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Archer Cunning/Dexterity


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#1
Melchida_L

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So I've been trying to build an archer rogue but after reading a few posts on the forum I have a few doubts.

1. I've red that the archer damaged is bugged, something about being 50% str and 50% dex  based but only using str for damage. Is this true? And if so did the 1.02 patch fixed it?

2. Should I pick Lethality? I think it makes the damage 50% dex and 50% cun. Does it work on ranged weapons?


Thanks

By the way I play on the PC

Modifié par Melchida_L, 13 février 2010 - 12:51 .


#2
Janni-in-VA

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Strength and dexterity both figure into damage with ranged weapons. You will also need both for damage with certain melee weapons such as daggers. Be prepared for your rogue to do some up close fighting even if her/his weapon of choice is a bow. As with any other weapon, carry the best you can wield, wear light armor so that the baddies stay off you during melee (they go for more heavily armored characters first), and don't neglect to put some points into stealth. Rogues can be very satisfying to play, but of course they have to be handled differently from fighters. Oh! Poison is good, too, although it only works on melee weapons.

#3
BlackVader

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Melchida_L wrote...
1. I've red that the archer damaged is bugged, something about being 50% str and 50% dex  based but only using str for damage. Is this true? And if so did the 1.02 patch fixed it?

Bow damage is and always has been 50% strenght and 50% dex. They are working as intended and were never bugged. Just stay away from crossbows as those ARE bugged to uselessness.

2. Should I pick Lethality? I think it makes the damage 50% dex and 50% cun. Does it work on ranged weapons?

Yes, it works for ranged weapons and yes, the damage becomes 50% dex and 50% cun.

As for whether to take it or not: That depends on your build. If you go high dex, then your cunning will probably not be that much higher than your str, so the minor damage increase won't be worth wasting 3 talents. Also note that the +crit chance bonus of leathality does NOT work for ranged attacks.

If you go for a high cunning build, become a bard and use Song of Courage, you should of course take Leathailty .

Modifié par BlackVader, 13 février 2010 - 01:40 .


#4
Melchida_L

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Thanks for the quick answer. yeah I'm thinking of going bard and duelist. Most of the people go ranger for the pets but you already have 3 party members so i don't see much good in that. What are your opinions?

#5
BlackVader

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I had fun using pets - until I learned that you don't get XP if they finish of a foe. I'm one of those guys who value XP over EVERYTHING, so no more pets for me.

Ignoring the XP-loss, I'd still not use pets as an archer, especially if I'm also a bard. Song+Pet is simply WAY too much upkeep. Without boosting willpower (which I usually avoid at all cost) you won't have enough stamina left to use more than one or two special shots per fight. And the high cooldowns on bard songe and especially ranger pets make "attack first, activate sustained abilities later" pretty much impossible.

#6
soteria

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I had fun using pets - until I learned that you don't get XP if they finish of a foe. I'm one of those guys who value XP over EVERYTHING, so no more pets for me.




That's not true, and you can test it for yourself--have everyone in your party hold their ground while your pet kills something by itself, observing exp before and after the kill. No "exp received" message pops up, but you still get the exp added to your bar.



Stamina is an issue as a ranger/bard, but you can still safely activate songs after combat begins. I always disable specials like rally and bard songs and miasma when combat ends (unless I see another fight coming soon). Then you can open with AoS or Scattershot, followed by a song. Those are the only archer specials worth using anyway, and odds are you won't be using either of them twice.

#7
BlackVader

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soteria wrote...
That's not true, and you can test it for yourself--have everyone in your party hold their ground while your pet kills something by itself, observing exp before and after the kill. No "exp received" message pops up, but you still get the exp added to your bar.

I actually suspcted something like that but didn't bother enough to check it. Overall, pets are useful as meatshield but controling them or setting their tactics everytime I summon one is not worth the efford.

Stamina is an issue as a ranger/bard, but you can still safely activate songs after combat begins. I always disable specials like rally and bard songs and miasma when combat ends (unless I see another fight coming soon). Then you can open with AoS or Scattershot, followed by a song. Those are the only archer specials worth using anyway, and odds are you won't be using either of them twice.

There are more useful archer specials than AoS and Scattershot. Pinning down a mage or archer until your fighters are close enough to kill him is always helpful. And the -20 armor from Shattering Shot (with Master Archer) are quite significant since Telekinetic Weapons doesn't work on bows. There's also useful archery sustained abilities like Surpressing Fire and Aim. Especialy Aim is pretty powerful and stacks wth Song of Courage. Use these two and endgame-equipment and you can easily have about 35% crit.

Ah well, bard/ranger is pretty good for an archer. I'll personally not use pets ever again but I'll admit it was fun trying them out. I should also note that I respecced Zev to archery on one of my playthroughs. A PC archer rogue will most likely have more stamina (due to fade bonus and stuff) so it might work out better.

#8
soteria

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I was kinda fond of my dw assassin/ranger. Web was good for extra backstabs, and the spider really does good damage (40-60 a hit). As for the other specials--I don't find pinning shot useful because it's too inconsistent. Sometimes it pins for 4 or 5 seconds, sometimes 1 or 2, sometimes not at all, and it takes 3 seconds to cast--meaning it's really easy to lose time using it. Shattering shot is decent situationally.



For sustains, suppressing fire is handy, but no one would start a fight with it so it's a non-issue, and I'm still not convinced aim is ever worth it. I'm not a great theorycrafter, but I just don't see how increasing my chance to do 50% more damage at the cost of double the shot time is worth it. Say I do 50 damage per shot, every second, with an 18% chance to crit normally. Activate Aim, and now I'm doing ~55 damage a shot, every (2?) seconds, with a 36% chance to crit. In the first case you're doing 54.5 dps, and in the second 32.45, if my math is right. (50/1 * 1.09, 55/2 * 1.18).

#9
BlackVader

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Never had any trouble pinning someone down for at least about 8 seconds - as long as noone attacked the pinned enemy, of course.

Well, your math is only true if every shot hits. Aim also increases your attack score and armor penetration which can really help to hit - and hurt - enemies like revenants. There's little point in using Aim all day long against Genlocks, that's for sure.

Anyway, I think we are going too far into playstyle questions here. I'm not a big fan of summons but I guess they can be quite useful and worth the upkeep if you care enough to pay attention.

#10
soteria

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Well, I included the armor pen bonus into my math for aim (wiki says double crit, +10 attack, +2 damage +3 armor pen). I don't know what it would be with master archer, but if we assume it's doubled, that's like adding 10 damage. 20 attack is a 20% increased chance to hit, assuming our hit was below 80% in the first place.



Without Aim: 50/1 * 1.09 = 54.5

With Aim (50 + 4 + 6)/2 * 1.18 * 1.2 = 42.48



It's still a net loss even in an optimum situation. Now, one thing in Aim's favor is that using specials with it doesn't hurt your rate of fire. Also, at lower damage levels and higher crit levels Aim looks a lot better, but I think your base damage would have to be really low to make up for it. I'm assuming the rate of fire with Aim is roughly half what it is with the Rapid Aim property.