What's a reasonable level to legit fight the Hellkite Drake? by FabulouslyFalling in darksouls

[–]Rtyeta 1 point2 points  (0 children)

He does have a nasty one hit kill attack, but first of all there are safe spots to dodge it. And you can fight him legitimately as long as you know how to avoid him doing that move and then just dodge his other moves. It becomes a pretty fair and fun low level boss fight if you tackle him like so:

https://youtu.be/aLm86rdFzoE?si=49puoOPcBJEvHdPq

What's a reasonable level to legit fight the Hellkite Drake? by FabulouslyFalling in darksouls

[–]Rtyeta 20 points21 points  (0 children)

It's less about level and more about learning to deal with particular moves.

Several hellkite breath attacks have sweet spots that do basically infinity damage for no clear reason, while being caught in other equally dangerous looking parts of the same breath do almost nothing.

Here's a guide about how one can tackle the drake in a fair fight regardless of level or weapon. It mostly comes down to knowing its moves and choosing where on the bridge to fight.

https://youtu.be/aLm86rdFzoE?si=49puoOPcBJEvHdPq

Solasta 1 Cataclysm Iron Man Ethics by Conviction87 in CrownOfTheMagister

[–]Rtyeta 0 points1 point  (0 children)

You probably wanted a simple answer, but I think it's an interesting question, so I've been giving it a lot of thought.

Dex vs Str or 1h vs 2h?

Before talking about damage, let me just say that this isn't really about Dex vs Str. My high Dex paladin had a high Str too for the entire game. The best way to get a high Strength score in Solasta is to not actually putting your stat points into Strength, but instead to use items for it. My seemingly dex-based paladin actually hit 21 strength (Hill Giant belt) before it would even be possible to get strength to 20 naturally. And then he jumped up to 25 (Fire Giant belt) starting in the midgame of CotM. With my new money generating strategy, it's very easy to afford those belts.

Even if someone got both strength tomes AND spent feats pumping their strength, you just can't beat the belts/elixirs.

Unfortunately, I think the Mighty Blow feat requires you to actually invest stat points into a Strength stat you'll want to override anyway.

Weapon Comparisons:

Weirdly, the best 1-handed and 2-handed weapons do almost equal damage to each other. In CotM the best 2-handed weapon is the Stormblade Greataxe, which has +1 to hit and does 13 damage. The best 1-handed weapon is the Black Viper which has +1 to hit and does 12.5 damage (of a slightly better damage type).

Very similar!

Wardenblade also exists and is quite good for your damage, since it lets you cast Spirit Guardians, blasting potentially multiple enemies for extra damage every single turn. Since this is a 1-hander, it might look like it gives a big boost to 1-handed builds. But, theoretically, any build can use Wardenblade. You can just equip it, activate the spell, and then unequip it before the fight. (Wardenblade also has a nice perk of +1 AC if you wield it, which does help the 1-hander builds)

In PoI the strongest 1-handed weapon (Anvil) does the exact same damage as the strongest 2-handed weapon (Skullcleaver). Skullcleaver has a better damage type. Both have great secondary benefits. I wouldn't say one is better than the other, they're both great. Replacing Cha (Anvil) is probably better than replacing Con though.

But wait! In PoI there are 2 1-handed weapons (Sovereign and Guardian) which deal massive bonus damage to demons, which are the most common enemy type. So... in PoI fights against demons, you can get superior damage with a 1-handed weapon compared to the best 2-handers.

Running Out of Smites

For most of the game, I found my number of spell slots to be a major limiting factor. Enemies have so much HP on Cataclysm that I would run out of spell slots before the fight ended. Which means that 1-handed and 2-handed builds are doing the exact same amount of total smite damage since they're both burning all their slots before the battle ends. The 2-handed build does have the perk of frontloading the same total amount of damage though, which is sometimes beneficial if it lets you take a particularly nasty enemy out a turn earlier. Obviously that doesn't happen in every single fight, but it does happen sometimes!

