Originally Posted by Deadknight
Originally Posted by Veligan
I cleary said I was talking about DOS 1, not EE. It's easy to get confused between DOS1 DOS1EE DOS2.

And like Kalrakh I prefer having the freedom to increase my action points pool or not.


I added more details in my post above.
Well you can like it more there is nothing wrong about it.

My point however is that combat change regarding AP is:
- About the same in terms of action per turn on average.
- You still have ways to increase AP as we have seen skills and traits.
- Who knows maybe there are other ways to increase AP at high level with crazy items or source spells or what not because we have only seen 25% of the game (roughly according to Sven). Although I agree to say we have seen most of the core mechanics, sometimes smalls changes in the end make you really think how you start or build your character.

Now the utility stat is memory, good for me I prefer the memory system in DOS 2 compared to have a limit of skills I can learn in DOS EE.

PS: There are builds with player having 7 or 8 AP then using a source skill to play another turn right after having literally turn worth of 15 or 17 ap with one executioner proc. So AP stacking is still possible it is just no longer a stat that does it, you have to pick your skills carefully.


I'm sorry to say, but no, this isn't the case at all, even in EE. Now first let me say, I don't necessarily mind the changes, they're different and all, but your argument that in EE you had the same amount of actions per turn roughly is basically wrong.

It's only correct when considering high AP moves, and even then only to an extent. That generally affects mostly characters that rely on skills a lot, such as mages, but not characters that rely on normal attacks a lot, like most dual wielders(either rogues, warriors with DW or DW wand mages)

I reinstalled EE just to check the numbers since it was like 2years ago, praise fiber it only took a couple minutes.

My endgame rogue is level 21. She has 16dex(10base +6 from gear), which might sound low, however since most of her damage came from backstabs, which aren't affected by dex(only the chance to hit is, and since it's a backstab it's basically 100% chance to hit anyway due to the trait giving 20% chance to hit), it's not particularily a big issue and all her actual skills have 100+% chance to succeed.

Meanwhile she has 23speed(13base, +10 from gear). That gives her 16starting AP and 15AP per turn. She can then gain 2 more AP from Haste and Adrenaline for half of that(so +8 AP). Attacks cost 3AP with dualwield levelled enough. That gives roughly 26AP on the starting turn with Adrenaline, which gives 8 backstabs. I do need some of that AP to move around with Cloak and Dagger and iirc used Daggers Drawn when it was off cd since it was slightly more damage, but that doesn't change the amount of actions(still should be 8 or so).

Now on the other hand, my mages only have 13 and 15starting AP and a lot of spells cost 5-8 AP to cast. The exception are some of the first turn buffs that I dump on my high perception mage on my rogue since he acts first(has some initiative and stuff), like Oath of Desecration(3AP), Wildfire(4AP), Slow current(2AP, for Bully) which still leaves 6AP for another bigger spell. Can also use Soulsap for big monsters(8AP, have to drop Slow Current and cast it with other mages I think).

Mind you, these aren't Lone Wolf characters. My rogue with Lone Wolf would probably get 2 or so more actions per turn between the additional speed and the innate lone wolf bonus. Mage with Lone Wolf would get one more spell off probably.

So yeah, it's a lot less actions per turn, at least on some archetypes. The upside is this might end up maybe not as broken this way. As far as I remember, my rogue killed the last boss in one turn with all these backstabs. Maybe 2, I forgot in EE, I know in the original my Flurry 2H warrior killed it with a bunch of AP left, but that was even more broken I think.

Last edited by PyrosEien; 07/09/17 09:27 AM.