Guide:Sharpshooter: Difference between revisions

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[[Category:Guides]]
{{guide}}
Sharpshooter - a guide for a build that focuses on dealing {{DamageType|Physical}} damage from a distance.
Sharpshooter - a guide for a build that focuses on dealing {{DamageType|Physical}} damage from a distance.


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* [[File: Sharpshooter Icon.png |frameless|upright=0.1|24px]] [[Sharpshooter]] feat
* [[File: Sharpshooter Icon.png |frameless|upright=0.1|24px]] [[Sharpshooter]] feat


[[File: Sharpshooter Icon.png |frameless|upright=0.1|24px]] [[Sharpshooter]] provides additional damage for a penalty to accuracy. Attacking from the distance helps to mitigate the accuracy penalty (high ground, hiding) while [[File:Hand Crossbows Icon.png|frameless|upright=0.1|24px|link= Hand Crossbows]][[Hand Crossbows]] allow to use bonus action to make attacks. Which the bonus damage from [[File: Sharpshooter Icon.png |frameless|upright=0.1|24px]] [[Sharpshooter]] this additional attack more than compensates the fact that [[File:Hand Crossbows Icon.png|frameless|upright=0.1|24px|link= Hand Crossbows]] [[Hand Crossbows]] have less basic damage compared to the [[File:Heavy Crossbows Icon.png|frameless|upright=0.1|24px|link= Heavy Crossbows]] [[Heavy Crossbows]].
[[File: Sharpshooter Icon.png |frameless|upright=0.1|24px]] [[Sharpshooter]] provides additional damage for a penalty to accuracy. Attacking from the distance helps to mitigate the accuracy penalty (high ground, hiding) while [[File:Hand Crossbows Icon.png|frameless|upright=0.1|24px|link= Hand Crossbows]][[Hand Crossbows]] allow using bonus action to make attacks. With the bonus damage from [[File: Sharpshooter Icon.png |frameless|upright=0.1|24px]] [[Sharpshooter]] this additional attack more than compensates the fact that [[File:Hand Crossbows Icon.png|frameless|upright=0.1|24px|link= Hand Crossbows]] [[Hand Crossbows]] have less basic damage compared to [[File:Heavy Crossbows Icon.png|frameless|upright=0.1|24px|link= Heavy Crossbows]] [[Heavy Crossbows]].


This build does not require any specific [[Race]] or [[Class]]. Low mobility is also tolerated. Attacking from a distance allows to put less emphasis on the defence in this build.<br>
This build does not require any specific [[Race]] or [[Class]]. Low mobility is also tolerated. Attacking from a distance allows to put less emphasis on the defence in this build.<br>
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== Details ==
== Details ==
Having minimalistic core this build allows many approaches from the class perspective. The most notable options are:
Having minimalistic core this build allows many approaches from the class perspective. The most notable options are:
* [[File:Battle Master Icon.png|frameless|upright=0.15|link=Battle Master]][[Battle Master]] fighter
* [[File:Class Fighter Battle Master Badge Icon.png|frameless|upright=0.15|link=Battle Master]][[Battle Master]] fighter - highest average damage, burst potential with [[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]], utility with [[#Level 3|Manoeuvers]].
* [[File:Assassin Icon.png|frameless|upright=0.15|link= Assassin]][[Assassin]] rogue + [[File:Gloom Stalker Icon.png|frameless|upright=0.15|link= Gloom Stalker]][[Gloom Stalker]] ranger
* [[File:Assassin Icon.png|frameless|upright=0.15|link= Assassin]][[Assassin]] rogue + [[File:Gloom Stalker Icon.png|frameless|upright=0.15|link= Gloom Stalker]][[Gloom Stalker]] ranger - incredible 1st turn burst damage with {{SmallIcon|Assassinate_Ambush.png}} '''Assassinate: Ambush'''
* [[File:Hunter Icon.png|frameless|upright=0.15|link=Hunter]][[Hunter]] ranger
 