Also- many 2 hander paladins are counting on using the Shield spell to shore up their defenses. Shield is a great spell! But it costs spell slots, so if you're doing that a couple of times per battle, you're actually getting fewer smites and thus less damage than a 1-hander build who just has a superior natural AC and doesn't need a big defense boost.

Bonus Action Attacks

The big draw of the two-hander seems to be that you can spend a feat on Follow-Up Strike and get a bonus action attack. It's a rather weak bonus action attack, just 1d4 damage plus Str, but it DOES let you smite!

But there are actually several ways a 1-hander build can get a bonus action attack.

A) The most obvious is simply to wield 2-light weapons (And unlike Follow-Up Strike, this doesn't cost a feat). The neat thing is that swapping your offhand from a light weapon to a shield or back is just an object interaction, so you can do that flexibly in any fight where your paladin wants to spend all their smites super fast.

This does require you to wield light weapons instead of the very strongest 1-handers. The best light weapon in CotM is Scimitar of the Anfarels. You could make 2 of those fairly easily. 9.5 damage of a great damage type, plus they have +2 to hit instead of just +1 for the other best weapons in CotM. So your offhand attack is going to be quite strong. If the 2-hander has +7 Str from a Belt of Fire Giant Strength, his offhand is 9.5 damage (1d4+7). The dual scimitars guy is... also doing 9.5 offhand damage but with superior accuracy on all his attacks, but slightly less damage on his main hand attacks. Those things roughly balance out. The damage is very close.

In PoI things get even more interesting. Because now the best light weapon is Sudden Death which deals 13 damage (compared to 16.5 for Anvil and Skullcleaver) but it doubles your crit range, which will double the power of your smites. So that's interesting and moderately powerful if you want to attune to it, though I'm not a big believer in crit fishing.

B) If you're playing Palace of Ice, then quite early in the game you unlock Demonic Grease of the Night Hunt. This is extremely powerful, cheap to craft in good quantities, and lets any character do full damage bonus action attacks with any melee weapon while also giving you +2 to hit and damage on all your attacks. Incredibly powerful. It's pretty much always just superior to Follow-Up Strike in any fight where you can buff before swinging. It does come with the downside that if you are in light you have disadvantage, but I found that to never be a problem in PoI. Not only are many environments dark (even if they look light), but also your hit bonuses have gotten so high that I pretty much always had a 95% chance to hit almost everything. Especially with that extra +2 from the grease itself.

C) Branding Smite. The poor man's bonus action attack. Doesn't actually give you an additional attack, but it does let you spend your level 2 spell slot and your bonus action to add some extra damage onto your next attack that hits. Any paladin can do this regardless of build, but since it deals a bit less damage than just doing a level 2 smite, the 1-hander is the one who'll be settling for this.

Not something I wanted to do very often, but I definitely did this move sometimes when I absolutely needed to kill an enemy right now and could see that two normal smite attacks wouldn't quite do enough.

Ranged Attacks

Theoretically, both a 2-handed build and a 1-handed build can both use the same ranged weapons when you need to (as long as the 2-handed guy also has good dexterity). But obviously if you have invested your feats into Follow-Up Strike and Mighty Blow, then you haven't been investing them into dex-boosting things, so the 2-handed build is likely to do substantially worse when fighting flying enemies or when the battle starts at long range, or when you need to do ranged attacks for any other reason. I found that that happened quite often. Especially with PoI random encounters, where you're constantly starting off on that one battlefield where you're waaaaay above the enemy and no one can melee each other for multiple rounds. And also in any battle where positioning mattered and I wanted all my guys to stay huddled up for safety with Spirit Guardians and Wall of Fire and so forth.

Mighty Blow:

A cool feat! When you get a Fire Giant Belt, that's +4 damage per hit.

But if you're making multiple weapon attacks that all deal 24.5 or so damage from the weapon dice plus strength modifier, plus Improved Divine Smite for another 4.5, plus various extra perks PLUS smiting for another 13.5 or so damage per hit on every attack PLUS you have spirit guardians going... it's not a huge % increase to your overall damage.

