A point has been made about the Savage Attacker feat being , which changes the results a good bit. I'll be remaking this, I'm very sorry... 🥲 The is ready with changes from comment feedback. th-cam.com/video/fVeA3mIArzM/w-d-xo.html or linked with the cards at the start! If you notice any other mistakes or have suggestions, please leave a comment! I'm happy to discuss anything at all!
Good stuff! Please add a link to the corrected video to help people like me who find this one first? One thing your analysis is missing is your probability of hitting. The total damage should be multiplied by the probability of landing a hit to find the true average damage. This is complicated by the fact that different enemies have different ACs, but you can specify a baseline assumption about AC based on a representative high-level enemy. This will more accurately reflect typical damage output and better compare different build options. We should also calculate each build’s damage when they hit without critting and average that into their damage per round if we want to actually find the best crit-fishing build. Treantmonk has a great explanation in his video, “How To Calculate Damage Per Round.” Rolling a natural 20 is a guaranteed hit, but I don’t know whether increased crit range translates in BG3 to more numbers being guaranteed crits. If you can crit on a 16, but that’s not enough to beat the target’s AC, then that’s probably still a miss, worth 0 damage. This contributes to diminishing returns for increasing crit range past a certain point. UNLESS BG3 treats the whole crit range as guaranteed hits, which I doubt, but which requires testing. If that IS the case, though, then increasing crit range is even more powerful than it seems.
@@scottmcmillen3015 I absolutely will! It's still getting edited but it will likely be uploaded tonight or tomorrow! You're totally right, in all honesty it's hard to do because there are so many different enemies with different AC's. I did calculate the damage without critting (but as you know this will be slightly higher than expected as it's assuming only the 5% miss) I don't think BG3 would treat it as being a guaranteed under the 20, so you're likely right. This would likely make the Berserker Barbarian build the best (going off the new video's findings so far) I will not be including the hit chance in the new video, but if you wanted I could make a separate video discussing the difference in damage, as I think it's likely not that much (difference between build, of course actual output will be lowered, if that makes sense?) What else do you think? You seem to have a lot of knowledge in this area so I'd love to hear what else you'd change or comment on? (I was originally going to include AC, but I couldn't find a good source on average AC for enemies so decided not to include, if you know anything about that I'd love to know for future builds!)
the GWM feat does not reroll dice, it simply adds +10 damage on hit for a -5 chance to hit, and a bonus action attack whenever you crit/kill someone. the great weapon fighting style is the one that rerolls dice
Wonderful video. I saw the comment below about Savage Attacker feat below, so I won't reiterate on it. However, I love the video and look forward to see the update posted. I assume you left out as many of the "reduces crit hit chance by 1 if obscured" intentionally? I believe you could lower it even more with this. Especially with The Dark Urge's cloak you get (I don't remember what it's called, but it's after killing Alfira.)
I would also like to tack on right here that Warlock's pseudo-extra attack DOES NOT STACK with other classes extra attack in Honor Mode. This is a ruling from the ttrpg that is apparently only enforced in Honor mode?
Thank you, I'll have the remake up as soon as I can, working through the numbers as we speak 😉 Yeh I left them out, I felt like they were less consistent than aiming for high consistency, do you think it's worth the time mentioning them? I can't find the cloak you're talking about, I had a quick look through the wiki but nothing came up (another point about the obscure crits, when you have as low as 16 or 14 to crit, it's almost like "if you hit, then you crit", which makes getting it much lower less impactful, as well as the advantage being less effective the more you lower the threshold)
@@TenebrisImpyris Ohhh that's a good point to make, thank you for that. I haven't had a chance to look into the new mode but I knew there were some changes like that! Do you have any other comments about the video? Anything you think I could improve for the remake?
@@DwarvesAndDice Spoiler: The cloak is the "Deathstalker Mantle" You get it in act 1 in a dark urge playthrough if you bring Alfira (the Tiefling bard) to camp After bringing her into camp you will kill her in your sleep, and I believe the following long rest you will get the cloak Its power is as follows "The Shadow Itself: Once per turn when you kill an enemy, shroud yourself in primeaval darkness to become Invisible for 2 turns." As for additional things to note, I don't know if Hunter was chosen for simplicity's sake, or if it's actually better than Gloomstalker (as Gloomstalker gets the one free melee/ranged attack on turn 1.) and paladins at higher levels get stronger smites, which triggering on crits is quite strong. And since you're adding in potion effects to lower your crit chance, would the math be too complicated to add in additional effects like coating your daggers in Drow Poison, or drinking a Pot of Swiftness so you become hasted? (I also have no clue if potions stack like this. I barely use them)
Upon checking with others, it turns out in Honor mode there is no an interaction where DRS exists. All Damage Riders apply "correctly" and do not count as damage sources unfortunately. So probaly just say that at the beginning of your video "this doesn't work in Honor Mode" otherwise you'll have a while slew of new damage numbers to calculate!