=== Attack count ===
=== Attack count ===
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[[File:Race Halfling.png|frameless| upright=0.1|24px|link= Halfling]] [[Halfling]] is a good choice because of the [[Lucky]]. Their low movement speed is less relevant - as a range striker you don't need to move much around battlefield.<br>
[[File:Race Halfling.png|frameless| upright=0.1|24px|link= Halfling]] [[Halfling]] is a good choice because of the [[Lucky]]. Their low movement speed is less relevant - as a range striker you don't need to move much around battlefield.<br>
[[File:Race Drow.png|frameless| upright=0.1|24px|link= Drow]] [[Drow]] with [[Superior Darkvision]] is nice in the darker settings.<br>
[[File:Race Drow.png|frameless| upright=0.1|24px|link= Drow]] [[Drow]] with [[Superior Darkvision]] is nice in the darker settings.<br>
[[File:Race Dragonborn.png|frameless| upright=0.1|24px|link= Dragonborn]] [[Dragonborn]] gets resistance to a damage type - especially useful for {{DamageIcon|Fire|24}} {{DamageColor|Fire|Fire}} damage, which is quite frequent in BG3.
[[File:Race Dwarf.png|frameless| upright=0.1|24px|link= Duergar]] [[Dwarf|Duergar]] also has [[Superior Darkvision]] and in addition brings {{Advantage}} against being [[File:Paralysed Condition Icon.webp|frameless| upright=0.1|24px|link= Paralysed]] [[Paralysed]] condition.


== Build variations comparison ==
<br>
Table below compares most notable features each variation brings to the core build.
<br>
''For explanation of numbers and percentages of specific builds see the Math section below''
''Note: sections below use numbers and precentages for various things. For an explanation of these numbers and percentages of specific builds see the [[#Assumptions for Math|Math]] section below''.


== [[File:Battle Master Icon.png|frameless|upright=0.15|link=Battle Master]][[Battle Master]] version ==
== [[File:Class Fighter Battle Master Badge Icon.png|frameless|upright=0.15|link=Battle Master]][[Battle Master]] version ==
This version of the build performs great early and mid-game, while completely outperforming other options in the late game.<br>
This version of the build performs great early and mid-game, while completely outperforming other options in the late game.<br>
[[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]] and [[#Level 3|Manoeuvers]] provide burst, versatility and additional damage.
[[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]] and [[#Level 3|Manoeuvers]] provide burst, versatility and additional damage.
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Pick an [[File:Fighting Style Archery Icon.png|frameless|upright=0.1|24px]] '''Archery''' [[Fighting Style]].
Pick an [[File:Fighting Style Archery Icon.png|frameless|upright=0.1|24px]] '''Archery''' [[Fighting Style]].


At level 3 take the [[File:Battle Master Icon.png|frameless|upright=0.1|24px|link=Battle Master]][[Battle Master]] subclass.<br>
At level 3 take the [[File:Class Fighter Battle Master Badge Icon.png|frameless|upright=0.1|24px|link=Battle Master]][[Battle Master]] subclass.<br>
Select any [[#Level 3|Manoeuvers]] you like. Promising options include:
Select any [[Battle Master|Manoeuvers]] you like. Promising options include:
* [[File:Disarming Attack Ranged Icon.png|frameless|upright=0.1|24px|link=Disarming Attack (Ranged)]] [[Disarming Attack (Ranged)|Disarming attack]]
* [[File:Disarming Attack Ranged Icon.png|frameless|upright=0.1|24px|link=Disarming Attack (Ranged)]] [[Disarming Attack (Ranged)|Disarming attack]]
* [[File:Menacing Attack Ranged Icon 64px.png|frameless|upright=0.1|24px|link= Menacing Attack (Ranged)]] [[Menacing Attack (Ranged)|Menacing Attack]]
* [[File:Menacing Attack Ranged Icon 64px.png|frameless|upright=0.1|24px|link= Menacing Attack (Ranged)]] [[Menacing Attack (Ranged)|Menacing Attack]]
* [[File:Action ManeuveringAttack Ranged.png|frameless|upright=0.1|24px|link=Manoeuvring Attack (Ranged)]] [[Manoeuvring Attack (Ranged)|Manoeuvring Attack]]  
* [[File:Action ManoeuveringAttack Ranged.png|frameless|upright=0.1|24px|link=Manoeuvring Attack (Ranged)]] [[Manoeuvring Attack (Ranged)|Manoeuvring Attack]]  
* [[File:Action GoadingAttack Ranged.png|frameless|upright=0.1|24px|link=Goading Attack (Ranged)]] [[Goading Attack (Ranged)|Goading Attack]]
* [[File:Action GoadingAttack Ranged.png|frameless|upright=0.1|24px|link=Goading Attack (Ranged)]] [[Goading Attack (Ranged)|Goading Attack]]
* [[File:Action PrecisionAttack.png|frameless|upright=0.1|24px|link=Precision Attack]] [[Precision Attack]]
* [[File:Action PrecisionAttack.png|frameless|upright=0.1|24px|link=Precision Attack]] [[Precision Attack]]
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* [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Ability Improvement''' to get your [[Dexterity|Dex]] to 20.  
* [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Ability Improvement''' to get your [[Dexterity|Dex]] to 20.  
* [[File: Alert Icon.png |frameless|upright=0.1|24px]] '''Alert''' to win initiative reliably.
* [[File: Alert Icon.png |frameless|upright=0.1|24px]] '''Alert''' to win initiative reliably.
* [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Savage Attacker''' which will add about 1-3 damage per attack, on average.