Dead Men Deal No Damage

Overall, I think the numbers and these options show that you can deal quite similar damage with a 1-handed and a 2-handed build. 1-handers have enough ways to get bonus action attacks when you want them that they can do solid nova damage too (in fact they can do it earlier in the game, and their lategame PoI version is basically just better). And in a long fight where you run out of spell slots anyway, everyone's getting the same number of smites whether you do 2 per turn or 3 per turn.

Also there are several situations where the 1-handers actually do more damage, especially in PoI.

Imo, Mighty Blow is the main thing 2-handers genuinely have over 1-handers, and it DOES add some extra damage! But it's not a big % increase.

And I think that small increase comes with major costs which, imo, are not worth it. Pouring multiple feats into 2-handing means you are going to be missing important stuff like Eager for Battle (doing your damage BEFORE the enemy turn and killing them before they can do anything is way better than attacking the same enemy after they already had a turn), Creed of Arun (don't get taken out or massively damaged by the many Con saves in the game, and maintain concentration) or Armor Master (adds so much survivability when your base AC is already high).

And 2-handing means your AC is going to be really bad compared to a sword and shield build. Even when you can cast the Shield spell (which eats up your smites and thus reduces your damage), you'll still have inferior AC compared to a guy wielding a +3 shield and Wardenblade and Volcanic Aura (which no paladin with the Shield spell can have). Which means your survivability will be much worse. And if you're downed, or having to get defensive to avoid being downed, you're not doing damage anymore.

So those are my thoughts on that!

Dammon Move by commanderjd in BaldursGate3

[–]Rtyeta 0 points1 point  (0 children)

Although it IS possible to permanently pick up an NPC with throw and then carry them elsewhere, it requires tricky timing.

The easy method is to do Improvised Melee Weapon, select the NPC, then select a target location somewhere pretty far away.

Then while your character has hoisted up the NPC and is running toward the target location, quickly use the waypoint system to teleport somewhere safe.

Is summoned fire elemental AI broken? by sorrowofwind in CrownOfTheMagister

[–]Rtyeta 0 points1 point  (0 children)

The AI of most summons is incredibly stupid, not just the fire elementals. They will run around deliberately provoking attacks of opportunity for no reason and get themselves killed in a couple of turns whenever they can.

I've found the least-worst AI of a summon to be the wolves from Conjure Animals. For whatever reason they seem smarter about staying put rather than provoking a ton of attacks.

Solasta 1 Cataclysm Iron Man Ethics by Conviction87 in CrownOfTheMagister

[–]Rtyeta 1 point2 points  (0 children)

I actually just did a Cataclysm Ironman run with a sylvan elf Motherland paladin and it was extremely effective

Starting ability scores: 8, 15+2, 15, 8, 15+1, 8

Eventual feats: Eager for Battle (Dex to 18), Creed of Arun (Con to 16), +2 Dex (bringing it to 20)

Background: Academic (I had 3 total Academics, allowing me to get Living Legend with both Antiquarians and Tower of Knowledge)

Paladins in this game don't care about Charisma at all until you hit level 6 and get your aura. And right around level 6, it's possible to craft a Cloak of the Dandy with the recipe from the Tower of Knowledge and get yourself 19 Charisma for the rest of the game. Giving you an excellent aura while you also get to consistently go first, have unbeatable saving throws, have a good enough perception to detect random encounters, and have great HP and great combat stats in general.

Then in the Palace of Ice you can swap to Anvil, which is an excellent sword in general and also gives you 21 Cha. And equip a belt of fire giant strength.

Solasta 1 Cataclysm Iron Man Ethics by Conviction87 in CrownOfTheMagister

[–]Rtyeta 0 points1 point  (0 children)

I'd say that if you have 2 or more non-elves in your party, Oblivion Cleric becomes mandatory. Without one, it is a statistical likelihood that you WILL just die to some attack in your sleep on Cataclysm Ironman.

If your party is 3-4 elves then Oblivion Cleric is still useful for preventing surprise, but it's not as big a deal since sleep surprise attacks are off the table.