@@DwarvesAndDice I just finally manged to complete Act 2 for one character. 120 hours across 3 characters. 100 of which are with the one that finally progressed into Act 3. The sheer size of the city and the amount of NPCs. I could easily spend another 80 hrs before beating the game I think. There's just an absolutely mad amount of detail.
@@ZestySlothProductions THIS is why BG3 is GotY if not longer! I love this so much and I'm not even into ACT 2! That is a hallmark of an amazing game (on top of which they're still updating the game with good content!) I really can't wait to see the city and to get into the game more, need more time first
I didn't want to take into account any "while hiding" or "one time per combat" kind of things as much as possible, it's harder to calculate and increase damage SO slightly, it's not worth it. Sure it's worth running it but less useful for the guide 😊 (with advantage) When you're down at 16, going to a 15 only increases your chance to crit by 7%, which is quite low for only that attack. On top of that when you're doing the max crit of 14 going to a 13 you're only increasing it by 6%, again very little for a single attack.
I normally build my rogue around crits: Knife of the Undermountain King, Medium armour proficiency (For survival on higher difficulties, with Armour of Agility), Dual Wielder feat, Bloodthirst, Crit Cloak from Guildhall, Deadshot, Sarevok Helm, Risky Ring from the Drow in Moonrise towers... grants the effects of reckless attack without going Barb for it... I could theoretically add a few levels from fighter to get champ, maybe 4 Fighter 8 Rogue for lol, Thief Subclass., But I normally go full rogue. With this I don't need to pick up moderately armoured, and go for Savage attacks instead, combined with the HO passive... Plus Oil of Visciousness... If I count it well, you have to roll a 13 to crit, with advantage on every attack. That currently is my build for crit fishing as a rogue. But as I said I don't go for fighter... so your crit chance would be around 64%. to roll a 13 is ~40%, with Advantage its 64% to crit. It's one of my favorit "you are dead" builds in BG3
@@loneirregular1280 Yeh I can see why it's a "you are dead" build 😂😂 The crit chance is so high at that point, if you're getting past their AC you're probably critting 😂😂 I do like the use of the risky ring, I liked going the Barbarian just because the rage gives you SO much survivability it felt better than not having it (while still having the advantage against you) You likely squeeze out a little more damage going your way, especially because of the DRS from high level sneak attacks. One thing to note is you don't get DRS on honour mode, just so you know. My remake of this video will be done quite soon, sorry for any other issues. Hopefully it's better this time round 😅
Thanks for sharing, I had never thought about the potential use of Hunter Ranger levels with crit-fishing builds. I'm not aware that Rage gives extra hit chance; it gives a flat bonus to damage (but not additional damage dice, and therefore not very useful on crits). Plus, a bonus to hit chance is not a bonus to crit chance, as crits are based on what is rolled on the die itself without modifiers. The things that increase crit chance are lowering crit threshold and rolling more dice (through advantage and/or making more attacks). So a barbarian's Reckless Attacks increases crit chance, but Rage does not. I'm not sure how your graphs in the Weapons section were calculated (e.g. what assumptions you were making about crit chance, hit chance, advantage, etc.). Before that you discussed minimizing the crit threshold by equipping Vicious Shortbow, Knife of the Undermountain King, and Bloodthirst; these are all 1d6 weapons, so if you're using those then you're not attacking with any 2d6 or 1d12 weapons, but if you're attacking with a 2d6 or 1d12 weapon you're not having as high of a crit chance as what you described before.
I'm sure you've seen but I'm remaking this remake because of some glaring issues, sorry about that... Ahh yeh I misspoke about rage giving hit chance, it's the reckless attack 😅 but the calculation in that regard is definitely correct, no worries there. The reckless attack giving advantage does give additional crit chance as you have a much higher chance of rolling the number needed to crit. Sorry for the miscommunication. The weapons section graphs were only from raw damage on a crit (for the first graph) and the second graph was with 15% crit with advantage taking it to 27.75% (18, 19, 20), I was just talking about one way to MAX the crit threshold, not that all builds would be using the max threshold, if that makes sense. In the new video I have remove the graphs because I made a big mistake with how savage attacks feat works... Bloodthirst is actually a 1d4 weapon. I can see where the confusion is coming from, sorry again... The new video is almost done recording, so I hope it'll be more clear! Thanks a lot for your comments, they mean a lot!
