Is the adrenaline points gain from sword attacks based on damage delt, or just the number of hits?
I think it's number of hits. At least that's how it feels to me. I'm fairly sure.
Is the adrenaline points gain from sword attacks based on damage delt, or just the number of hits?
On the issue of red mutagens, they are indeed way to few. I'm curious how you are supposed to obtain them because in my first play-through (70+ hours) I didn't find enough red mutagens to complete crafting all the potions requiring it. Much less having a full one to buff red mutagen slot.
According to... the game itself... Strong Attacks already ignore enemy armor completely. So the only advantage of Sunder Armor is that fast attacks, bombs, and signs do more damage after hitting enemies with a few strong attacks. Personally, I think it's a waste of ability points unless you have Bear School Training equiped. With Cat School Training and Precise Blows Fast Attacks do so much critical damage they out DPS Strong Attacks even in spite of the ignore-armor bonus.I'm thinking maybe Sunder Armor? But I don't know if that sounds very useful. Is that going to result in a significant increase in damage dealt?
By the way, my build is a glass cannon - completely focused on dealing out the most damage possible. Recommendations?
Are there any benchmarks of impact of DSR?
According to... the game itself... Strong Attacks already ignore enemy armor completely. So the only advantage of Sunder Armor is that fast attacks, bombs, and signs do more damage after hitting enemies with a few strong attacks. Personally, I think it's a waste of ability points unless you have Bear School Training equiped. With Cat School Training and Precise Blows Fast Attacks do so much critical damage they out DPS Strong Attacks even in spite of the ignore-armor bonus.
I think you already know my thoughts on this (stack red mutagens all the way!!!) But in case you don't already know this piece of advice --stack critical-hit-damage and crtiical-hit-chance on your potions, glyphs, and gear.
Apparently it's not. But that begs the question: what is the relation between restances and armor? Do resistances modify your armor values against certain attack types? Or do they reduce incoming damage by a percentage before it gets further reduced by your armor value?Hmm. Sunder Armor says it reduces enemy damage resistance. Is that really the same as enemy armor?
How effective was that? I've never gotten Red mutagens from enemies in the open-world e.g. that aren't part of quests.Yeah, I'm already using all red mutagens. I farmed a Fiend for a while to create a greater red.
How effective was that? I've never gotten Red mutagens from enemies in the open-world e.g. that aren't part of quests.
Whole game has been easy for me on blood and broken bones.
I have zero points in sword and signs. ALCHEMY IS THE STRONGEST NO CONTEST!!!
1) Get general skill: Cat. In full light armor you now almost have the same sword strength as 5 points in fast attack (combat tree) for ONE skill-point.
You now have very strong sword attacks in light armor for only one skill point.
2) Get aquired tolerance in alchemy and metabolic control in general for a huge boost to max toxicity.
You can now use TWO mutagen concoctions instead of one, + a normal potion. Very powerful.
3) Protective coating
Flat 25% mitigation vs mobs that you use oil agains, very strong in fights that actually matter.
4) Refreshment
Heals 1/4th of your health when you use a potion
5) Endure pain + tissue transmutation
+1000 vitality per mutagen concoction, you can use two - so basically +2000 vitality permanently
+50% HP when toxicity passes the safe threshold, I have it up permanently
Summary:
Good damage
Very high health
25% mitigation bonus in hard fights (oil)
2 x concoction
25% heal of total hp when using any potion
Mutagen potions: The one that restores health when using stamina. Griphon for reducing damage taken or the 10% crit chance one for increasing damge done.
Mutagen slots: All green
At lvl 15 (there about) and to lvl26 (atm) I have been nearly unkillable. Good damage from oils and the cat school point, none needed in ANY combat skill.
Extreme hp + good mitigation + very easy to regain hp (Quen now heals me for 15% of my health per use, a potion heals me for 25%).
Worst part of this build: Game becomes too easy.
Best part of this build (other than being near-immortal): No need to micromanage signs , you can turn to button-mashing with some dodge.
Edit: Just to repeat it: From lvl15+ near30 I have been near-unkillable with good damage. Without using a SINGLE skill in signs or combat tree. 100% alchemy + general skills. I fear alchemy will get nerfed atm.
I assume monsters hav armor. There is no reason for them not to have it --armor is just an abstraction, it does not literally mean "wearing armor." You have to consider that most monsters have have thick skin, scales, hard exoskeletons, and other built in protection.Question: Do monsters have armor too? Or only mobs that actually wear armor, such as humanoids and the Wild Hunt?
I am thinking of going into Alchemy or Signs. There are two T1 abilities from Signs and Alchemy that look really good to me.
There reason I want Delusion is because Axxi to aboslutely decimates in 1v1 --the dialogue options are just a bonus. I looked at all the T1 Sign skills and decided this one looked the best. But I am open to other suggestions.
- Aquired Tolerance: Every known alchemy recipe increase your maximum toxicity
- Delusion: Various Axxi combat improvments. Increases the effectiveness of Axxi in dialogues..