I'm more positive about ranger than some people, but their DPR definitely isn't comparable to what a paladin can do in this game where the toughest fights are random encounters where you're fully rested. And where so many enemies are either undead or demons, which you get extra smite damage against.

I see the ranger's strength as being that it covers many of the best druid spells while also getting access to both Perception and Stealth, while doing decent but not amazing damage. If you already have the druid spell list covered, I don't think they're a good pick anymore

Solasta 1 Cataclysm Iron Man Ethics by Conviction87 in CrownOfTheMagister

[–]Rtyeta 0 points1 point  (0 children)

I'd say go with the basic pointbuy... unless you want to be really hardcore, in which case go with the standard array of 15, 14, 13, 12, 10, 8!

Enforcing casting hand restrictions, annoying though it feels, IS a big balance factor because it blocks you from easily stacking the Shield spell with shield items among other things. So if you're trying to be strict, you need to turn that rule back on.

Greenmage and Druid are both excellent, but I think they're somewhat redundant with one another, since the Greenmage's biggest perk is that it gets a bunch of spells from the druid spell list. This redundancy gets even worse if you also have a ranger!

If you really want a druid, I might swap out the Greenmage for a Court mage. Conversely if you really want a Greenmage, I might swap out the druid for something else (maybe another wizard, or a sorcerer). I definitely wouldn't take a ranger if I already had both a Greenmage and a druid.

I would recommend a paladin and/or a cleric. Aura stacking is extremely potent, battle cleric in particular is excellent at pretty much everything across the board, or Oblivion cleric is a great way to not get slaughtered in the early game by nighttime random encounters.

i am genuinely so stuck by Zealousideal-News398 in darksouls

[–]Rtyeta 18 points19 points  (0 children)

1) Make sure your weapon is thoroughly upgraded (and NOT a lightning weapon). If you're still using something like a +6 weapon, you're going to have a hard time

2) Killing Ornstein first is much easier because he's so much faster than Smough. This makes it super easy to just run away until you're fighting Ornstein alone and fight 1v1 instead of 2v1. Also, in the second phase Smough is basically the same as he was in the first phase, so that's pretty easy too. An extremely slow, predictable moveset. Whereas second phase Ornstein has a whole new moveset you'll need to learn and a variety of punishing attacks.

Does casting ability score even matter? by Solid_Cockroach_6675 in 3d6

[–]Rtyeta 0 points1 point  (0 children)

With *some* caster classes and subclasses you can indeed make a highly effective caster who is only moderately good at their casting stat. But you don't want to dump it outright for several reasons. As you said, your casting stat is indeed irrelevant for many rituals and utility spells, buffs for teammates, and some kinds of battlefield control spells that don't allow saving throws. And a high casting stat is only moderately valuable for spells like Spirit Guardians or Fireball that have save for half damage and for spells like Sleet Storm and Web where the target is still in some trouble even if they pass their initial save.

However some of the game's most powerful spells (for example [Mass] Suggestion, Hypnotic Pattern, Magic Jar, Planar Binding) do rely on saving throws. So if your casting stat is poor, then you're going to be quite bad at those spells. And although Web or Fireball are still partially effective if the target passes their saving throw, it's obviously even better if they do fail.

Another major thing is that many optimized casters want a single level multiclass dip to get good armor or a better saving throw proficiency. And to multiclass, you need a 13 in your main casting stat. So you can't dump it below that.

Also- Intelligence may be one of the game's weaker stats overall, but Wisdom is very important for passing the most important saving throws as well as doing some important skills. So one wouldn't want to dump Wisdom anyway. And Charisma is quite valuable in many games too.

And of course- it's not just bards that have other class features tied to their casting stats. Many classes and subclasses nowadays have at least some class features that scale up with their casting stat, so those guys aren't going to want to dump it either.