You can buy risky ring in act 2 makes all your attacks have advantage and instead of barb go gloom stalker for an additional attack at the beginning of the round, plus gives you more initiative. I did this for my main in honor mode, and beat it with ease. And in act 3 get the armor from the bhaal vendor that makes enemies vulnerable to piercing dmg.
Aww I never knew about the armour, that's really cool. I don't really like the use of gloom stalker that much because it's only one time per combat, although 1 extra attack AND 1d8 is pretty good, I'm not sure how it stacks up against going the other builds. I like the idea tho so I'll give it a test and maybe make a video on how many turns a combat must be before Gloom Stalker isn't worth it. If you're suggesting going this build over barb I'll try that but I was thinking of mixing it WITH barb and seeing how that goes (level 9 for that extra crit die) If you didn't read the other comments, I've made a new video (came out today) that was a remake of this video, it is more accurate than this one, some commenters suggested some changes to be made Thank you for your suggestions! 😄 Going that armour might make a different weapon combo even more potent than the KotUK/BT, I'm thinking dual rapiers, dual wielder, 3 thief rogue + 9 berserker barbarian or maybe mixing in gloomstalker / hunter, not 100% sure but that really opens the multiclass options!
Nice man! i don't know where you got blood thirst but yeah ! looks fantastic indeed. Not sure if i would go with the crit fishing build, i'm not feeling very lucky lately xD (i just lost 5 rolls in a row for a dialog check without the possibility to reaload! Honor Mode it's both wonderful and suks a lot xD )
That new mode looks awesome, I will defo give it a go at some point when I get more time. That's SO unlucky tho, maybe a luck based build isn't for you then 😂😂
@@acavaglia I think you just have to loot her but the wiki also has something interesting about it: "This can be looted directly from Orin's body after defeating her, but before finishing combat. If done this way, the item will be labeled as Netherstone-Pommelled Bloodthirst on her body. Once obtained, the game will automatically separate them as Orin's Netherstone and Bloodthirst in the player's inventory."
tl;dr Best of both worlds with GWM Berserker Karlach and Dual-Wield Battlemaster Tav In my first run of Baldur's Gate 3, I went with Great Weapon Master Savage Attacker on Karlach, and Dual Wield Savage Attacker on my Dex Battle-Master Tav, and the Great Weapon Master on Karlach definitely put out more damage overall, while I did build towards that with alot of my bonus actions on my Tav being used for commander's strike on Karlach, I'd say I only ended up drifting in that direction because if you can build towards high hit chance on Karlach, with risky ring, which can basically replace reckless attack, and for a Barbarian I would much rather disadvantage against spells than melee hits, with great weapon master, extra attack, and commander's strike, you can be putting out 4 or 5 GWM all in attacls with a 70+ chance to hit each turn, great fun for a first campaign. edit: spelling
Keep in mind you're doing BM fighter and not champion, they are slightly different and I think BM is less dmg that Champ (Haven't fully tested that tho) I don't mind the Risky ring, pretty good if you don't want to go Barbarian but I feel like it's not THAT bad to just use Reckless and have the ring on another party member. That does sound like an AWESOME way to start your BG3 journey, I love it! My first real D&D character was a Barbarian, the next a Battle master fighter, it's funny the overlap 😂 In case you didn't read the other comments, I'm having to remake this video which will be released shortly, there are a few things wrong that the comment section pointed out so I'm adjusting that now! Sorry if there's any confusion!
You mention 'Savage Attacks = extra crit dice' but that's not what savage attacks does. SA gives you Advantage on your damage rolls (roll twice and take highest value). I'm not sure if/how/were you were applying Savage Attacks in your builds?
God damn it you’re right! I swear I read that feat 100 times and it worked the same way as the Half-Orc passive, therefore you’re completely correct and my calculations are off, probably by quite a bit…. I should remake this remake….
@@trengilly01 No no don't worry about it! If I make mistakes I want viewers to let me know, making mistakes is the only way to learn 😄 Thank you very much for pointing it out, I'll remake it shortly and it'll include the PROPER savage attacker!