Make sure to drink an [[File: Elixir of Bloodlust.png |frameless|upright=0.1|24px]][[Elixir of Bloodlust]] after each long rest.<br>
Make sure to drink an [[File: Elixir of Bloodlust.png |frameless|upright=0.1|24px]][[Elixir of Bloodlust]] after each long rest.<br>
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''Check assumptions in the Math section below.''
''Check assumptions in the Math section below.''


Overall [[File:Battle Master Icon.png|frameless|upright=0.1|24px|link=Battle Master]][[Battle Master]] brings about '''50% damage increase''' on top of the core Sharpshooter build.
Overall [[File:Class Fighter Battle Master Badge Icon.png|frameless|upright=0.1|24px|link=Battle Master]][[Battle Master]] brings about '''50% damage increase''' on top of the core Sharpshooter build.




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Having on average 2.5 {{action}}s per turn will result in 2.5 additional '''Attacks''' per turn - about '''50% damage increase'''.
Having on average 2.5 {{action}}s per turn will result in 2.5 additional '''Attacks''' per turn - about '''50% damage increase'''.


This brings damage of [[File:Battle Master Icon.png|frameless|upright=0.1|24px|link=Battle Master]][[Battle Master]] version of '''Sharpshooter''' on next level, compared to all other version at level 11 and beyond.
This brings damage of [[File:Class Fighter Battle Master Badge Icon.png|frameless|upright=0.1|24px|link=Battle Master]][[Battle Master]] version of '''Sharpshooter''' on next level, compared to all other version at level 11 and beyond.


=== Late Heavy Crossbow ===
=== Late Heavy Crossbow ===
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== [[File:Assassin Icon.png|frameless|upright=0.15|link=Assassin]][[Assassin]] version ==
== [[File:Assassin Icon.png|frameless|upright=0.15|link=Assassin]][[Assassin]] version ==
This variation is an ultimate first turn burst build but it comes into play only at level 8 and above.<br>
This variation is an ultimate first turn burst build but it comes into play only at level 8 and above.<br>
{{SmallIcon|Assassinate_Initiative.png}} '''Assassinate: Initiative''' + {{SmallIcon|Assassinate_Ambush.png}} '''Assassinate: Ambush''' provide a ton of damage potential but require [[File:Extra Attack Icon.png|frameless|upright=0.1|24px|link=Extra Attack]] [[Extra Attack]] from another martial class.
{{SAI|Assassinate: Initiative|w=40}} + {{SAI|Assassinate: Ambush|w=40}} provide a ton of damage potential but require [[File:Extra Attack Icon.png|frameless|upright=0.1|24px|link=Extra Attack]] [[Extra Attack]] from another martial class.
 
Classical martial pick is a [[File:Gloom Stalker Icon.png|frameless|upright=0.10|24px|link= Gloom Stalker]][[Gloom Stalker]] ranger. An alternative with a [[File:Class Fighter Battle Master Badge Icon.png|frameless|upright=0.10|24px|link=Battle Master]][[Battle Master]] fighter is discussed a bit further below.