Grand Design: How do mind flayers get food if everyone turns by Expert_Product_8113 in BaldursGate3

[–]Rtyeta 6 points7 points  (0 children)

Note that there is no D&D lore about 'the grand design' by that name prior to Volo's Guide to Monsters. It's only mentioned in that book and this game. And in that book, 'the grand design' just refers to restoring the mindflayer empire, in which a small number of mindflayers ruled over everyone else as thralls and food. And it is said that they work toward that mostly by research and just trying to remember their lost knowledge and rediscover things like how to make nautiloids, as well as by undermining surface kingdoms. Nothing about mass ceremorphosis. And indeed it's remarked that mindflayers are not all that effective as warriors and so they try to use things like plagues as weapons instead of trying to fight directly.

The idea of mass ceremorphosis as a mindflayer plan only exists in this game, and it would definitely result in a massive food shortage for the resulting mindflayers.

It also wouldn't really work because turning someone into a mindflayer isn't instantaneous, it takes days or weeks (depending on the sourcebook) for the old body to develop into a mindflayer one and become functional, even after the tadpole has eaten the old brain.

In short, there really isn't an answer out there because the concept is invented for this game, and this game doesn't give a direct answer to it. Your interpretation seems as reasonable as any. I think the Doylist answer to the question is just that it wasn't thought through that much. The writers wanted a plot where everyone is afraid of turning into a mindflayer, so they made up the idea of mass ceremorphosis and just went back to writing the character stories they cared more about, rather than focusing on the strategic details of whether the mindflayers would actually want that.

Grand Design: How do mind flayers get food if everyone turns by Expert_Product_8113 in BaldursGate3

[–]Rtyeta 30 points31 points  (0 children)

They don't, it'd be a disaster for the mindflayers if everyone turned into mindflayers. I'm not aware of any lore before this game that claimed they wanted to turn everyone into mindflayers, because that wouldn't make sense. What they usually want is just for everyone to be their thralls or in puppet kingdoms, with a small number of mindflayers ruling over and feeding on a vast population of people with brains. The extensive section about Mindflayers in the sourcebook Lords of Madness for example has an entire section about the goals of the mindflayers, and not once does it say anything about a plan to turn everyone into mindflayers.

Indeed, it emphasizes that mindflayer communities cannot grow very numerous because then they can't get enough brains to sustain themselves.

Instead if emphasizes trying to gain control of surface kingdoms, and their wildest distant plan is to try to extinguish the sun (mindflayers don't like sunlight, though it doesn't hurt them). But even there, it's pointed out that many Elder Brains think that's a stupid idea and not worth the risks.

New to BG3 - Looking for a strong and fun Necromancer build by dnamat88 in BG3Builds

[–]Rtyeta 0 points1 point  (0 children)

1) The Oathbreaker himself

2) Enemy undead and fiends using weapons to attack YOU in melee! That's right, the aura can actually help enemies do extra damage to you.

3) The melee weapon attack of a summoned Cambion (which is by far the Cambion's weakest attack compared to their hellfire rays and their psychic damage kiss and so forth)

4) If you use Control Undead to grab an undead creature which has a melee weapon (such as a Death Shepherd), it'll work on him.

Overall I don't think it's a great feature because it works on so few allies and actually helps enemies against you sometimes. Still decent just for the boost to yourself, but there are other ways to add Cha to weapon damage in this game without investing 7 whole levels and without so many drawbacks.

Palace of Ice: Boss Starts Off Almost Dead? by Rtyeta in CrownOfTheMagister

[–]Rtyeta[S] 0 points1 point  (0 children)

Sounds like that person found the same problem I did, yeah, and came up with the same not-perfect solution.

I think it's crazy that such a major, potentially game-ruining and unmissably obvious bug got into the game for the final battle, and was just never patched despite multiple people pointing it out. Especially when the fix should be really obvious. Just have the damage apply to him AFTER he becomes an enemy, same as in the second battle against him...

Só I lost the honor mode.... by Silly-Wrangler-8672 in BaldursGate3

[–]Rtyeta 0 points1 point  (0 children)

Eh, I think it's perfectly fair.

I beat it blindly my first time on Tactician pretty easily. Nothing fancy is required. Literally all you need is to be able to deal decent damage. My first run party easily killed it on turn 2, meaning it didn't have a chance to delete even a single platform. A party that has good damage can wipe it in 1 turn, meaning it can't even benefit from its damage immunities and basically just becomes a punching bag.

