Guide:Book's Guide to Crits

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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

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 * {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: 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.
  • Suggestions:
    • Fear Lock Build: Champion Fighter 11 / Great Old One Warlock 1 gives you good synergy with 3 attacks with Improved Critical Hit and a chance to fear your nearby enemies due GOO's Mortal Reminder class passive.
    • Death Knight: Champion Fighter 5 / Great Old One Warlock 5, Pact of the Blade / Paladin 2 gives you good synergy with 3 attacks (Deepened Pact + Extra Attack) with Improved Critical Hit, a chance to fear your nearby enemies due GOO's Mortal Reminder class passive, and you can use your 3rd Level Warlock Spell Slots on Smites.
    • Brutal Criticals. Half-Orc Champion 3 / Barbarian 9 is another good synergy since barbarian class gives you Brutal Critical (+1 extra critical damage die) and Half-Orc gives you Savage Attacks (that gives you another +1 extra critical damage die).

Race

  • Options: Any race can be used, though Savage Attacks from Half Orc is a nice bonus.

Feats

  • Spell Sniper: Increases crit range by +1 for spells

Final Fight Bonus

  • A Most Bloody Inheritance (Condition): The Dread Lord Bhaal looks favourably on his chosen. You can cast Stunning Gaze and your Critical Hit Attack Roll requirement is reduced by 2. This effect can stack.
  • Note: This bonus is applied to the whole party but requires's one of the characters in the party to be the The Dark Urge and having chosen to become Bhhal's chosen.


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
+1 16
Bloodthirst +1 15
Elixir of Viciousness +1 14
Improved Critical Hit (Champion Level 3 ability) +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

  1. 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. (This has been fixed as of Patch 3 Patch Notes)