=== Build ===
=== Build ===
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At level 9 ({{Class|Rogue}} level 4) get another [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] [[Feats|feat]]. You can select whatever you like. Some good options include:
At level 9 ({{Class|Rogue}} level 4) get another [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] [[Feats|feat]]. You can select whatever you like. Some good options include:
* [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Ability Improvement''' to get your [[Dexterity|Dex]] to 20.  
* [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Ability Improvement''' to get your [[Dexterity|Dex]] to 20.  
* [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Savage Attacker''' which will add about 1-3 damage per attack, on average.


Levels 10 to 12 put into the {{Class|Ranger}} getting one more [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] [[Feats|feat]].
Levels 10 to 12 put into the {{Class|Ranger}} getting one more [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] [[Feats|feat]].
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''Check assumptions in the Math section below.''
''Check assumptions in the Math section below.''


Overall [[File:Battle Master Icon.png|frameless|upright=0.1|24px|link=Battle Master]][[Battle Master]] brings about '''50% damage increase''' on top of the core Sharpshooter build.
Overall [[File:Assassin Icon.png|frameless|upright=0.1|24px|link=Assassin]][[Assassin]] brings about '''73% damage increase''' on top of the core Sharpshooter build but most of this increase happens during the first turn.
 
[[File:Fighting Style Archery Icon.png|frameless|upright=0.1|24px]] '''Archery''' provides a +2 bonus to {{Attack Roll}}s you make with ranged [[Weapons]] - '''10% damage increase'''.


[[File:Sneak Attack (Ranged) Icon 64px.png|frameless|upright=0.1|24px|link=Sneak Attack]] [[Sneak Attack]] (for a level 3 or 4 {{Class|Rogue}}) adds additional {{DamageText|+2d6 (avg 7)|Piercing}} damage to 1 attack per turn - about '''7% damage increase'''.


[[File:Fighting Style Archery Icon.png|frameless|upright=0.1|24px]] '''Archery''' provides a +2 bonus to {{Attack Roll}}s you make with ranged [[Weapons]] - '''10% damage increase'''.
From an extra feat of [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Ability Improvement''' having '''[[Dexterity]]+2''' will give +5% chance to hit and +1 damage - '''total of 10% damage increase'''.


4 x [[File:Superiority Die d8 Icon.png|frameless|25px]] '''Superiority Dice''' provide 4 x {{DamageText|1d8|Piercing}} damage per short rest. This averages to 2 x {{DamageText|4.5|Piercing}} damage per turn, almost 50% of an '''Attack''' - about '''10% damage increase'''.
[[File:Action DreadAmbusher Ranged.png|frameless|upright=0.1|24px|link=Gloom Stalker#level 3]] [[Gloom Stalker#level 3|Dread Ambusher]] gives whole additional attack (+20% damage) and {{DamageText|+1d8 (avg 4.5)|Piercing} to this attack (+4.5% damage) for a total of about 24.5% damage increase but since it happens only once per battle - about '''8% damage increase'''.


From an extra feat of [[File:PassiveFeature Generic.png|frameless|upright=0.1|24px|link=Feats#Available Feats]] '''Ability Improvement''' having '''[[Dexterity]]+2''' will give +5% chance to hit and +1 damage (about +5% damage) - '''total of 10% damage increase'''.
{{SAI|Assassinate: Initiative|w=40}} gives your {{Advantage}} against creatures that haven't taken a turn yet. With this build you are going to win initiative almost always, so you will have {{Advantage}} against everyone.<br>
{{Advantage}} gives your roughly 50% of your turn in value but for [[File:Action Attack Ranged Icon.png|frameless|upright=0.1|24px|link=Ranged Attack]] [[Ranged Attack|range attacks]] it is quite easy to get {{Advantage}} in other ways, so this feature provides only about 50% of value, as another 50% of the time you will be able to get {{Advantage}} by other means - so only 25% of your turn in value. Spread over 3 turns it results in about '''8% damage increase'''.