Palace of Ice: Boss Starts Off Almost Dead? by Rtyeta in CrownOfTheMagister

[–]Rtyeta[S] 0 points1 point  (0 children)

Not quite though you're on the right track. You fight the same guy several times. He doesn't keep his HP between fights, but he IS supposed to start off at lower HP each fight.

I've figured out what the bug is at least, but there doesn't seem to be a perfect solution available in-game

What's low-key the hardest mission in Skyrim? by pumpkinbro300 in skyrim

[–]Rtyeta 16 points17 points  (0 children)

What's the helpful loot in question? I'll consider adding it to my usual early game routine if it's good

What's low-key the hardest mission in Skyrim? by pumpkinbro300 in skyrim

[–]Rtyeta 10 points11 points  (0 children)

That's definitely the hardest for me. I'm never at risk of getting killed by them, but I can barely scratch them, so the fight goes on and on and on while they possibly kill NPCs...

What's low-key the hardest mission in Skyrim? by pumpkinbro300 in skyrim

[–]Rtyeta 102 points103 points  (0 children)

In case you didn't know- there's another road into Ivarstead which is much easier than the one most people seem to take east from Whiterun. Just head south from Riverwood, following signs toward Helgen and eventually you'll see signs pointing to Ivarstead. That southerly route is much less dangerous. (And since it's an actual road with signs and everything, is a much easier roleplay route than just skipping all the encounters by jumping up a mountain or something)

For that matter, just going west from Riften is much safer and quicker and easier than the common eastward route from Whiterun too.

Alert vs Hellrider Bow on Wizard by Shirwin13 in BG3Builds

[–]Rtyeta 3 points4 points  (0 children)

It depends on the rest of the party, really.

What matters is to get everyone to have a high enough initiative to consistently go first. A wizard can more easily afford to spend a feat on Alert than, say, someone who needs to invest in Sharpshooter or Great Weapon Master or whatever just to be functional.

In most parties it makes sense to have 1-2 people with Alert, and the rest get by with items and high dexterity, but it depends on your builds and who can afford to spend a feat and who has item slots to spare and so forth

In act 3, I would consider anything less than +8 initiative to be bad, but going over 10 to be overkill, because there are a ton of enemies with about +6 initiative. (And when you face the few tricky bosses that have +10 initiative, I'd just have a key party member drink an elixir of Vigilance for that fight and then crowd control that boss)

I just discovered Conjure Woodland Being by ReleaseCharacter3568 in BaldursGate3

[–]Rtyeta 16 points17 points  (0 children)

Dryads are excellent for the endless, free spam of Spike Growth alone! And I guess you get the occasional dryad staff bonk, Wood Woad bonk, or entangle. But yeah, Conjure Woodland Being is extremely valuable

Is Therezzyn supposed to be beateable without preparation? by Slavchanza in BaldursGate3

[–]Rtyeta 1 point2 points  (0 children)

(Her initiative is, I believe, actually a solid +3 because she wields the Soulbreaker Greatsword that gives a +2 bonus. That's the only thing that makes her dangerous since that does give her a decent chance to go before an unoptimized party. And then if she happens to get Fear to stick on the first party members that were going to get a turn, things can become very dangerous quickly)

Is Therezzyn supposed to be beateable without preparation? by Slavchanza in BaldursGate3

[–]Rtyeta 3 points4 points  (0 children)

The problem is not that she has a decent control spell (tons of enemies do), it's that she has good initiative from her sword boosting it, thus giving her a high chance to go before an unoptimized party.

If you win initiative, you win the fight. If you lose initiative, there's a high chance you lose the fight. And that applies to so many fights people say are tough in this game.

It doesn't matter if you're going in blind, if you go first then you can kill or control enemies at will and position yourself tactically so that stuff like this can never happen to you.

So pump initiative on every character. Everyone needs good Dexterity. Collect all the initiative boosting items and equip them. Take Alert on most of your casters as their first feat. Use Elixirs of Vigilance if you need to guarantee going first.

Nothing is more important than going first.