Damage cap is 2^31.

Anyhow I have no idea how people are testing stuff, since when I checked in controlled circumstances I found the following:

1) Attribute damage bonus and weapon type damage bonus are additive. (Int/str/fin and 2h/1h/ranged for example.)
2) Skill type damage bonus is, in all cases multiplicative.

If you have 2 damage types, for example Air and Phys on 1 weapon, the phys will be scaled by phys scaling and the air will be scaled by Aerothurge.

I am hearing all sorts of bs about warfare being the only multiplier and I finally got around to checking it and all skill types are multipliers.

Flesh Sacrifice, Death Wish and Thick of the Fight: They are additive with each other. Additive with Attributes and Weapon Type for basic attacks and any skill that scales off of weapon damage. Multiplicative with Attributes and Weapon Type for any skill that does not (mainly spells).

Crit damage is a multiplier.

Therefor, the best way to allocate statistics is the following:

1) Dump all Attribute points into your damage stat, followed by wits, with enough points allocated into memory to use all the spells you wish to use.
2) Put enough points into the different spell schools to use all the spells you wish the character to use. For example, put 1 point into pyrokinetic for peace of mind etc.
3) Dump all the remaining points into the primary damage type you are scaling, for example warfare for a phys toon or necromancer. If you are a rogue, don't put points into scoundrel beyond what you need to use your skills until your warfare damage bonus is equal to your crit sev and then distribute them equally. This is assuming you are backstabbing for 100% crit.
4) Once you have maxed your damage type skill, if you are a spellcaster, put the remaining points into scoundrel, or polymorph, depending on your ratio of crit chance to crit multiplier. The points you put into poly would go into wits. If you use any type of weapon for your primary damage type then invest into that weapons skill tree.

Then, in terms of min/maxing the following is true:
1) Elf is BiS race for everyone.
2) Tea is OP. For a max damage in 1 turn combo you need tea.
3) Apotheosis is a must.
4) Skin Graft is a must.
5) If you allow precasting of abilities, you should precast haste and probably peace of mind.
6) If you are a phys spellcaster, you should either dual wield swords or use a sword and a shield. Reason being because you cannot roll warfare onto wands and you can get warfare on swords and shields. Yeah, I know, weird. Spellcaster using swords.
7) Your build has to be physical for max damage, since monsters do not have phys resistance but they do have elemental resistance.
8) There are a bunch of plot specific things you should do to modify your attributes which I won't mention to not spoil the story.
9) Tea is a must.
10) Did I mention tea?

I will use a phys necro build for the example, on an elf with precast haste and peace of mind. Obviously lone wolf, to maximize attributes. You need to have low phys armour and hp so that enemies can get you to 0 quickly to take advantage of Death Wish.

Start turn with 7/8 AP:
1) Cloak and Dagger to largest group of enemies (6 AP)
2) Adrenaline (8 AP)
3) Tea x2 (8 AP)
4) Apotheosis (7 AP)
5) Inner Demon (6 AP)
6) Flesh Sacrifice (7 AP)
7) Teleport 1 outlying enemy close to the largest pack (6 AP)
8) Living on the Edge (5 AP)
9) Move so that enemies attack of opportunity you and reduce your HP really low. (4 AP)
10) If you are still not on 0, skills that inflict self damage until you have 2 AP left. (2 AP)
11) Skin Graft (1 AP)
12) Adrenaline+Flesh Sacrifice (4 AP)
13) Death Wish (3 AP)
14) Thick of the Fight (2 AP)
15) Blood Storm (1 AP)
16) If anything somehow survived that Blood Storm, then cast Grasp of the Starved.

This is significantly overkill for anything in the entire game, but whatever. It is min/maxed to some extent.

Last edited by Sharp; 24/10/17 04:47 PM.