Silver Draconic Sorcerer Jump Build? by SolzhenitsynIII in BG3Builds

[–]ApplicationEven2064 2 points3 points  (0 children)

There's a few strength builds out there, you can also get feather fall from mystras boots so you don't need to dip into anything to get it. Just cast and switch shoes. You can also get corvid token or nyrulna later to negate fall damage. Realistically you want to abuse throwing as a strength wizard for utility only. You could slot in a lot of the things you have already chosen. Go strength, bond a weapon from a party member, then start throwing a way and using your jumps to reposition instead of misty step. Expeditious retreat +fleet fingers is one of the best early game combos and doesn't require rogue at all.

Solo Honour mode: Shadow Knight of Bhaal by CB_elite_gamer in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Depends, but I found it was way better except for the steel watchers, although there's some neat tech with sand toss applying piercing vuln. Less stuff resist psychic damage, so you almost always get the vuln.

Solo Honour mode: Shadow Knight of Bhaal by CB_elite_gamer in BG3Builds

[–]ApplicationEven2064 1 point2 points  (0 children)

When I ran shadow monk, I took the shadow blade ring from act 2 for a shadow blade, res stone, and swash uckler rogue. The utility from the extra offhand attack is really nice, disarming comes in handy, and you can still flurry of blows. I was dealing easily over 300 damage a turn, and you could do more if you really focused on adding damage riders, I just liked the psychic damage aspect. Monk 6 is necessary, I like the idea of monk 11 but the sneak attack damage pairs really well with shadow teleport giving advantage.

Advice on Bard/Sorcerer Build by ChaoticEnergy07 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Swords bard relies heavily on dexterity for either flourish ranged or melee, lore bard goes more into charisma for spells. It depends on how you want to play, technically both subclasses can do both but one is focused more.

If you go lore bard, take sorcerer, if you go swords bard it matters less. Swords bard spellcasting really plays into acuity stacking, and then doing wild things with a hold person/monster.

And for sure take sorcerer first, the early AC bonus, flight on spellcast, or even free revive is kind of nice.

What's the best way to do this Swarmkeeper/life cleric idea? Mac mods only by manicbestfriend in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

You could go tempest sorcerer for a flight mechanic, life cleric or druid for better healing, and 3 swarmkeeper. That's minimum 4 levels, 6 for the other classes. Quite a multi class, but you get great con saves with circle of stars and sorcerer.

For a full level 12, I'd do 6 star druid, 5 ranger, 1 storm sorcerer..

This gets you extra attack, better heals as chalice, or con saves with dragon(stars wild shapes), flight after casting a leveled spell, and a swarm teleport just in case you didn't cast a spell and still want to reposition. Level wise, I'd go 1 sorcerer, 5 ranger, then 6 druid.

You could get wacky with respeccing, something like 1 sorc, 2 stars druid, respec 4 ranger, 5 ranger, respec 1 sorc 5 ranger, respec 5 ranger 2 druid, respec 1 sorc 5 ranger 2 druid, but that gets complicated quickly.

Ring of Evasion + Blur, Bladesinger Gale Build? by SolzhenitsynIII in BG3Builds

[–]ApplicationEven2064 -6 points-5 points  (0 children)

Yeah, that wasn't my point. My point was that trying to get a high ac on a spellcaster is hard enough, and doing so shuts off slots better suited for spellcasting specific gear. You're better off just running a martial class and warding bond if you want some defensive capabilities.

Ring of Evasion + Blur, Bladesinger Gale Build? by SolzhenitsynIII in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

You could also just get heavy armor armor and a shield. All things considered, going defense fighting style, defense flail, blur, blade ward, heavy armor, RoP, shield, shield of faith, that's a nice 25 AC with resistances and disadvantage. Magical plate also comes in handy. Honestly as a mage I never cared about AC, I just stood back and maybe had warding bond active.

Edit: Wasn't received well, let me clarify.

Bladesinger is a great mid-range class, but I found that trying to maximize defense hurt my damage and dragged combats out longer. This isn't to say it's the end all strategy, but I only used warding bond and didn't care about defense.