They should put options for how to do crits in the Custom mode, as there are many homebrew variations and everyone will want to do them differently - including adjusting crit damage separately for both players and enemies. Personally, I'm a fan of crits doing max damage on their base dice, rather than doubling the damage dice. This guarantees a really big hit, but no higher than could be achieved with some really good luck on the rolls. I also prefer to disable crits from enemies (if I could raise their base damage a bit to compensate, I would. This results in less 'spikey' damage coming from enemies).
Do you know what rules they already have in custom? I haven’t had the time to check it out yet sadly, do they have any crit rules? Is it something I should add to my remake video? (Speaking of which, its now in its editing stage so if there’s something to be added, let me know asap 😊)
@@DwarvesAndDice I haven't had a chance to look at it myself yet as I am stuck downloading the game on Starbucks wi-fi rigjt now (10% over the last week), but from what I've glimpsed on YT, it looks like you can enable/disable crits for monsters.
@@pandoraeeris7860 Aww that's really unlucky, I'm in exam season so gotta study a bunch before I can play... I'm very glad they're adding things like this to the game tho, absolutely loving the game and how Larian are doing things.
Maximising damage dice on crit sounds like *such* a good idea. I'm shocked that's not the base implementation in tabletop. Being crit on 1d8 for anywhere between 2 and 16 is a bit much.
Hopefully this shows it's semi-vaiable (of course the numbers are assuming you only miss on a 5% which in real game isn't true but the average damage isn't effect much by this)
My only question crit and hit success. In older DnD a nat 20 was often treated as a guaranteed hit plus a crit But even if you could crit on a 19 it was not normally treated as a guaranteed hit, you still needed to add your bonuses to the 19 vs the targets AC. Are crits auto hits here? So if I have a warlock doing an eldrich blast with a crit range of 18-20 will rolling an 18 be a guaranteed hit? Because if so then I really am tempted to make a crit focused warlock with those 3 eldrich blasts.
Ohhh that's a really really good question! I'm not 100% sure. I'm assuming that 20 is classed as a "critical success", the other ones will be just "critical hit", so yeh you'd have to beat the AC too. This isn't 100% for certain but going off the way the game works (and what I've read on wiki) that's what I'd assume If you're going to go a Warlock EB build, MAX out all the DR you can possibly get, EACH blast will end up applying a DR which is NUTS when it adds up like that (e.g. lightening charges +1 -> +3) The other benefit to that is you can run the FULL 58% crit build and still be doing more than dagger damage, which is awesome!
Also just so you know I'm having to remake this video, comment section were great as always at pointing out my mistakes, that will be coming out very soon!
In my experience crits are guaranteed hits. You can also use the executioner ring crit to override a missed roll. And idk, if you're attacking an enemy where you have to roll atleast a nat 19 to hit, that doesn't sound ideal either way.
@@ChickenKhorma Although the issue with the execusioner ring is one time per long rest, I'm not the biggest fan of these kinds of things, can you put it on an ask reaction? If so then it's a bit better (haven't used it yet)
@@ChickenKhorma Well in pen and paper version of DnD, at least older versions cause I've not play 4th or 5th edition, bonuses to AC could get insane while bonuses to hit not always as much. So there could be times that you'd have a crit range of 18-20 with a rapier and/or feats and even rolling that 18 with all your bonuses you'd still miss but the guy running the game always made a nat 20 guaranteed hit. That is why I'm curious if anyone has tested it and knows for sure.
A point has been made about the Savage Attacker feat being , which changes the results a good bit. I'll be remaking this, I'm very sorry... 🥲
The is ready with changes from comment feedback. th-cam.com/video/fVeA3mIArzM/w-d-xo.html or linked with the cards at the start!
If you notice any other mistakes or have suggestions, please leave a comment! I'm happy to discuss anything at all!
Good stuff! Please add a link to the corrected video to help people like me who find this one first?
One thing your analysis is missing is your probability of hitting. The total damage should be multiplied by the probability of landing a hit to find the true average damage. This is complicated by the fact that different enemies have different ACs, but you can specify a baseline assumption about AC based on a representative high-level enemy. This will more accurately reflect typical damage output and better compare different build options. We should also calculate each build’s damage when they hit without critting and average that into their damage per round if we want to actually find the best crit-fishing build.
Treantmonk has a great explanation in his video, “How To Calculate Damage Per Round.”
Rolling a natural 20 is a guaranteed hit, but I don’t know whether increased crit range translates in BG3 to more numbers being guaranteed crits. If you can crit on a 16, but that’s not enough to beat the target’s AC, then that’s probably still a miss, worth 0 damage. This contributes to diminishing returns for increasing crit range past a certain point. UNLESS BG3 treats the whole crit range as guaranteed hits, which I doubt, but which requires testing. If that IS the case, though, then increasing crit range is even more powerful than it seems.
