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  1. #41
    Community Member Cyr's Avatar
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    Quote Originally Posted by rimble View Post
    Whoops, you can't do this...14 Arti/6 Rogue doesn't get 6th level spells...

    So now I'm back to they should stack...sure, some other Artificer might be able to Deadly Weapons you...but hey, that's what grouping is for...

    And if they don't stack, well...I'm not feeling like Artificer is the repeater king anymore...I'd rather just go 2 levels for Insightful Strike and Rune Arms, 6 Rogue for Mechanic...then what? Kensai...? More Rogue?
    I think the artificer prestige makes it worthwhile to go six artificer in the build.
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  2. #42
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    Quote Originally Posted by Cyr View Post
    I think the artificer prestige makes it worthwhile to go six artificer in the build.
    Of course, you're right...well then, I've come right back around to my 6 / 6 / 6 build...how diabolical...Battle Engineer I / Mechanic I / Deepwood Sniper I...

    Arti 7 has good Enhancements, and Arti 8 is another Feat...so maybe 8 / 6 / 6...but Rogue 7 is more Sneak Attack...so maybe 7 / 7 / 6...

    To be determined...and reconsidered entirely as more PrEs emerge...
    Last edited by rimble; 08-18-2011 at 03:02 PM.

  3. #43
    Community Member Chai's Avatar
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    Can you run deadly weapons and insightful damage at the same time? I thought there could only be one temp effect per weapon.

    Insightful Damage

    Enchants a crossbow or one handed melee weapon to permit the use of the equipper's intelligence modifier for damage rolls if it is higher then the standard ability for the weapon, if it is the only weapon (other then Rune Arm) equipped. An item can have only one temporary item enchantment at a time.

    Deadly Weapons

    Your targets currently equipped weapons deal +1(base weapon damage). (A weapon that deals 1d6 per hit will deal 2d6 instead, while a weapon that deals 2d4 damage per hit will deal 4d4 damage instead. This effects base dice associated with a weapon any time they are rolled.) An item can have only one temporary item enchantment at a time.

    Sounds to me like the same item cant be running both.
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  4. #44
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    Quote Originally Posted by Chai View Post
    Can you run deadly weapons and insightful damage at the same time? I thought there could only be one temp effect per weapon.

    Insightful Damage

    Enchants a crossbow or one handed melee weapon to permit the use of the equipper's intelligence modifier for damage rolls if it is higher then the standard ability for the weapon, if it is the only weapon (other then Rune Arm) equipped. An item can have only one temporary item enchantment at a time.

    Deadly Weapons

    Your targets currently equipped weapons deal +1(base weapon damage). (A weapon that deals 1d6 per hit will deal 2d6 instead, while a weapon that deals 2d4 damage per hit will deal 4d4 damage instead. This effects base dice associated with a weapon any time they are rolled.) An item can have only one temporary item enchantment at a time.

    Sounds to me like the same item cant be running both.
    The wording in game is different. Insightful Attack/Damage are exclusive, but one of them can be there with one other Infusion.

  5. #45
    Community Member Hollowgolem's Avatar
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    Quote Originally Posted by Deathdefy View Post
    About the max STR vs max INT comparison:
    I honestly wasn't thinking about specific builds when making the comparison; just saying in game-terms it wasn't immediately ludicrous to have a double INT mod to damage as it's very different to doubling a STR mod to damage.

    I agree fleetingly buffed max-STR barbs are the ones with the STR stat, and fleetingly buffed PM wizards are the ones with the INT stat (which you are totally right on pushing 60. I think I've seen a non-completionist SS with fifty-something quite high in achievements.)

    But, I also totally agree if we're giving more than a cursory glance it should consider actually affected builds.

    The boost of 10 damage per hit from the:
    2xINT mod for a 40 INT (+30 damage per hit) vs the
    1xSTR mod from a 50 STR(+20damage per hit) is big, but still well within reasonable bounds to my mind.

    Especially for the poor rogues come U11!

    I was honestly thinking more of an 14 Arty/6Rogue Mech I thing, without the SA to really max out the damage, when in retrospect a near-pure Rogue is definitely the kind of build that would make the most of a double INT mod to damage mechanism.

    EDIT: I'm an idiot; of course STR pulls much closer/surpasses overall damage due to more TWF hits since it's still a Range vs Melee comparison. ^^Dkyle. Killin' it.
    Str is 1.5x if you're two-weapon or Tempest III, and a little less if you just have the two-weapon-fighting feats (60% off-hand at .5 bonus is an extra .3, I believe, so 1.3x from Str bonus on, say, a TWF Kensai or Bard).

    Oh, and if you're using a melee weapon, you get Power Attack, too, for an extra 10 damage baseline on a TempestIII, something like 14-18 extra on a barbarian, and 8 extra per attack on a vanilla TWF with the three feats.

    And we're not even counting the glancing blows THF's get.
    Last edited by Hollowgolem; 08-20-2011 at 12:35 AM.

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