Guide:Book's Guide to Crits: Difference between revisions
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* '''Item''': [[Covert Cowl]] | * '''Item''': [[Covert Cowl]] | ||
* '''Effect''': While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. | * '''Effect''': While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. | ||
* '''Notes''': This item | * '''Notes''': This item will eventually be replaced in Act 3 | ||
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| 0.1855 | | 0.1855 | ||
|} | |} | ||
=== Act 3: The Final Pieces (Minor blurred spoilers) === | === Act 3: The Final Pieces (Minor blurred spoilers) === |
Revision as of 07:06, 16 September 2023
Introduction
This is a joke build based around getting as many crits as possible without hold person and other disablers.
The Building Blocks
Act 1: Starting Off with Knife of the Undermountain King
- Location: Sold by A'jak'nir Jeera in Crèche Y'llek.
- Item: Knife of the Undermountain King
- Effect: Increases your crit range from 20 to 19-20.
Act 2: Risky Ring and a Covert Cowl
- Location: Carried by a Meenlock creature in the Cellar of Last Light Inn.
- Item: Covert Cowl
- Effect: While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Notes: This item will eventually be replaced in Act 3
- Location: Sold by Araj Oblodra on the main floor of Moonrise Towers in Chapter Two.
- Item: Risky Ring
- Effect: You gain advantage on attack rolls
- Notes: The most important item for the build
Calculating Your New Crit Odds with Risky Ring
The formula to calculate your new crit odds becomes:
1 - (1 - (0.05 \times \text{Crit Range}))^2
This calculates the odds of not rolling a crit in two dice rolls. Below is a table showing how your crit chances varies.
Minimum value for Crit | Chance without Advantage | Chance with Advantage | Two attacks with advantage |
---|---|---|---|
8 | 0.65 | 0.8775 | 0.985 |
9 | 0.6 | 0.84 | 0.9744 |
10 | 0.55 | 0.7975 | 0.959 |
11 | 0.5 | 0.75 | 0.9375 |
12 | 0.45 | 0.6975 | 0.9085 |
13 | 0.4 | 0.64 | 0.8704 |
14 | 0.35 | 0.5775 | 0.8215 |
15 | 0.3 | 0.51 | 0.7599 |
16 | 0.25 | 0.4375 | 0.6836 |
17 | 0.2 | 0.36 | 0.5904 |
18 | 0.15 | 0.2775 | 0.478 |
19 | 0.1 | 0.19 | 0.3439 |
20 | 0.05 | 0.0975 | 0.1855 |
Act 3: The Final Pieces (Minor blurred spoilers)
- Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City.
- Item: The Dead Shot
- Effect: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Location: Sold by Sticky Dondo in the Guildhall, found in the Lower City Sewers.
- Item: Shade-Slayer Cloak
- Effect: While hiding, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Location: Loot for defeating Sarevok
- Item: Sarevok's Horned Helmet
- Effect: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Notes: This item replaces the Covert Cowl
- Location: Loot for defeating Orin
- Item: Bloodthirst
- Effect: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Other Essentials
Elixir of Viciousness
- Availability: Can be crafted or purchased in large quantities in Act 2.
- Effect: Adds another +1 to crit range.
Class Requirements
- Class: Fighter 3 for the Champion subclass, which adds another +1 to crit range.
- Optional Classes: More levels in Fighter, Thief for additional off-hand attacks and sneak attack, Warlock for fear on crit or Paladin for smite crits.
Race
- Options: Any race can be used, though Savage Attacks from Half Orc is a nice bonus.
The Total Count
Component | Crit Range Change | Cumulative Crit Minimum |
---|---|---|
Base Value | N/A | 20 |
Knife of the Undermountain King | +1 | 19 |
The Dead Shot | +1 | 18 |
Shade-Slayer Cloak | +1 | 17 |
Sarevok's Horned Helmet |
+1 | 16 |
Bloodthirst | +1 | 15 |
Elixir of Viciousness | +1 | 14 |
Champion | +1 | 13 |
Result | N/A | 13 |
Calculating Your Damage Output
We will be assuming you always hit because we'd need to factor in AC and all your attack mods. With crits being a flat 2x damage, finding average damage is straightforward. If you have a crit rate of 0.5775, you'd essentially be dealing approx 1.5775x damage on average.
FAQ
Why would I use this build?
You get a lot of crits.
How well does this build perform?
No idea, thought it'd be fun to make.
Bugs of Note
- The build performs better on any character that is not your main toon since you can have them stay at camp and rejoin for Morninglord's Radiance which grants an additional dice, which doubles on crit.