Treantmonk’s How To Calculate Damage Per Round:
th-cam.com/video/zg0bAl1WPGQ/w-d-xo.htmlsi=ZLTNv7oFw3jimZTx
@@scottmcmillen3015 Thanks for the link!
@@scottmcmillen3015 I absolutely will! It's still getting edited but it will likely be uploaded tonight or tomorrow!
You're totally right, in all honesty it's hard to do because there are so many different enemies with different AC's. I did calculate the damage without critting (but as you know this will be slightly higher than expected as it's assuming only the 5% miss)
I don't think BG3 would treat it as being a guaranteed under the 20, so you're likely right. This would likely make the Berserker Barbarian build the best (going off the new video's findings so far)
I will not be including the hit chance in the new video, but if you wanted I could make a separate video discussing the difference in damage, as I think it's likely not that much (difference between build, of course actual output will be lowered, if that makes sense?)
What else do you think? You seem to have a lot of knowledge in this area so I'd love to hear what else you'd change or comment on?
(I was originally going to include AC, but I couldn't find a good source on average AC for enemies so decided not to include, if you know anything about that I'd love to know for future builds!)
Level 4 Goblin with 10 HP waiting Tav to attack
Tav: Hold on, let me bring the formula first
the GWM feat does not reroll dice, it simply adds +10 damage on hit for a -5 chance to hit, and a bonus action attack whenever you crit/kill someone. the great weapon fighting style is the one that rerolls dice
Ahh yeh that was just a mistype you're right, when you write GWM and GWF all day it can get confusing 😅
Yey you finally uploaded it!
I'm sorry it took so long but I hope it was worth the wait!!
Very good and helpful video. Thank you.
The remake of this video has just finished uploading, if you want a more accurate video, there were a couple of mistakes sadly...
@@DwarvesAndDice I see. I will watch this remake. Thank you.
@@LunarOverdrive I'm very sorry for the inconvenience!
Wonderful video.
I saw the comment below about Savage Attacker feat below, so I won't reiterate on it.
However, I love the video and look forward to see the update posted.
I assume you left out as many of the "reduces crit hit chance by 1 if obscured" intentionally? I believe you could lower it even more with this.
Especially with The Dark Urge's cloak you get (I don't remember what it's called, but it's after killing Alfira.)
I would also like to tack on right here that Warlock's pseudo-extra attack DOES NOT STACK with other classes extra attack in Honor Mode.
This is a ruling from the ttrpg that is apparently only enforced in Honor mode?
Thank you, I'll have the remake up as soon as I can, working through the numbers as we speak 😉
Yeh I left them out, I felt like they were less consistent than aiming for high consistency, do you think it's worth the time mentioning them?
I can't find the cloak you're talking about, I had a quick look through the wiki but nothing came up
(another point about the obscure crits, when you have as low as 16 or 14 to crit, it's almost like "if you hit, then you crit", which makes getting it much lower less impactful, as well as the advantage being less effective the more you lower the threshold)
@@TenebrisImpyris Ohhh that's a good point to make, thank you for that. I haven't had a chance to look into the new mode but I knew there were some changes like that!
Do you have any other comments about the video? Anything you think I could improve for the remake?
@@DwarvesAndDice
Spoiler: The cloak is the "Deathstalker Mantle" You get it in act 1 in a dark urge playthrough if you bring Alfira (the Tiefling bard) to camp
After bringing her into camp you will kill her in your sleep, and I believe the following long rest you will get the cloak Its power is as follows
"The Shadow Itself: Once per turn when you kill an enemy, shroud yourself in primeaval darkness to become Invisible for 2 turns."
As for additional things to note, I don't know if Hunter was chosen for simplicity's sake, or if it's actually better than Gloomstalker (as Gloomstalker gets the one free melee/ranged attack on turn 1.) and paladins at higher levels get stronger smites, which triggering on crits is quite strong.
And since you're adding in potion effects to lower your crit chance, would the math be too complicated to add in additional effects like coating your daggers in Drow Poison, or drinking a Pot of Swiftness so you become hasted? (I also have no clue if potions stack like this. I barely use them)
Upon checking with others, it turns out in Honor mode there is no an interaction where DRS exists. All Damage Riders apply "correctly" and do not count as damage sources unfortunately.
