brendonwp wrote...
@MM - Are you saying that Haste decreases damage from Rapid Shot? Is there a major penalty to AB with Haste? Please explain..
No, just that bonus matters less. Let's say I'm paying you $100 a year. I then offer to pay you $50 more for doing X hours of extra work. You say "Sure, that's worth it to me, a 50% increase in salary for X more work." Then offer to pay you $50 more AGAIN for doing X hours of extra work. Well, since your "base" salary is now $150, doing X extra hours again is only a 33% bonus.
Technically speaking, there are further details involving some more complicated nuances, but the basic gist is that getting an extra attack matters less if you already have an extra attack.
brendonwp wrote...
On
AC, maybe I need to understand tactics better, but so far I seem to need to keep my distance from mobs. My dexterity and tumble keep me out of trouble often, but if I am surrounded then it's game over fairly quickly. Mobility would be nice to have. At the moment I'm feat-starved, and not having gotten my archery feats all lined up I'm still aiming for Weapon Focus (Longbow), Improved Critical (Longbow), and Shield Proficiency / Mobility at a minimum.
Are you choosing your gear to maximize your AC? Amulets with natural armor AC? Ring/cloak of with deflection AC? Boots with dodge AC? Gear with dex bonuses?
To make sure I'm not remembering stuff incorrectly, I went ahead and started the original campaign with something similar to you - Elf Rogue with 14/18/12/14/10/8 in stats. Dodge at level 1, PBS at level 3, Mobility at level 6, Weapon Focus at level 9 (only in Peninsula Distract at the moment, though, at level 4).
brendonwp wrote...
In any case, I'm loath to reroll my character completely, so I'm going to do without RapidShot this time. I briefly tested out this build with levels of AA in the PGCC, and it didn't shine so I'm thinking of playing a dedicated archer in SoU and HoU. Which AA build(s) do you favour?
Elf 8 Fighter/3 Bard/29 AA is probably my favorite if XP penalty isn't an issue. 10 fighter/1 wizard/29 AA if XP matters.
Rogue 10/Wiz 1/AA 29 or Rogue 9/Wiz 2/AA 29 is also nice (depends on whether 1 AB or Improved Evasion is more important).
brendonwp wrote...
At this stage I plan to lower Charisma to 10 and Intelligence to 14, so I have at least 14 Strength and can boost Dexterity. Then start off something like Rogue 4 / Fighter 4 before Wizard and AA. I won't be so reliant on sneak attack then, and can deal decent damage from early on, but will have some skills too.
Like HipMaestro said, three class limit. But yes, you shouldn't go above 14 Int and I'd suggest 10 Cha max.
HipMaestro wrote...
Depends on BAB. Lower BAB means lower APR means that extra shot per RS is worth more. So, more benefit for say a wiz archer (2APR) with than a fighter archer (4APR). Also, if the AB penalty significantly reduces the hit percentage (where the AC is set around that level), the damage benefits are case-specific. And, as I stated, the mode needs to be constantly toggled ON. Meh. Whatever floats your boat, I suppose.
RS is worth the most when your AB is extremely high compared to the AC (AAs can often exceed the AC of the target by a fair amount) or extremely low compared to the AC. It's possible to have a situation where using Rapid Shot is a slight (like a few percent) damage decrease, but they all require you to be Hasted.
Regardless, you can get by without RS in most cases no matter what. It's typically the benefit of 1 AB, roughly.
HipMaestro wrote...
That's because they are more fragile, intrinsically. Not sure what you mean by default NWN. To me, that means "without haks or overrides".
Using "standard" items and no scripted changes (or hak changes), mostly.
HipMaestro wrote...
All true observations, for the most part. Yes, vesting in elusive feats can help. But I seriously disagree with the effect of AoOs with a DEX archer (vs. Zen type), especially when flanked by fast-hitting DevCrit or high damage (like Scythemasters) foes. And god help you when getting caught flat-footed repeatedly. I'm referring to diverse situations here, not the OC specifically, where these sort of situations rarely get tested.
Flat footed isn't a problem with Uncanny Dodge. Or rather, you're no worse off than a full plate wearer.
If anything, an AA like this is LESS vulnerable to Dev Crit because his AC is so high. Let's compare something like a 40 fighter using a greatsword to an rogue/wiz/AA using +5 items (can do this analysis with other gear if you want).
Fighter10 base AC
1 from Dex
8 from Full Plate
4 from Tumble
2 from Armor Skin
4 from Haste
20 from gear (Natural, Deflection, Dodge, Armor)
49 AC total.
AA10 base AC
19 from Dex
8 from Tumble
2 from Armor Skin
4 from Haste
20 from gear
63 AC total (67 for AoO)
If the AA is in trouble from enemies hitting him, what in the world is happening to the fighter? Even if we gave him a tumble dump and a shield, he'd still only have 61 AC - so he's still 2 AC behind our AA.
