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Act III Build: Elemental Archer


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#1
IN1

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The concept is simple. It's better to have two multipliers when calculating your damage (+CriticalRange, +Fire_Damage_Bonus) instead of just one (+CriticalRange). I've experimented with the same idea in DAA era, the results were quite remarkable.

The comparison between optimized Act III physical and elemental lvl 20 archers performing under the same conditions:

Physical
(Absolution with a Devastation Rune, Champion's Arms with a Valiance Rune, Helm of the Champion, Gloves of the Champion, Stealth Boots, Puzzle Ring of the Black Fox, Etched Ring of the Twins, Urzara's Tooth, The Belt of Promise)

Elemental
(Jackal's Longbow, Robes of Unblemished Cleanliness with a Valiance Rune, Helm of the Champion, Gloves of the Champion, Stealth Boots, Ring of the Ferryman, Etched Ring of the Twins, Urzara's Tooth, The Belt of Promise)

Note: Elemental archer's Dex and Cun are a bit lower, since you have to invest a couple of points into Mag and Wil to be able to equip Robes of Cleanliness (even with +attribute gear and a Valiance Rune). Jackal's works a bit better than Absolution with a pure +CriticalRange gear, but the difference is by no means as enormous as it is when you sacrifice some of your +X% crit dmg items for +X% fire dmg items.

Update:
A video of elemental setup archer taking on the Ogres during Finding Nathaniel quest without using explosives. A physical setup archer deals 400-500 damage per arrow under the same conditions (a bit more to the Bolters due to their weak armor and damage resistance).

Modifié par IN1, 24 mars 2011 - 05:52 .


#2
rumination888

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IN1 wrote...

Note: The enemies are not weak to fire.


The nighttime enemies in Hightown, Docks, and Lowtown are considered Kirkwall-type enemies and are, infact, weak to fire.

#3
IN1

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No to both of your bold statements. It is rather obvious (and if not, you can consult the .gda tables) most of them aren't Kirkwall at all. Some of them are Carta type, some of them are Mercenary type, etc. Guardsman Pretenders are Kirkwall, sure enough, but not the Bloodragers, who are a mix of Mage type and Mercenaries.

Modifié par IN1, 24 mars 2011 - 02:06 .


#4
cloudblade70

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How does elemental damage work on weapons? There is one damage value for the physical aspect that can crit, and then another for the elemental aspect of it, affected by +emental damage gear, that can also crit independently?

As an example, when Merrill casts Elemental Weapons, I'm confused because sometimes I get a big regular physical white number and then usually a smaller colored elemental number. But sometimes, I get both numbers colored? Maybe then I'm just mixing it up with an attack from Merrill herself.

Edit: This is of course, not referring to Jackal's, which is 100% fire.

Modifié par cloudblade70, 24 mars 2011 - 02:18 .


#5
IN1

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cloudblade70 wrote...

How does elemental damage work on weapons? There is one damage value for the physical aspect that can crit, and then another for the elemental aspect of it, affected by +emental damage gear, that can also crit independently?

As an example, when Merrill casts Elemental Weapons, I'm confused because sometimes I get a big regular physical white number and then usually a smaller colored elemental number. But sometimes, I get both numbers colored? Maybe then I'm just mixing it up with an attack from Merrill herself.


This thread may be helpful.

#6
Waltzingbear

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I'm shocked.

Are you absolutely sure about the resistance? Did you try the same setup on another type of mobs?

#7
cloudblade70

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IN1 wrote...

cloudblade70 wrote...

How does elemental damage work on weapons? There is one damage value for the physical aspect that can crit, and then another for the elemental aspect of it, affected by +emental damage gear, that can also crit independently?

As an example, when Merrill casts Elemental Weapons, I'm confused because sometimes I get a big regular physical white number and then usually a smaller colored elemental number. But sometimes, I get both numbers colored? Maybe then I'm just mixing it up with an attack from Merrill herself.


This thread may be helpful.


I see...so it says effects like +X damage are applied straight after the basic attack is completed. So a rune of impact would only add a fixed value of damage for each attack, unaffected by crit and other modifiers? I could swear though that my elemental weapons displayed damage on the item is a lot less than what actually shows up on screen. For example on the weapon, it will show +8 cold damage, when in reality I see a hit for 28 cold damage.

#8
IN1

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Let's say I'm 99.9% sure guys that look like Mercenaries are Mercenaries, not Slavers or Kirkwall Guardsmen :) I know for a fact Invisible Sisters are Raiders, for example. I can test it in another area/scenario, if you wish.