For the turn where [[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]] is used, 2 additional Attacks will result in 40% damage increase. Per turn, for a battle, it brings around '''20% damage increase'''.
{{SAI|Assassinate: Ambush|w=40}} makes a hit against any {{SmIconLink|Surprised Condition Icon.webp|Surprised (Condition)|surprised}} enemy a guaranteed [[Critical Hit|crit]]. By nature this can happen only during the first turn of the battle and you will be the first in initiative, hence having {{Advantage}} from the {{SAI|Assassinate: Initiative|w=40}} ability. Chance of landing a [[Critical Hit|crit]] while having an {{Advantage}} is about 10%, so {{SAI|Assassinate: Ambush|w=40}} adds 90% on top. Spread over 3 turns it results in about '''30% damage increase'''.


== Honorable mentions ==
== Honorable mentions ==
[[File:Hunter Icon.png|frameless|upright=0.15|link=Hunter]]'''[[Hunter]]''': an good alternative for the {{Class|Ranger}} approach.<br>
This version allows to specialise in killing huge number of low-health enemies with the [[File: Horde Breaker Ranged Icon.png |frameless|upright=0.1|24px|link=Horde Breaker (Ranged)]] [[Horde Breaker (Ranged)]] and [[File:Action Multiattack Volley.png|frameless|upright=0.1|24px|link=Hunter#Level 11]] [[Volley]] features.<br>
Unfortunately this requires enemies to be positioned really tight and even than the damage increase is not that much compared to the ''3 attacks per action'' of a {{Class|Fighter}}.
[[File:Beast Master Icon.png|frameless|upright=0.15|link=Beast Master]]'''[[Beast Master]]''': overall a viable alternative for the {{Class|Ranger}} approach.<br>
[[File:Beast Master Icon.png|frameless|upright=0.15|link=Beast Master]]'''[[Beast Master]]''': overall a viable alternative for the {{Class|Ranger}} approach.<br>
This subclass does not bring improvements to the range combat per se. Still beasts are strong and overall [[File:Beast Master Icon.png|frameless|upright=0.1|24px|link=Beast Master]] [[Beast Master]] version will bring both firepower as well as survivability and flexibility to the party.
This subclass does not bring improvements to the range combat per se. Still beasts are strong and overall [[File:Beast Master Icon.png|frameless|upright=0.1|24px|link=Beast Master]] [[Beast Master]] version will bring both firepower as well as survivability and flexibility to the party.




[[File:Champion Icon.png|frameless|upright=0.15|link=Champion]]'''[[Champion]]''': an alternative option for the {{Class|Fighter}} approach.<br>
[[File:Class Fighter Champion Badge Icon.png|frameless|upright=0.15|link=Champion]]'''[[Champion]]''': an alternative option for the {{Class|Fighter}} approach.<br>
Main benefit of this version is an [[Improved Critical Hit]] (equivalent to about 5% overall damage increase). For a ranged build a [[File: Champion Icon.png|frameless|upright=0.1|24px|link= Champion]] [[Champion]] is more interesting than for a melee one - there are a lot of ways to guarantee crits for melee strikers in bg3. Still [[File: Battle Master Icon.png|frameless|upright=0.1|24px|link= Battle Master]] [[Battle Master]] [[#Level 3|Manoeuvers]] provide a comparable damage increase together with a ton of utility and flexibility.<br>
Main benefit of this version is an [[Improved Critical Hit]] (equivalent to about 5% overall damage increase). For a ranged build a [[File: Class Fighter Champion Badge Icon.png|frameless|upright=0.1|24px|link= Champion]] [[Champion]] is more interesting than for a melee one - there are a lot of ways to guarantee crits for melee strikers in bg3. Still [[File: Class Fighter Battle Master Badge Icon.png|frameless|upright=0.1|24px|link= Battle Master]] [[Battle Master]] [[#Level 3|Manoeuvers]] provide a comparable damage increase together with a ton of utility and flexibility.<br>
Do note that [[File: Champion Icon.png|frameless|upright=0.1|24px|link= Champion]] [[Champion]] subclass makes more sense for this build if you try to minimise amount of long & short rests.
Do note that [[File: Class Fighter Champion Badge Icon.png|frameless|upright=0.1|24px|link= Champion]] [[Champion]] subclass makes more sense for this build if you try to minimise amount of long & short rests.




