![]() You have a whole party and with 3.0 you can build the rest of the party pretty much how you want anyway. (Well, that and using lots of cheese without the guilt you'd have using so much of it in a party run.) You can if you like that but then I don't understand why you'd use someone else guide except to get good ideas for your own build that does what you want it to do, not what the person who wrote the guide wants that class to do. in order to beat the game unless I were playing POTD solo. I would not min-max stats, talents, abilities, etc. It's also fun after you've played the whole game and want to still play it with a different twist. It can be a lot of fun and, with some games (looking at you NWN OCs), you'll probably have more fun doing that than you will playing the game. Some ppl love doing that and I've done it with other games. IOW you are using the game mainly as a testing ground for your build and not so much playing for the story, exploring the world, playing a role, etc. I use X there bc what is the best build for a class (or even a good build) is going to vary from person to person, playstyle to playstyle and even what role you want party member Y to have in your party (so from game to game for the same person). ![]() I would only do it if I enjoyed trying out different builds and making the most X build I could. IMO whether or not you should min-max stats depends on why you are min-maxing stats. ![]() melee characters usually want deflection and fortitude more than reflex and will), and there are particular builds that try to stack one defense (like Boeroer's Bilestomper wizard), but usually you want to be prepared for attacks against all four.Īttribute allocation can make a difference, but I wouldn't worry too much about trying to find the optimal choices. Some role-based emphasis makes sense (e.g. But many encounters include enemies that target multiple defenses, and even for those that focus on one defense you're stuck with your base defenses unless you want to respec for that particular encounter. ![]() Defenses actually have increasing returns, for the same reason that accuracy has decreasing returns: every point added to a defense effectively removes a 1% chance of the most dangerous outcome and replaces it with a 1% chance of the least. Balanced defenses are usually better than unbalanced. But the difference between going from accuracy = defense to accuracy = defense + 1 is much bigger than going from accuracy = defense + 50 to accuracy = defense + 51, since miss to crit is a much bigger change than hit to crit.Ģ. with accuracy equal to defense, you miss on 15% of attacks, graze on 35%, and hit on 50% with accuracy 1 higher, you miss on 14%, graze on 35%, hit on 50%, and crit on 1%, effectively swapping 1% to miss with 1% to crit). Consider accuracy: each point effectively switches 1 attack in 100 from the worst available outcome to the best (e.g. With that said, I don't think min-maxing is generally stronger than balanced arrays, for two reasons:ġ. This is also a big part of why complaints about the story NPCs are overblown: while their stat arrays aren't ideal for most builds, stat arrays are a small part of most builds anyway. In the big picture, your base attributes aren't all that important: while they will be your main source of bonuses and maluses for the first few hours of the game, you quickly get to a point where talents/abilities, resting bonuses, gear, and consumables are much bigger factors than base attributes.
0 Comments
Leave a Reply. |