

In a previous thread, I made this observation about hardiness, luck and resistance: Game mechanics, and why hardiness/luck/resistance suck. Hardiness/luck/resistance comes out the clear loser in increasing survivability over each individual round, and decreasing damage load over time. However, against mobs of enemies that cannot be broken up, and whom deal damage that exceeds your hit point capacity, parry greatly increases your chances of survival. A high likelihood to survive a round is better than guaranteed death any day.īut then again, why are you getting mobbed? Most swarms can be thinned out with daze/terror/charm.Įrgo: Endurance will guarantee your survival against one to several powerful enemies. When a mob of enemies damage output exceeds your hit points, then suddenly parry becomes very attractive. However, there comes a point where even very high hit points won't save you from a mob of enemies. Note that parry *does not* necessarily guarantee you survive each round, it simply increases your likelihood of doing so.Ī guarantee to survive a round is infinitely more valuable than a *possibility* to survive a round + high average damage reduction over time. As long as your hit point reservoir exceeds the damage dealt by your enemies per round, then your character is virtually invulnerable, as a priest can restore their health to maximum. When it comes to surviving each individual round of combat, an investment in Endurance is much, *much* better at guaranteeing your survival than an investment in luck+hardiness.Įndurance also guarantees your survival against one to several strong enemies. Given that targeted magic attacks are not commonly used, Parry comes out a clear winner.Įrgo: Parry is far better at reducing average damage over time than an optimal luck+hardiness combination.Ģ. Even for targeted magic based attacks (for which Parry/Riposte only provides a 1% chance to block per point), the benefit provided by hardiness+luck isn't that much higher than Parry. In most cases, Parry is much, *much* better at reducing average damage suffered over time than the optimal investment in luck and hardiness. However, I think we can come to a couple of conclusions:ġ. A number of assumptions I have made are pretty rough. If hit twice a round (55% probability), die. Mage hits for 120 energy damage twice each round. Largest *average* damage reduction.ģ Warped wolves hit for 80 physical damage twice each round.ĭamage each round = 0, 56, 112, 168, 224, 280, 336 If hit twice a round (20% probability), die. If take option 1: Guaranteed survival, can heal

Warped wolf hits for 80 physical damage twice each round. Let's look at each of these three build options in game relevant scenarios: Chance to not parry is 74%.Ģ6% chance to parry non-area of effect spells (Windows version). Chance to not parry/riposte is 43%Ģ6% chance to parry ranged attacks. The optimal combination is 13 parry, and 10 riposteĬhance to parry/riposte in melee 57%. Luck increases mental and stun resistance to 44%. However, it is the better combination for damage reduction overall, as armour increases to 82%. This your resistance to elements to 68%, and your armour to 69%.Īn optimal mix of luck and hardiness (H = 20, L = 10) increases resistance to elements to 66%, which is slightly lower than the optimal hardiness/resistance combination. The optimal investment for elemental resistance is resistance 14, hardiness 11 (note: the skill points required to unlock resistance's have not been counted towards the 150 skill point limit for the sake of simplicity). Option 2: A mixture of hardiness, luck and resistance

Sinking 150 skill points into endurance raises your PC's hit points from 99 to 330. How would these skill points best be invested? I give you 150 skill points to invest in order to increase character survivability. Torment imposes a -30% penalty on all resistances and armour, and all resistances/armour are capped at 90% (penalty inclusive).
#AVERNUM 6 FISHING HOW TO#
A thought experiment on how to maximise your survival in Avernum 6 and Avernum 5 follows:Īssume you are a level 20 character with 4 endurance (99hp), an armour rating of 60%, and elemental resistances of 30% on Torment.
