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* Glass Cannon is extremely effective for PCs with high [[Sneaking]] ability, since they can avoid damage by stealthing at the end of turn. |
* Glass Cannon is extremely effective for PCs with high [[Sneaking]] ability, since they can avoid damage by stealthing at the end of turn. |
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* Mages may be limited by their spell cooldowns more so than AP. Glass Cannon works better for a mage with many abilities to spend the extra AP on, as opposed to a specialist. |
* Mages may be limited by their spell cooldowns more so than AP. Glass Cannon works better for a mage with many abilities to spend the extra AP on, as opposed to a specialist. |
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+ | == Maximizing AP/turn == |
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+ | |||
+ | Without Glass Cannon: |
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+ | * Pumping SPD is the singular best way to increase AP/turn, as reaching the Maximum AP cap set by CON is difficult. |
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+ | * Example: With CON 5 (12 Maximum AP unhasted, 16 Maximum AP hasted), it will take an unhasted PC to have SPD 17 to cap (SPD 19 if hasted). |
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+ | |||
+ | With Glass Cannon: |
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+ | * To cap AP/turn without haste, follow the rule of CON = SPD |
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+ | * To cap AP/turn with haste, follow the rule of CON = SPD + 2 |
Revision as of 16:48, 9 July 2014
Overview
Action Points (AP) are the primary resource of Divinity: Original Sin's tactical turn-based combat system.
AP is generated every turn for each character in combat, and is consumed by moving and activating abilities.
Action Points for a Player Character (PC) are broken into 3 separate statistics:
- Maximum AP, affected by Constitution (CON)
- Starting AP, affected by Perception (PRC) and Speed (SPD)
- AP/turn (shown on the character sheet as "Action Points"), affected by SPD
AP Formulas
Maximum AP: 7 + CON
Starting AP: 4 + PRC / 2 + SPD / 2
AP/turn: 4 + SPD_BONUS, where SPD_BONUS is (SPD - 1) / 2, rounded down
Effect of Haste
In addition to the +4 movement bonus, Haste adds +4 Maximum AP, +4 Starting AP, and +3 AP/turn.
Effect of Glass Cannon
The Glass Cannon talent simply doubles the AP/turn.
If a Glass Cannon PC is Hasted, the bonus +3 AP/turn is included before the 2x multiplier, resulting in a total +6 bonus AP/turn from Haste. Very powerful.
- Glass Cannon is not recommended for melee PCs that are expected to take damage, due to the penalty to vitality (VIT).
- Glass Cannon is extremely effective for PCs with high Sneaking ability, since they can avoid damage by stealthing at the end of turn.
- Mages may be limited by their spell cooldowns more so than AP. Glass Cannon works better for a mage with many abilities to spend the extra AP on, as opposed to a specialist.
Maximizing AP/turn
Without Glass Cannon:
- Pumping SPD is the singular best way to increase AP/turn, as reaching the Maximum AP cap set by CON is difficult.
- Example: With CON 5 (12 Maximum AP unhasted, 16 Maximum AP hasted), it will take an unhasted PC to have SPD 17 to cap (SPD 19 if hasted).
With Glass Cannon:
- To cap AP/turn without haste, follow the rule of CON = SPD
- To cap AP/turn with haste, follow the rule of CON = SPD + 2