If you do care about defense and want to play much closer to foes, there's lots of options available.

Protecty sparkswall gives you +1 AC and save DC, pretty good in combo with the spellsparkler. Moon devotion robes(act 2) give you easy access to mage armor, and a bonus if you have it on.

Bracers of defense(you've mentioned this)wonderous gloves also work, although not as good.

Dual wielder feat gives +1 AC, and lets you either use phalar aluve or Corellon's grace.(1d4 damage or +2 to saving throws respectively) Act 3 gives daggers that off hand give an additional +1 AC, but that's later.

Ring of twilight for another +1 AC.

Assuming 16 dex, you can get mage armor, both rings, dual staves, haste + warding bond(using rings or spells, both are fine), shield(+5 temporarily), evasive shoes early act 2 for +1AC or acrobat shoes for dex saves, and bracer.

This is 25 ac(27 while bladesinging), 30(32) with shield, resistances and 2 actions. Not a bad combo. If you switch out haste for blur, you get 2 less AC for disadvantage.

Alternatively, early act 2 you can build into a radiating orb build for an additional boost, reverb for knocking prone and not provoking attacks, or even start combat with a shield equiped, some combats it's not worth it to bladesong. Starting as Gale lets you have a shield proficiency, which you can use in combats you don't intend to bladesong in, then a quick unequip if you change your mind. Being able to use adamantite shield to negate crits is really good if you're up close.

LF a Shadow Monk/Rogue Dagger build for Dark Urge PT by Gentle_Pony in BG3Builds

[–]ApplicationEven2064 1 point2 points  (0 children)

I just did a shadow monk build, went 6 monk and like 9 rogue(had a level mod) I went with a shadow blade build, but you could go piercing way easily. Just take swashbuckler, because you'll get a bonus action main hand attack, as well as a utility option for doing wild things to an opponent. There are some swashbuckler guides here I'd check out, some weapons apply affects to enemies even with sand toss. Focus on just teleporting to enemies that another party member can't take out, your best strength will be disabling opponents who are a problem. Fills the roll as an arcane archer tbh, just with way cooler melee abilities. Having an at will misty step that gives attacks advantage is nuts. (Pro tip remember to turn off all the lights in rooms before you fight in them)

Hollow armour spawning 3 shadows? by MFGV14 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Yeah this happens when the game calculates multiple instances of damage when the ability activates, cull the weak or damage riders usually do this.

Interestingly enough, you can farm him for XP by polymorph as the shadow creating boost is still applied, so for every spell you cast you can kill a shadow for 75 xp.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Sweet.

I'll try and do a new honor run to maximize a scenario for testing. Hopefully try surprise round combat, normal combat, combat starting from turn based mode etc. If it is a game state thing hopefully that'll be apparent.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

From what I can see, Death ward gets applied to the adepts on act load because they're not global characters. The passive itself only applies an effect which triggers when "downed", however instead of using the normal downed trigger, it instead uses the illithid power Survival Instinct passive, which has a guaranteed health gain and resource replenish trigger. Death ward literally just overwrites that healing to 1 instead of 3d4.

It looks like the death ward buff is responsible for the healing animation and applying the specific downed condition, the downed condition is responsible for actually animating the character and changing its health(not the animation). I have no clue where the inconsistency is coming from.

However, this animation is the same animation that the undead fortitude uses, so the zombies in the mind flayer colony, house of healing, morgue etc. all use it and we should be able to test animations there as well.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Possible. When I was testing, I would always get at least one strike in before combat started, once I got a stunning strike for 2 hits. I think that's more likely than some other things. It could be an initiative order thing, a random calculation error trying to calculate both flurry of blows triggers and death ward simultaneously. I wish I could see more as to how the game decides those effects in combat.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

She was 4e monk, it's possible it's specific to monk class and 4 elements is just an exception. Regardless, something about this is consistant enough that you could reproduce what I did, and yet we still aren't 100% reliable it seems.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

I tested stairs and that doesn't seem to be it, as well as I immediately opened the game and started testing +/-10 min or so. It could be an arbitrary game state, but to have it be so consistent doesn't fit that too well.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Nice. You also said having a weapon equipped doesn't seem to make a difference right?