[[File:Class Bard Valor Badge Icon.png|frameless|upright=0.15|link=College of Valor]]'''[[College of Valor]]''': an option for a {{Class|Bard}} approach.<br>
[[File:Class Bard Valour Badge Icon.png|frameless|upright=0.15|link=College of Valour]]'''[[College of Valour]]''': an option for a {{Class|Bard}} approach.<br>
This variation brings a full caster in addition to getting 2 attacks (as a {{Class|Ranger}} or a {{Class|Fighter}}), especially - ability to utilise {{Concentration}} way better since {{Class|Bard}}s get a lot of great spells like [[File: Hold Person Icon.png|frameless|upright=0.1|24px|link= Hold Person]] [[Hold Person]], [[File: Glyph of Warding Icon.png|frameless|upright=0.1|24px|link= Glyph of Warding]] [[Glyph of Warding]], etc.<br>
This variation brings a full caster in addition to getting 2 attacks (as a {{Class|Ranger}} or a {{Class|Fighter}}), especially - ability to utilise {{Concentration}} way better since {{Class|Bard}}s get a lot of great spells like [[File: Hold Person Icon.png|frameless|upright=0.1|24px|link= Hold Person]] [[Hold Person]], [[File: Glyph of Warding Icon.png|frameless|upright=0.1|24px|link= Glyph of Warding]] [[Glyph of Warding]], etc.<br>
Main downside - [[File:Bardic Inspiration Icon.png|frameless|upright=0.1|24px|link=Bardic Inspiration]] [[Bardic Inspiration]] cannot be used on yourself. In the end while using all cool spells and abilities {{Class|Bard}} ends up not doing actual damage.<br>
Main downside - [[File:Bardic Inspiration Icon.png|frameless|upright=0.1|24px|link=Bardic Inspiration]] [[Bardic Inspiration]] cannot be used on yourself. In the end while using all cool spells and abilities {{Class|Bard}} ends up not doing actual damage.<br>
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The downside is that {{Class|Rogue}} does not get an [[File:Extra Attack Icon.png|frameless|upright=0.1|24px|link=Extra Attack]] [[Extra Attack]]. While improved [[File:Sneak Attack (Ranged) Icon 64px.png|frameless|upright=0.1|24px|link= Sneak Attack]] [[Sneak Attack]] packs a lot of damage, [[File:Sneak Attack (Ranged) Icon 64px.png|frameless|upright=0.1|24px|link= Sneak Attack]] [[Sneak Attack]] can be used only once per turn and cannot make up for missing [[File:Extra Attack Icon.png|frameless|upright=0.1|24px|link=Extra Attack]] [[Extra Attack]]s - doing just 3 Attacks with 3 {{action|action}}s instead of 6 or 9 Attacks makes the total damage of this build variation plummet.<br>
The downside is that {{Class|Rogue}} does not get an [[File:Extra Attack Icon.png|frameless|upright=0.1|24px|link=Extra Attack]] [[Extra Attack]]. While improved [[File:Sneak Attack (Ranged) Icon 64px.png|frameless|upright=0.1|24px|link= Sneak Attack]] [[Sneak Attack]] packs a lot of damage, [[File:Sneak Attack (Ranged) Icon 64px.png|frameless|upright=0.1|24px|link= Sneak Attack]] [[Sneak Attack]] can be used only once per turn and cannot make up for missing [[File:Extra Attack Icon.png|frameless|upright=0.1|24px|link=Extra Attack]] [[Extra Attack]]s - doing just 3 Attacks with 3 {{action|action}}s instead of 6 or 9 Attacks makes the total damage of this build variation plummet.<br>
It's just much better to invest all levels into a {{Class|Fighter}} and instead of one {{action|bonus}} get 2 additional attacks per each {{action}}.
It's just much better to invest all levels into a {{Class|Fighter}} and instead of one {{action|bonus}} get 2 additional attacks per each {{action}}.
== Assumptions for Math ==
To be able to compare build variations, some assumptions on the combat length, amount of actions per turn, etc. have to be made. Assumptions taken for this guide down were selected based on an empiric experience with the game.
Assumptions:
