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Hot Topic (More than 35 Replies) Viability of a NON-shuriken throwing build? (Read 8734 times)
Oracler
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Re: Viability of a NON-shuriken throwing build?
Reply #25 - Jan 20th, 2020 at 6:49pm
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Try Halfling alchemist 18 (vile chemist) / arti 2 (cannon) vistani thrower, dex based with that new feat - it's getting really close to shuri and may overcome with few more tweaks.

[But now monk/alchemist splash shuri may get even better, didn't tested on lama thou]

Rog 5 is not worth the Mechanic tree for that 10% throwers alacrity.

Monk just for 10k stars also - not really.

  

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Re: Viability of a NON-shuriken throwing build?
Reply #26 - Jan 21st, 2020 at 9:43am
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Oracler wrote on Jan 20th, 2020 at 6:49pm:
Try Halfling alchemist 18 (vile chemist) / arti 2 (cannon) vistani thrower, dex based with that new feat - it's getting really close to shuri and may overcome with few more tweaks.

Did a bunch of mathing around throwing dagger builds since preview1 was too borked.

Splashing 2 arti for runearm damage is a huge DPS loss: 6d10 vs 8d12 which is 190 less poison dmg per hit with 900 poison spellpower.

On 20 Alch: DEX is 6% doubleshot less than INT (loss of festive aug and INT capstone).  You're also losing 14 dmg per hit from KtA on DEX. So DEX is lower DPS than INT, and you're restricted to Halfling.  Morninglord provides the highest (and not insignificant) damage gain due to the 6% hit.

Edit: removed comments about Shuri since I haven't played one since the Great Fingersnap of 2018.
« Last Edit: Jan 21st, 2020 at 3:22pm by Carpone »  
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Re: Viability of a NON-shuriken throwing build?
Reply #27 - Jan 21st, 2020 at 11:02am
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Umm, 3 monk gives enemies 100% poison vulnerability.
  

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Re: Viability of a NON-shuriken throwing build?
Reply #28 - Jan 21st, 2020 at 11:18am
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5 Foot Step wrote on Jan 21st, 2020 at 11:02am:
Umm, 3 monk gives enemies 100% poison vulnerability.


4 Alchemist also gives enemies 100% poison vulnerability.
  
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Re: Viability of a NON-shuriken throwing build?
Reply #29 - Jan 21st, 2020 at 12:35pm
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Its gonna be hard for pure alchem to surpass a zombie splash.
  
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Re: Viability of a NON-shuriken throwing build?
Reply #30 - Jan 21st, 2020 at 2:04pm
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So they made a tree with all the broken stuff from shurikens and then added dice.
rofl

« Last Edit: Jan 21st, 2020 at 2:04pm by WonderfulFoppyBint »  

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Re: Viability of a NON-shuriken throwing build?
Reply #31 - Jan 21st, 2020 at 2:11pm
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WonderfulFoppyBint wrote on Jan 21st, 2020 at 2:04pm:
So they made a tree with all the broken stuff from shurikens and then added dice.
rofl



Nothing in chemist makes dagger throwers better than shuri users. It’s visanti in combination with the 2 new feats. That alone trumps shuri thrower. Alchem is just tweaked dps with niche effects.
  
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Re: Viability of a NON-shuriken throwing build?
Reply #32 - Jan 21st, 2020 at 2:52pm
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Teth wrote on Jan 21st, 2020 at 12:35pm:
Its gonna be hard for pure alchem to surpass a zombie splash.

Zombie does -6 dmg per hit in Fatesinger compared to 20 Alch accounting for 4% dshot less for zombie (loss of capstone).  That factors in Dust + Shattered Device 4pc (but not poison vulnerability).  I haven't run the numbers for Shadowdancer or other EDs yet for zombie. 

