That's kind of what I suspected I was just hoping that the damage output I've seen so far will scale up with higher levels. The good thing about the crit immunities on this one is that they are not dependant on buffs which can be dispelled or reliant on abilities that can be stopped by amnesia so you should be able to keep on rolling regardless. What's your opinion on ac vs damage immunity, I know not getting hit is prefferable but if you can get an extra 20% or so physical immunes through heavy armor vs robes does it mean this could be better or is it always situational? Anyway if it was perfect it would surely get nerfed out of existence
I have a fighter CC 2h atm in light armor, to hit a safe AC spot with IE. Another way would be monk splash and robes, but that's better on CoT or other melee types with less innate defences than fighter imo. Since you play Juggy with no dex and no wisdom bonus, I'd just wear plate and build up imms, that pair well with the crit imm and with those stats it's not like your AC is going to be stellar in robes either. Medium armor tho, cuz heavy ones drop parry/hide bit too much, and Solar Forged one randomized phis imms are just as good.
Cheers for the armor information, does anybody know the max % add you can get to physical immunes on armors, I'm going to guess it is limited by the base physical % as I've seen the odd uber randomised heavy armor up in the 40s but I've never seen robes with more than 20?
Asmo plate and Mandate of Heaven have 40%. XR heavy armors usually have at least one 40% and are subject to randomization. As far as robes go, Shroud of the Holy Dead has 25% physical (but only 14 AC and nothing else), but you can mak up for the missing AC with BUR+ bracers.
Yeah, looks like u can cs anythin non crit imm. - Big Crit
I meant what is the maximum add from randomisation, I suspect it is a factor around the base % with a limit, thinking about it I suspect it may be 50% of the initial which would mean 45% on a full plate and 15% on a robe but I can't be certain and if that is the case you could get up to 60% on a randomised XR armor...................
I'm pretty sure there's no hard cap but decreasing odds after it gets improved by more than +10%: I remember some robe that went 10->21/22% and heavies in the mid 40s (I saw some XR plates but never got to 50%, small sample tho); Solar Forged medium plate starts with higher phys % than other medium armors so I suggest that, can be randomized quite good.
Iirc I have a dim mak's with one of the phys upped to 21%, but it is possible my memory tricks me and it is only 19%. So robes definitely can have more than 50% up. I assume there's some cap. I mean we all know the exo imm cap on rings 35%, skill cap on single item +35 etc, so it'd be logical to have a cap on phys imms too. Getting all 3 to dbl the base is near impossible tho.
About the ac. Playing hells and up to there, 70ac with imms is more than enough (old dbl wep CoT's for example), when you only take minor exo per hit while not getting crit. That requires lots of restorations when fighting infliction's like hamas.
The 1 monk lvl pre epic gives also a feat worth of saves (+2/2/2) as well as the cleave, but when not going robed Im not a fan of that.
Anyways, about jugger, I had some build ideas focused around monk or barb CC that utilizes the free phys imm from going super str. Robed monk could hit 80% phys imms, barb with med plate near 100%. I gave up on it tho because to "max" str you have to sacrifice a lot on dex. Getting saves up also meant splashing or it'd cost too many feats. Upside on monk or barb is more skill points that ftr struggles with.
With ftr, the current build can very well be a hell stomper (altho for hells blud wep would be cool, too bad no huge wep option). For solid abyss performance I'd ditch the monk and splash pala or bg for saves. Harper is superior in dmg to both monk and pala splash tho, but if you aint looking for another HS then that's not an option.
One problem with ftr is that you cant rebuff mass camo concealment during a fight if you die. With low ac and no added phys imm, repetitive deaths can occur more often than say a CoT who just uses another wrath for the soak and be good to go. Edodge and some conceal (having maxed parry with pens after death is unlikely) is not as solid form of def. Ofcourse there will be the option to maul+shield for those occasions.
Overall a well geared ftr/wm wont struggle in hells, if that's what you aim with this, it is good to go as is. You wont be a real tank, but couple off-tanks combined does it for the group. Abyss requires more saves or couple notches better gear, if have the gear it can perform just fine there too. Both these comments are deep hell/abyss related, shallow runs are like LL's imo.
I'm pretty sure there's no hard cap but decreasing odds after it gets improved by more than +10%
Not sure if it applies to phys immunities, but it's been confirmed that randomization does have some hard caps on single items. For instance, you won't see a randomized ring with more than 35% exo imm or gear with more than +35 skill bonus. You can see higher values than these, but only on set loot (Teldar's Toolbelt, Scarlet Lenses etc.). I'd say phys imm caps at 50%, but that's just a wild guess.
Yeah, looks like u can cs anythin non crit imm. - Big Crit
I know all of that and more thank you, that's a bit off topic even for the off topic we're debating now I was referring to the physical imms on armors, since there're some obvious exception to any hard rule you can make about them. Robes with >20% have been spotted so it's not a +10% or double of base value, otoh plates never reached 50% either. Wild guesses for everybody.
I am 10 lines in and I can already claim that guide is bullshit
high-level weapon usage - with most powerful weapons in the game, including HotU, and high-level character.
To simplify calculations character always hits the target, except when rolling critical miss.
No seriously, we are not playing with hotu weapons against hotu enemies here.
Go check this server documentation about changes to oc/dc, look at datas from hgx about monster average resistances, reductions and soak, use HG available crafting and realistic encounters and then write a guide better than a 2006 noob comparison about some vanilla campaign you can beat with a toon who clicked recommended on all level ups.
I would point to the last table of weapons and their rankings.
However the mode changes the weapons, scytche is stronger on HG than the original game and that simply proves the point even more so.
If you can crit, scytche is superior. If you crit with the scytche, you get more dmg from more dmg sources on the weapon.
The higher magic on the server, the better the scytche becomes.
Additionally, 2d8 dmg on scytche as base, puts it infront of the g.sword even more.
Unless mercurial sword gets even more buffed 2h dmg than any other 2h weapons, scytche is so much better than any other weapons.
Kaos[UE], it looks like you've been away from the server for 7 years. Weapon stats have been changed on HG (relatively recently in fact), so any 'analysis' about vanilla NWN weapons is meaningless.
I suggest you familiarise yourself with HG's specific weapons before trying to teach anyone about mechanics. Perhaps you could satisfy yourself by performing the same analysis and posting the results using the correct weapon stats, listed here.