So probaly just say that at the beginning of your video "this doesn't work in Honor Mode" otherwise you'll have a while slew of new damage numbers to calculate!
Great work mate. Looking forward to applying this into my proper honour run. I just need to complete my 3 concurrent playthroughs 1st 😅
Thank you very much, true its just in time for honour runs, perfect! I know that pain all too well, still need to get play through 1 into act 2 🥲🤣😅
@@DwarvesAndDice I just finally manged to complete Act 2 for one character. 120 hours across 3 characters. 100 of which are with the one that finally progressed into Act 3.
The sheer size of the city and the amount of NPCs. I could easily spend another 80 hrs before beating the game I think. There's just an absolutely mad amount of detail.
@@ZestySlothProductions THIS is why BG3 is GotY if not longer! I love this so much and I'm not even into ACT 2! That is a hallmark of an amazing game (on top of which they're still updating the game with good content!)
I really can't wait to see the city and to get into the game more, need more time first
You forgot about the crit cloak from the guild hall
I didn't want to take into account any "while hiding" or "one time per combat" kind of things as much as possible, it's harder to calculate and increase damage SO slightly, it's not worth it. Sure it's worth running it but less useful for the guide 😊
(with advantage) When you're down at 16, going to a 15 only increases your chance to crit by 7%, which is quite low for only that attack. On top of that when you're doing the max crit of 14 going to a 13 you're only increasing it by 6%, again very little for a single attack.
I normally build my rogue around crits:
Knife of the Undermountain King, Medium armour proficiency (For survival on higher difficulties, with Armour of Agility), Dual Wielder feat, Bloodthirst, Crit Cloak from Guildhall, Deadshot, Sarevok Helm, Risky Ring from the Drow in Moonrise towers... grants the effects of reckless attack without going Barb for it... I could theoretically add a few levels from fighter to get champ, maybe 4 Fighter 8 Rogue for lol, Thief Subclass., But I normally go full rogue. With this I don't need to pick up moderately armoured, and go for Savage attacks instead, combined with the HO passive... Plus Oil of Visciousness... If I count it well, you have to roll a 13 to crit, with advantage on every attack. That currently is my build for crit fishing as a rogue. But as I said I don't go for fighter... so your crit chance would be around 64%. to roll a 13 is ~40%, with Advantage its 64% to crit.
It's one of my favorit "you are dead" builds in BG3
@@loneirregular1280 Yeh I can see why it's a "you are dead" build 😂😂 The crit chance is so high at that point, if you're getting past their AC you're probably critting 😂😂 I do like the use of the risky ring, I liked going the Barbarian just because the rage gives you SO much survivability it felt better than not having it (while still having the advantage against you) You likely squeeze out a little more damage going your way, especially because of the DRS from high level sneak attacks. One thing to note is you don't get DRS on honour mode, just so you know.
My remake of this video will be done quite soon, sorry for any other issues. Hopefully it's better this time round 😅
Thanks for sharing, I had never thought about the potential use of Hunter Ranger levels with crit-fishing builds.
I'm not aware that Rage gives extra hit chance; it gives a flat bonus to damage (but not additional damage dice, and therefore not very useful on crits). Plus, a bonus to hit chance is not a bonus to crit chance, as crits are based on what is rolled on the die itself without modifiers. The things that increase crit chance are lowering crit threshold and rolling more dice (through advantage and/or making more attacks). So a barbarian's Reckless Attacks increases crit chance, but Rage does not.
I'm not sure how your graphs in the Weapons section were calculated (e.g. what assumptions you were making about crit chance, hit chance, advantage, etc.). Before that you discussed minimizing the crit threshold by equipping Vicious Shortbow, Knife of the Undermountain King, and Bloodthirst; these are all 1d6 weapons, so if you're using those then you're not attacking with any 2d6 or 1d12 weapons, but if you're attacking with a 2d6 or 1d12 weapon you're not having as high of a crit chance as what you described before.
I'm sure you've seen but I'm remaking this remake because of some glaring issues, sorry about that...
Ahh yeh I misspoke about rage giving hit chance, it's the reckless attack 😅 but the calculation in that regard is definitely correct, no worries there. The reckless attack giving advantage does give additional crit chance as you have a much higher chance of rolling the number needed to crit. Sorry for the miscommunication.
The weapons section graphs were only from raw damage on a crit (for the first graph) and the second graph was with 15% crit with advantage taking it to 27.75% (18, 19, 20), I was just talking about one way to MAX the crit threshold, not that all builds would be using the max threshold, if that makes sense. In the new video I have remove the graphs because I made a big mistake with how savage attacks feat works... Bloodthirst is actually a 1d4 weapon. I can see where the confusion is coming from, sorry again...