* [[File:Slow Icon.png|frameless|upright=0.1|24px]] Combat length: 3 turns
* [[File:Extra Attack Icon.png|frameless|upright=0.1|24px]] Total Attacks per turn: 5
* [[File:Piercing Damage Icon.png|frameless|upright=0.1|24px]] Total Damage per turn: 100
* {{action}}s per turn: 2
* [[File:Extra Attack Icon.png|frameless|upright=0.1|24px]] Attacks per action: 2
* [[File:Extra Attack Icon.png|frameless|upright=0.1|24px]] Attacks per bonus action: 1
* [[File:Piercing Damage Icon.png|frameless|upright=0.1|24px]] Damage per attack: 20
* [[File:Lightning Arrow Icon.png|frameless|upright=0.1|24px]] Critical multiplier: x2
Quick reference:
* Once-per-battle abilities contribute only 1/3 of their damage
* +1 action per turn = +40% to damage
* +1 attack per action = +40% to damage
* +1 damage per attack = +5% to damage
* +1% critical chance = +1% to damage
* +1% to accuracy = +1% to damage
* +1 Dexterity = +1 damage and +5% accuracy = +10% to damage
=== [[File:Slow Icon.png|frameless|upright=0.1|32px]] Combat length: 3 turns ===
Combat in BG3 lasts typically for 1-4 turns.<br>'''Sharpshooter''' build brings a lot of damage so if you have good buffing support and/or damage-focused party, your average combat length will be probably around 2 turns.<br>
Still, to be on the safe side, 3 turns are assumed in this guide which will be more than enough for your to even solo kill most of encounters with this build.
=== {{action}}s per turn: 2 ===
While all characters have 1 {{action}} per turn, [[File:Haste Icon.png|frameless|upright=0.1|24px]] [[Hastened (Condition)|Hastened]], [[File: Elixir of Bloodlust.png |frameless|upright=0.1|24px]][[Elixir of Bloodlust]] and [[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]] can give up to 3 additional {{action}}s.<br>
Excluding [[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]] (as it's {{Class|Fighter}} specific) we are left with 1-3 {{action}}s per turn.<br>
Since [[File: Elixir of Bloodlust.png |frameless|upright=0.1|24px]][[Elixir of Bloodlust]] has a condition for triggering and [[File:Haste Icon.png|frameless|upright=0.1|24px]] [[Hastened (Condition)|Hastened]] requires buffing, 3 {{action}}s per turn will not be always possible.<br>
Hence this guide goes with 2 {{action}}s per turn.<br>
Note that in reality, you can have 3 {{action}}s per turn for a good percentage of your fights.
=== Attacks per {{action}}: 2 ===
All variations of the '''Sharpshooter''' build include a martial class that gets [[File:Extra Attack Icon.png|frameless|upright=0.1|24px]] [[Extra Attack]] and can do 2 attacks per {{action}}. Doing more than that is possible only for level 11 {{Class|Fighter}} and seems unreasonable to use as an '''average'''. Hence this guide goes with 2 attacks per {{action}} as the assumption.
=== [[File:Piercing Damage Icon.png|frameless|upright=0.1|32px]] Basic attack damage: 20 ===
[[File:Hand Crossbows Icon.png|frameless|upright=0.1|24px|link= Hand Crossbows]] [[Hand Crossbows]] by themselves do {{DamageText|1d6|Piercing}} damage, which averages at {{DamageText|3.5|Piercing}}.<br>
On top of that [[File:Dexterity Ability Icon.png|frameless|upright=0.1|24px|link=Dexterity]] [[Dexterity|Dex]] adds '''3-5''' damage with an average of {{DamageText|+4|Piercing}} damage.<br>
Weapon [[Enchantment]] typically adds {{DamageText|+1|Piercing}} damage.<br>
[[File: Sharpshooter Icon.png |frameless|upright=0.1|24px]] [[Sharpshooter]] adds {{DamageText|+10|Piercing}}.<br>
All together it totals to {{DamageText|18.5|Piercing}} which is rounded to {{DamageText|20|Piercing}}.<br>
In reality you character can have multiple items adding even more damage on top of each hit so '''20''' damage per attack sounds like a reasonable average.

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