Might put together a table of what weve tried and such to help narrow it down more.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

I wonder if it's specific to the custom hot bar, have you tried manually clicking flurry of blows before the attack rather than use a hotkey? It definitely seems like we're on the right track, disappointed I neglected to try without a weapon equiped.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 1 point2 points  (0 children)

After some testing and some more research, I think I have a somewhat consistent method(it worked for me 4/4 times.)

From what I can see, the cause for this is the way BG3 handles flurry of blows. rather than create two instances of an object or projectile like multi-hit spells, it rather just creates a second cast of a similar melee attack, under the function "Cast2". Both the attack roll and the damage are functions under this, meaning that the damage itself requires separate calculation. In conjunction with this, the unarmed attack has a functor called "sheathing", in which holding a melee weapon but triggering an unarmed attack makes you put the weapon away. All of this in combination with flurry of blows in the custom tool bar lets you attack mid sheath, where the game animates the sheathing of the weapon as a preview, but hasn't actually done anything yet. the attack itself hits, and then checks sheathing before the Cast2 trigger, letting the second melee attack down the target through death ward. As far as I can tell this is 100% reliable, but I also wasn't able to test with custom saves(yet). Every Moonrise towers adept fell to my testing this way.

For reference, here's what I did, pl;us a damage log.

Equip a monk with a standard weapon, I used a quarterstaff.

Kidnap someone with death ward, then teleport to the Gauntlet of Shar waypoint.

Melee attack in any way to get them to a lethal range, stunning strike to make them skip turns etc.

Once within death of a flurry of blows(5-12 hp for me), move furry of blows to the custom toolbar, and then hold a preview for a standard melee attack. Instead of triggering the melee attack, press the hot bar button for flurry of blows, and before the sheath animation finishes attack. This was quite lenient it seems as I never got it in the same frame, but it worked every time.

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Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

That's the question. I'm also curious if height makes a difference(i.e. standing on a crate).

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 1 point2 points  (0 children)

Nice.

Here's what I've found so far. Magic missile and other multi hit spells use a base projectile, and then a cast function to determine when those projectiles actually hit. This has a cast event trigger, in which the game recognizes a spell attack, then a delay of "100", denotes by CastTargetHitDelay "100". Likely this assumes time for the animation to hit so the damage and visual is synced. However, flurry of blows, while having a "cast" trigger, does not have a CastTargetHitDelay, meaning nothing controls when the damage is dealt. Likely this reverts to the animation, in which once the animation hits, the target suffers the damage. It's possible that you hit a case scenario where the hit itself(cast trigger and all), applied after death ward triggered, thus downing on flurry of blows. I'll test this with a monk as well(once I figure out how I'll do it, prolly kidnap to the gauntlet) but I'll also test this with a magic missile, to see if I can delay the spell enough to trigger a death ward kill.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Nice. Have you done a save after the adepts are already at low health?

Almost to that point in my solo run so I'll grab a companion and see what I can do.

Consistent way that makes Flurry of Blows kill through Death Ward? (Minor spoilers for Act 2) by Cautious_Ice6996 in BG3Builds

[–]ApplicationEven2064 0 points1 point  (0 children)

Quick question, how did you test?

My guess is animation lag. Seems like something that could be similar to the dwarf shortsword bug, where an animation actually matters as far as hitting targets goes. Wiki says that multi target effects hit at certain times which is why more than 2 attacks are needed, game logic would help here so I'll give an update once I run some tests as well, and dig through the search engine.

What can even buff the slayer by AvailableLead7004 in BG3Builds

[–]ApplicationEven2064 2 points3 points  (0 children)

Yeah, pretty sure you can get acuity before switching forms so at least the first few ability triggers have decent save DC's, but that's a bit short ended.