The new video is almost done recording, so I hope it'll be more clear!
Thanks a lot for your comments, they mean a lot!
You can buy risky ring in act 2 makes all your attacks have advantage and instead of barb go gloom stalker for an additional attack at the beginning of the round, plus gives you more initiative. I did this for my main in honor mode, and beat it with ease. And in act 3 get the armor from the bhaal vendor that makes enemies vulnerable to piercing dmg.
Aww I never knew about the armour, that's really cool. I don't really like the use of gloom stalker that much because it's only one time per combat, although 1 extra attack AND 1d8 is pretty good, I'm not sure how it stacks up against going the other builds.
I like the idea tho so I'll give it a test and maybe make a video on how many turns a combat must be before Gloom Stalker isn't worth it. If you're suggesting going this build over barb I'll try that but I was thinking of mixing it WITH barb and seeing how that goes (level 9 for that extra crit die)
If you didn't read the other comments, I've made a new video (came out today) that was a remake of this video, it is more accurate than this one, some commenters suggested some changes to be made
Thank you for your suggestions! 😄
Going that armour might make a different weapon combo even more potent than the KotUK/BT, I'm thinking dual rapiers, dual wielder, 3 thief rogue + 9 berserker barbarian or maybe mixing in gloomstalker / hunter, not 100% sure but that really opens the multiclass options!
Great video!
Thank you very much!
Nice man! i don't know where you got blood thirst but yeah ! looks fantastic indeed. Not sure if i would go with the crit fishing build, i'm not feeling very lucky lately xD
(i just lost 5 rolls in a row for a dialog check without the possibility to reaload! Honor Mode it's both wonderful and suks a lot xD )
That new mode looks awesome, I will defo give it a go at some point when I get more time. That's SO unlucky tho, maybe a luck based build isn't for you then 😂😂
To get Bloodthrist:
Stop reading if you don't want a potential spoiler :)
Act 3, after defeating Orin
@@DwarvesAndDice how so? is her weapon?
@@acavaglia I think you just have to loot her but the wiki also has something interesting about it:
"This can be looted directly from Orin's body after defeating her, but before finishing combat. If done this way, the item will be labeled as Netherstone-Pommelled Bloodthirst on her body. Once obtained, the game will automatically separate them as Orin's Netherstone and Bloodthirst in the player's inventory."
@@DwarvesAndDice so it is her weapon, never paid too much attention on that since it happens at the end of my PT usually.
Ooh a new video ☺️
It's been a while coming but hopefully it's been worth the wait! 😊
tl;dr Best of both worlds with GWM Berserker Karlach and Dual-Wield Battlemaster Tav
In my first run of Baldur's Gate 3, I went with Great Weapon Master Savage Attacker on Karlach, and Dual Wield Savage Attacker on my Dex Battle-Master Tav, and the Great Weapon Master on Karlach definitely put out more damage overall, while I did build towards that with alot of my bonus actions on my Tav being used for commander's strike on Karlach, I'd say I only ended up drifting in that direction because if you can build towards high hit chance on Karlach, with risky ring, which can basically replace reckless attack, and for a Barbarian I would much rather disadvantage against spells than melee hits, with great weapon master, extra attack, and commander's strike, you can be putting out 4 or 5 GWM all in attacls with a 70+ chance to hit each turn, great fun for a first campaign.
edit: spelling
Keep in mind you're doing BM fighter and not champion, they are slightly different and I think BM is less dmg that Champ (Haven't fully tested that tho)
I don't mind the Risky ring, pretty good if you don't want to go Barbarian but I feel like it's not THAT bad to just use Reckless and have the ring on another party member.
That does sound like an AWESOME way to start your BG3 journey, I love it! My first real D&D character was a Barbarian, the next a Battle master fighter, it's funny the overlap 😂
In case you didn't read the other comments, I'm having to remake this video which will be released shortly, there are a few things wrong that the comment section pointed out so I'm adjusting that now! Sorry if there's any confusion!
You mention 'Savage Attacks = extra crit dice' but that's not what savage attacks does. SA gives you Advantage on your damage rolls (roll twice and take highest value). I'm not sure if/how/were you were applying Savage Attacks in your builds?
God damn it you’re right! I swear I read that feat 100 times and it worked the same way as the Half-Orc passive, therefore you’re completely correct and my calculations are off, probably by quite a bit…. I should remake this remake….