Modifié par IN1, 24 mars 2011 - 02:49 .


#9
IN1

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Tested on some Corpses. They aren't weak to fire. 900-1200 per shot with fire setup; 400-600 per arrow with physical setup. However, Mages are affected by both bows equally (probably their lack of armor and damage reduction is to blame).

Depending on enemy type, it may not always be heaven-and-earth difference, but it's still definitely worth it. Of course, you also have some Rage Demons to deal with during Act III, but that's another story :)

Modifié par IN1, 24 mars 2011 - 03:11 .


#10
rumination888

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IN1 wrote...

Let's say I'm 99.9% sure guys that look like Mercenaries are Mercenaries, not Slavers or Kirkwall Guardsmen :) I know for a fact Invisible Sisters are Raiders, for example. I can test it in another area/scenario, if you wish.


A 0.1% chance you're wrong? I like those odds!
www.youtube.com/watch

#11
Waltzingbear

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rumination888 wrote...

IN1 wrote...

Let's say I'm 99.9% sure guys that look like Mercenaries are Mercenaries, not Slavers or Kirkwall Guardsmen :) I know for a fact Invisible Sisters are Raiders, for example. I can test it in another area/scenario, if you wish.


A 0.1% chance you're wrong? I like those odds!
www.youtube.com/watch

Oh now I understand it's a magical staff that works if you rub it first with that hand, something like a djinni...
I'll try to give a good rub to my staff next time I play and see if it works. ;)

#12
rumination888

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Waltzingbear wrote...

Oh now I understand it's a magical staff that works if you rub it first with that hand, something like a djinni...
I'll try to give a good rub to my staff next time I play and see if it works. ;)


I was just making sure people paid attention to the damage on the staves. <_<

#13
Ace Attorney

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Interesting stuff. But a robe wearing Archer looks very weird.

#14
IN1

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rumination888 wrote...

IN1 wrote...

Let's say I'm 99.9% sure guys that look like Mercenaries are Mercenaries, not Slavers or Kirkwall Guardsmen :) I know for a fact Invisible Sisters are Raiders, for example. I can test it in another area/scenario, if you wish.


A 0.1% chance you're wrong? I like those odds!
www.youtube.com/watch


Okay, nice to know, I'll update the immunities list. I'll upload new examples, too.

Two points:
(1) Your statement about Hightown, Lowtown and Docks nighttime gangs being all Kirkwall is totally misleading, however: Invisible Sisters and Redwaters are Raider type, Dog Lords are Mercenaries, Undercuts are Carta type, to name a few that I can remember. That's why I didn't take your comment seriously in the first place, to be honest :)
(2) Elemental setup still does x2-2.5 damage to the vast majority of enemy types I've encountered in Act III. The difference may not be as huge as in the examples posted, but still -- it is very substantial. Mages are one notable exception. Physical and fire setups do roughly the same damage to them.

Modifié par IN1, 24 mars 2011 - 05:29 .


#15
IN1

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@rumination888:
By the way, if you happen to possess any other useful verified information concerning enemy immunities, feel free to post it here or in the elemental immunities reference sheet thread -- I'll update the table ASAP.

Modifié par IN1, 24 mars 2011 - 05:47 .


#16
cloudblade70

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Dura's Blue Flame was released for free today. That might be nifty for your build if you want to give up Tooth.

#17
IN1

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Thank you, I'll check it out.

#18
IN1

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Yes, Dura consistently outperforms both Four-Fingered Eddie's and the Tooth. The difference is not huge, but it is evident. Thanks for the idea!

#19
cloudblade70

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I just finished the high dragon on my nightmare rogue, and was finally able to try to set this up. I have almost the same as yours, except I'm using the full Champion's set (no Robes/Stealth boots). I do have Dura's, Ferryman's, Belt of Promise, and Etched, but I couldn't really afford the other two. I figured it would be best to keep the set together for the 3 dex bonus.

But regardless of that...it's still a blast. Have party boosts for even more damage/ccc/elemental weapons. This becomes easy mode :D

Edit: I'm consistently hitting the 2000-3000 damage range on auto attacks. I couldn't really believe your video at first, but it's so true!

Modifié par cloudblade70, 28 mars 2011 - 08:59 .


#20
IN1

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Yes, your damage output should be significantly higher than mine, since you have a party to support you. Glad to see people actually try my build out instead of accusing me of cheating :)

I'm finishing my solo playthrough and writing a short stand-alone guide for elemental archer build. Then I have an idea for another playthrough, non-rogue and party-based this time.