Zombie assumes no rate of fire reduction compared to non-zombie, which may be reality because of the low ranged attack speed cap.  ROF testing between 65% attack speed and 80% attack speed had no noticable difference.  65 * .80 = 52% ranged attack speed, which I'm fairly confident had no noticable difference as well.  Considering we saw zombie adjustments fairly quickly with Inquis around the same feature, I wouldn't be surprised to see the same adjustment applied to throwers.
« Last Edit: Jan 21st, 2020 at 3:10pm by Carpone »  
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Re: Viability of a NON-shuriken throwing build?
Reply #33 - Jan 21st, 2020 at 3:06pm
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Quote:
Nothing in chemist makes dagger throwers better than shuri users


Did we miss the poison scaling? The crit range + multi? The free full BAB?
The thrower tree (deepwood) has headshot/legshot/sniper shot and some misc scaling. Not a particularly good tree imo.

On second glance though, knife chuckers are missing the feat for an extra proj. I don't know if the multi, better int scaling, and poison can beat that.


« Last Edit: Jan 21st, 2020 at 3:37pm by WonderfulFoppyBint »  

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Re: Viability of a NON-shuriken throwing build?
Reply #34 - Jan 21st, 2020 at 3:38pm
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Carpone wrote on Jan 21st, 2020 at 2:52pm:
Zombie does -6 dmg per hit in Fatesinger compared to 20 Alch accounting for 4% dshot less for zombie (loss of capstone).  That factors in Dust + Shattered Device 4pc (but not poison vulnerability).  I haven't run the numbers for Shadowdancer or other EDs yet for zombie. 

Zombie assumes no rate of fire reduction compared to non-zombie, which may be reality because of the low ranged attack speed cap.  ROF testing between 65% attack speed and 80% attack speed had no noticable difference.  65 * .80 = 52% ranged attack speed, which I'm fairly confident had no noticable difference as well.  Considering we saw zombie adjustments fairly quickly with Inquis around the same feature, I wouldn't be surprised to see the same adjustment applied to throwers.


I believe throwers hit the old alacrity cap much faster. Zombies shouldn't have any increase over someone using tensers/whirling wrists
  

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Re: Viability of a NON-shuriken throwing build?
Reply #35 - Jan 21st, 2020 at 4:30pm
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WonderfulFoppyBint wrote on Jan 21st, 2020 at 3:38pm:
I believe throwers hit the old alacrity cap much faster. Zombies shouldn't have any increase over someone using tensers/whirling wrists

Rates of fire tested seemed to stay the same at 26% ranged alacrity all the way up to 111%. The reload animation is what devs should focus on if they wished to increase the alacrity.

In before VKF nerfs and we get assassins in the crossfire. because, clearly, melees needed more nerfs or proxy nerfs by way of stupidly high ranged damage
  

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Re: Viability of a NON-shuriken throwing build?
Reply #36 - Jan 21st, 2020 at 4:37pm
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Rubbinns wrote on Jan 21st, 2020 at 4:30pm:
Rates of fire tested seemed to stay the same at 26% ranged alacrity all the way up to 111%. The reload animation is what devs should focus on if they wished to increase the alacrity.

In before VKF nerfs and we get assassins in the crossfire. because, clearly, melees needed more nerfs or proxy nerfs by way of stupidly high ranged damage


Since I haven't made a thrower myself previously (I made one and then abandonded it because it sucked) - does that mean that any ranged alacrity above 26% is ignored? So just get 26% from gear/enhancements/whatever and then don't bother getting more?
  
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Re: Viability of a NON-shuriken throwing build?
Reply #37 - Jan 21st, 2020 at 5:58pm
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WonderfulFoppyBint wrote on Jan 21st, 2020 at 3:06pm:
Did we miss the poison scaling? The crit range + multi? The free full BAB?
The thrower tree (deepwood) has headshot/legshot/sniper shot and some misc scaling. Not a particularly good tree imo.

On second glance though, knife chuckers are missing the feat for an extra proj. I don't know if the multi, better int scaling, and poison can beat that.




Visanti already has crit range and multi, the new feat offers doubleshot = to dex, full base attack can be tensered, zombie rogue offers 20% bump to base and sneak dmg, rogue offers sneak dmg.
  