Sorry, I feel bad! 😟 I didn't intend to invalidate all your hard work! It was really great research and well explained.@@DwarvesAndDice
@@trengilly01 No no don't worry about it! If I make mistakes I want viewers to let me know, making mistakes is the only way to learn 😄 Thank you very much for pointing it out, I'll remake it shortly and it'll include the PROPER savage attacker!
@@trengilly01 Do you have any other comments about the video? Anything else I could improve upon? Then I can make the remake, remake EVEN better 😄
They should put options for how to do crits in the Custom mode, as there are many homebrew variations and everyone will want to do them differently - including adjusting crit damage separately for both players and enemies.
Personally, I'm a fan of crits doing max damage on their base dice, rather than doubling the damage dice. This guarantees a really big hit, but no higher than could be achieved with some really good luck on the rolls. I also prefer to disable crits from enemies (if I could raise their base damage a bit to compensate, I would. This results in less 'spikey' damage coming from enemies).
Do you know what rules they already have in custom? I haven’t had the time to check it out yet sadly, do they have any crit rules? Is it something I should add to my remake video? (Speaking of which, its now in its editing stage so if there’s something to be added, let me know asap 😊)
@@DwarvesAndDice
I haven't had a chance to look at it myself yet as I am stuck downloading the game on Starbucks wi-fi rigjt now (10% over the last week), but from what I've glimpsed on YT, it looks like you can enable/disable crits for monsters.
@@pandoraeeris7860 Aww that's really unlucky, I'm in exam season so gotta study a bunch before I can play... I'm very glad they're adding things like this to the game tho, absolutely loving the game and how Larian are doing things.
Maximising damage dice on crit sounds like *such* a good idea. I'm shocked that's not the base implementation in tabletop. Being crit on 1d8 for anywhere between 2 and 16 is a bit much.
@@Makofueled Just so you know there's a new version of this video I released today, it's more accurate especially with increasing crit dice
And here I thought that crit fishing was bad!
Hopefully this shows it's semi-vaiable (of course the numbers are assuming you only miss on a 5% which in real game isn't true but the average damage isn't effect much by this)
@@DwarvesAndDice The halfling rears its small head, as if mocking the 5%.
@Makofueled Did you watch the original video by any chance??? 😂
you dont add proficiency to the damage of weapons just the attack roll :)
aww man you're right... it doesn't change that much but it's annoying me now... thanks for paying attention and pointing out the mistakes😅
My only question crit and hit success.
In older DnD a nat 20 was often treated as a guaranteed hit plus a crit
But even if you could crit on a 19 it was not normally treated as a guaranteed hit, you still needed to add your bonuses to the 19 vs the targets AC.
Are crits auto hits here? So if I have a warlock doing an eldrich blast with a crit range of 18-20 will rolling an 18 be a guaranteed hit? Because if so then I really am tempted to make a crit focused warlock with those 3 eldrich blasts.
Ohhh that's a really really good question! I'm not 100% sure.
I'm assuming that 20 is classed as a "critical success", the other ones will be just "critical hit", so yeh you'd have to beat the AC too. This isn't 100% for certain but going off the way the game works (and what I've read on wiki) that's what I'd assume
If you're going to go a Warlock EB build, MAX out all the DR you can possibly get, EACH blast will end up applying a DR which is NUTS when it adds up like that (e.g. lightening charges +1 -> +3)
The other benefit to that is you can run the FULL 58% crit build and still be doing more than dagger damage, which is awesome!
Also just so you know I'm having to remake this video, comment section were great as always at pointing out my mistakes, that will be coming out very soon!
In my experience crits are guaranteed hits. You can also use the executioner ring crit to override a missed roll. And idk, if you're attacking an enemy where you have to roll atleast a nat 19 to hit, that doesn't sound ideal either way.
@@ChickenKhorma Although the issue with the execusioner ring is one time per long rest, I'm not the biggest fan of these kinds of things, can you put it on an ask reaction? If so then it's a bit better (haven't used it yet)
@@ChickenKhorma Well in pen and paper version of DnD, at least older versions cause I've not play 4th or 5th edition, bonuses to AC could get insane while bonuses to hit not always as much. So there could be times that you'd have a crit range of 18-20 with a rapier and/or feats and even rolling that 18 with all your bonuses you'd still miss but the guy running the game always made a nat 20 guaranteed hit. That is why I'm curious if anyone has tested it and knows for sure.