomancer, 1 Warfare, 1 Polymorth.
And even with a crappy 266 physical armour (from the Tyrant set and a decent shield) with both buff he has 535 armor and regens 56 each turn. All of that with a one handed that has a base of 12-13 poison damage (*1.9 thanks to 9 geomancer) he still deals pretty good damage, is hard to takedown and helps wearing down magic armour for mages in the party.

Last edited by Deadknight; 02/08/17 05:10 AM.
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Ah, yes, I have forgotten the Heart of Steel.

Well, it depends on the build. If you have fire spells, poison just explodes every turn. And Geomancer gives + 0,05 to poison, not +0,1.

I really like how Spikes worked with my Rage Mage built, so my attitude might be biased. Anyway, it is strange there is "Earth" damage at all, because it is physical by its nature and animation.

Originally Posted by Deadknight
Originally Posted by Sotnik
Let's just consider I am asking for an advice of the wise Dreadknight smile


Lol I wish I was wise.
But I am not sure how it works. I would say it is multiplicative as it seems the +20% is added after any other calculation of the damages.

This increases all damages so casters potentially want to take advantage of this.
But I have not tested this.


I wish warriors could benefit from high ground too in damage and, possibly, reach. It would provide a bit more tactical depth.

Last edited by Sotnik; 02/08/17 10:27 AM.
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Geomancer is a hybrid spec I'd say, it has support and offensive abilities while Fire and Aerothurge are the primary damaging spec apparently and water is mostly supportive.

And even if the poison explodes the initial Poison damages and the overtime status remains. So it's not that bad.

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But is not Poisoned removed after an explosion?

My favourite Pyrokinetic spell is Haste smile. Especially with Skin Graft.

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The poison surface is not the status effect on the person. It will be both poisoned and burning. So he'll take a lot of damage overtime.

Yeah you can stack up tons of AP enhancing spells but I usually find it breaking the RP I have for the character I have.

Because you can be elf Flesh Sacrifice + Adrenaline Surge + Haste then Use the source skill to play another turn and Skin Graft and do it again. And don't forget the trait to have + 2 ap when you kill someone.

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I soloed the game quite easily with a rogue. I believe that i could have stripped off my armor and still win without a problem. As many of you have pointed out already Rogues outshine everyone with a killer dps. Which is the most important part since no effects can be applied otherwise. Or rather backstab and twin daggers does it.

But its not mainly the DPS. I had 0 points in dual wield. I had 1 point in scoundrel. Giving me full access to all skills. I have 3 "self teleports" from huntsman,armsman,Scoundrel. I had invisibility and cooldown reset from Polymorph. I had healing from 1 point in hydro. I had teleport from Aeromancer. I was a better necro from 3 points in Necromacy than any caster. Since i could burn through armor and apply chackles of pain.

I was lvl 7 when i killed Alexander if i remember correct. Got a warning that i was too low level. And it was a walk in the park. Dont even use flee button at all.

Its not because i want to say that im a badass player or anything its just a major inbalance caused by the synergies and full out access from putting 1 skillpoint somewhere and get everything. I loved the multiple classes but i hope for the games sake that this is rebalanced. DOS1 had a good balance.

Last edited by Knives; 11/08/17 08:12 PM.
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