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Re: Viability of a NON-shuriken throwing build?
Reply #38 - Jan 21st, 2020 at 6:18pm
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Is there any way to offset the Zombie 20% penalty to attack speed and get it up to where it should be?
  

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Re: Viability of a NON-shuriken throwing build?
Reply #39 - Jan 21st, 2020 at 6:23pm
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NOTpopejubal wrote on Jan 21st, 2020 at 4:37pm:
Since I haven't made a thrower myself previously (I made one and then abandonded it because it sucked) - does that mean that any ranged alacrity above 26% is ignored? So just get 26% from gear/enhancements/whatever and then don't bother getting more?

Looked to be the case when I tested dagger alacrity on last Lam. I will do more thorough testing on the next preview. Want to try with 0 dshot value, auto attacking, on stack of 100 daggers across 1 minute.
  

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Re: Viability of a NON-shuriken throwing build?
Reply #40 - Jan 21st, 2020 at 7:23pm
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Teth wrote on Jan 21st, 2020 at 5:58pm:
Visanti already has crit range and multi, the new feat offers doubleshot = to dex, full base attack can be tensered, zombie rogue offers 20% bump to base and sneak dmg, rogue offers sneak dmg.


zombie no bueno
people who tensers religiously are silly
  

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Re: Viability of a NON-shuriken throwing build?
Reply #41 - Jan 22nd, 2020 at 8:05am
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NOTpopejubal wrote on Jan 21st, 2020 at 4:37pm:
Since I haven't made a thrower myself previously (I made one and then abandonded it because it sucked) - does that mean that any ranged alacrity above 26% is ignored? So just get 26% from gear/enhancements/whatever and then don't bother getting more?

Whirling Wrists is 60% and it's a no brainer to twist just for the 6% doubleshot.  You also get 5% from Vistani Knife Juggler as well.  So there's no need to stack additional sources.
  
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Re: Viability of a NON-shuriken throwing build?
Reply #42 - Jan 22nd, 2020 at 11:48am
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Carpone wrote on Jan 22nd, 2020 at 8:05am:
Whirling Wrists is 60% and it's a no brainer to twist just for the 6% doubleshot.

Will that +60% from Whirling Wrists make up for the -20% from Zombie and then will the +40% that's leftover push dagger throwing speed up to the max of +26% alluded to by Rubbinns above?
« Last Edit: Jan 22nd, 2020 at 11:51am by Technomage »  

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Re: Viability of a NON-shuriken throwing build?
Reply #43 - Jan 22nd, 2020 at 1:30pm
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Do Alch throwing enhancements apply to sun flasks, bottled fireballs, bottled tornados, etc?
  

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Re: Viability of a NON-shuriken throwing build?
Reply #44 - Jan 22nd, 2020 at 5:09pm
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Technomage wrote on Jan 22nd, 2020 at 11:48am:
Will that +60% from Whirling Wrists make up for the -20% from Zombie and then will the +40% that's leftover push dagger throwing speed up to the max of +26% alluded to by Rubbinns above?


Yes, which is why zombie will need to be changed again
  
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Re: Viability of a NON-shuriken throwing build?
Reply #45 - Jan 23rd, 2020 at 12:03pm
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Teth wrote on Jan 22nd, 2020 at 5:09pm:
Yes, which is why zombie will need to be changed again

Yep. An almost free +20% damage is bound to be a big nerf target.

Thanks.
  

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Re: Viability of a NON-shuriken throwing build?
Reply #46 - Jan 24th, 2020 at 12:13am
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Technomage wrote on Jan 14th, 2020 at 11:17am:
You pointed this out at least once before. I read it and I ignored it. Why? Because thrown weapons were never a "thing" for most AD&D players.

It wasn't until 2nd Edition came out that the real yoinking (optimization) started. If your group was doing that in AD&D, then good for you.


Then you weren't a DM at conventions back in the 80s. That was the first min/max build.  Fighters asked me (can I trade my daggers in for darts) at every convention I ran a table in.  And it wasn't just the College Polycon level but Origins and Strategicon.

I guess you didn't have to deal with the "bag of rats" in 3rd edition either?

D&D noob!





  
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