Furthermore - if opponents can only hit on 20s, then getting an AoO is a 16% damage bonus (assuming they have 4 attacks and are hasted). Even if they're hitting the AA half the time, they're only getting an 18% damage bonus with the AoO.
HipMaestro wrote...
Half-elf would have allowed more flexibility if the final build had not been determined and still allowed for AA. I didn't get the impression that this build was specifically focused on building an AA. If so, my bad.
If he wanted to multi-class with base classes like crazy, sure, half elf would be better. But if he wanted a pure rogue (or rogue with prestige classes), Elf works well. 2 dex bonus, keen sense, Longbow proficiency. You can argue that Halfling would work better in most cases, but Elf isn't a poor choice.
HipMaestro wrote...
Again. I fervently disagree. When facing opposing ACs that can only be breached on natural 20s, APR will rule.... every time. You can basically ignore AB altogether. Against ACs that can be beaten easily, I agree with your statement. More attacks at higher AB is better in those limited cases. Typically, I aim to deal with the most challenging conditions when I build or make recommendations rather than the mundane scenarios. EVENTUALLY players will begin to experience stiff challenges and may as well start to get accustomed to a reliable strategy as soon as possible. Bad habits are hard to break.
If you're facing ACs that can only be breached on natural 20s with an AA...something is seriously screwed up. In that case, you might as well skip Weapon Focus/Epic Weapon Focus/Epic Prowess/Improved Critical and a number of other feats, because they will have absolutely no effect. For anyone, not just AAs.
Hell, in that case any BAB beyond 16 is a complete waste as well. Or anything beyond the breakpoints of 11 and 16, rather.
In short, a situation like that is not challenge, it's stupid design.
HipMaestro wrote...
Max level for the OC is 18 MagicalMaster, and that only without extensive hench support. The OC's ECL system can make even Level 18 very problematic depending on the class split. Knock off at least the last two levels in your sample splits to view the true ending BAB in the campaign The Rog8/wiz2/AA8 is BAB 15 (3APR) as is the highest BAB I suggested possible without accruing an XP penalty for a non-AA
alternative.
Except if we're going by your logic, potentially nothing will get 4 APR. Even a pure fighter might not reach level 16 with a henchman due to ECL. Hardly seems to be a fair comparison.
HipMaestro wrote...
Unless
they can either crit regularly like a Dexer Kukrimaster critting over 50% of the time or is able to overcome DR with weapon enhancement (or AA enhancement), yes, they need to hit A LOT. 95% would be ideal. So, foes like revenant, curst & vampires are literally impossible for a Dexer to kill, at least by pure melee.
Hang on - how did we go from only hitting on natural 20s to hitting 95% of the time (on the first attack? on every attack?)?
Side note: if they can't overcome DR with weapon enhancement, most mobs like that have high enough DR that it won't be overcome, period, by a dexer.
HipMaestro wrote...
I've already faced regen golems (default NWN blueprints) that also confounded most Dexers (a cleric dexer is one exception). Trolls are just annoying, but killable with patience and a strong bladder. At higher levels, an AA's damage bonus can help a lot, but 8-10 levels is fairly low. Weapon Spec (Ftr) or Favored Enemies (Rgr) may compensate for the low damage, but with the elven Rog 8 start for an OC build there is little flexibilty left.
Provide more detail? I'm hesistant to believe there was a situation where 2 more damage made an unkillable enemy killable in default NWN blueprints while 1 AB or AA levels wouldn't have done the same or more.
HipMaestro wrote...
So "misinformation" is completely contingent upon perspective, isn't it, MM? '> Just a collection of opinions, really
Some of it is absolute, like the fact that AA enhancement stack with gear. Or that, barring significant mechanical changes, Dexers will have much higher AC and higher survivability than Strength characters in almost every situation. Or that AoO are a massive kiss of death whereas no AoO are a ray of light.
Some of it is subjective, like how exactly you're trying to measure stuff in the OC and leveling. Or what the "best" race is for someone in this case.
HipMaestro wrote...
brendonwp wrote...
@HM - What is your take on Parry? Is it worth putting five points into, or is it for melee specialists only?
My characters use mostly the other modes and haven't played a plain fighter type for eons so not elected in many situations for serious testing. The skill was nerfed but probably has some value in it. It's not a trained skill so any toon can try it out. Idf you are really interested in exploring the potential, I suggest just making a sample agile fighter, maxing the skill and DEX ability to see how effective it is vs. mobs and bosses. (The trainer module I linked before is a handy way to test these things. Enable combat debugging when do to view exactly what is happening.)
Parry is bugged and pretty much worthless. You can only deflect three attacks maximum per round at specific times (and some of these are usually attacks that would have missed anyway). At its best, you might avoid an extra attack per round in exchange for giving up all but 1-2 of your attacks.
There are some very specific situations where it can be useful, mainly at lower level, but as a whole? Useless.
Modifié par MagicalMaster, 06 mars 2013 - 11:11 .