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== Introduction ==
== Introduction ==
Do you dream of achieving a whopping 65% crit chance? Do you relish the idea of using all your weapon slots and helmet for a meme build? If you answered 'yes', then you're in the right place. This guide will show you how to make that dream a reality. This build comes to fruition in Act 3, but you'll start collecting pieces as early as Act 1.
Do you dream of achieving a whopping 69% crit chance? Do you relish the idea of using all your weapon slots and helmet for a meme build? If you answered 'yes', then you're in the right place. This guide will show you how to make that dream a reality. This build comes to fruition in Act 3, but you'll start collecting pieces as early as Act 1.


== The Building Blocks ==
== The Building Blocks ==
Line 140: Line 140:
* '''Options''': Any race can be used, though [[Savage Attacks]] from Half Orc is a nice bonus.
* '''Options''': Any race can be used, though [[Savage Attacks]] from Half Orc is a nice bonus.


== The Total Count ==
{| class="wikitable"
! 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
|-
| '''Spell Sniper'''
| +1
| 14
|-
| '''Elixir of Viciousness'''
| +1
| 13
|-
| '''Champion'''
| +1
| 12
|-
| '''Result'''
| N/A
| 12
|}
== Calculating Your Damage Output ==
== Calculating Your Damage Output ==
We will be assuming you always hit because we'd need to factor in AC and all your attack mods
We will be assuming you always hit because we'd need to factor in AC and all your attack mods

Revision as of 05:38, 1 September 2023

Introduction

Do you dream of achieving a whopping 69% crit chance? Do you relish the idea of using all your weapon slots and helmet for a meme build? If you answered 'yes', then you're in the right place. This guide will show you how to make that dream a reality. This build comes to fruition in Act 3, but you'll start collecting pieces as early as Act 1.

The Building Blocks

Act 1: Starting Off with Knife of the Undermountain King

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 well 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 (There be spoilers here)



  • 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

Feat Requirement: Spell Sniper

  • Effect: Adds a flat +1 to crit range.
  • Note: Despite the text saying it should only apply to spells it applies to all attacks

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, or Warlock for fear on crit.

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
Spell Sniper +1 14
Elixir of Viciousness +1 13
Champion +1 12
Result N/A 12

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?

Because crit.

How well does this build perform?

All I know is I must crit.

Bugs of Note

  1. The Spell Sniper feat is currently generic, meaning it works for this build despite being designed for spells.
  2. The build performs better on any character that is not your main toon since you can have them stay at camp and rejoin for additional dice, which doubles on crit.