It's also worth noting that, in addition to no longer needing magic skill merits to acquire spells, with how the tiering works out, 5/5 range skill at the 99 cap (combined with cirque pantaloni +2) bumps up sharpshots base damage tier twice, resulting in a base damage boost of 9.
Since people don't seem to be aware of it/remember reading it, I tested it a while back with some help from Byrth; for sharpshot, weapon damage = (floor(automaton ranged skill * 0.11) * 3), so 135 base damage at 99 cap, +10 skill from pants bumps it up to 138, and with 10 more from merits, you get +3 dmg at +1 skill, and +3 more again at +10, for 144 weapon damage.
For the record sharpshot's fSTR has a ludicrously high cap, to the point that I needed ~100 str to cap it against bunnies in w.ron. Also, its ranged attack damage is also modified by dex, though not to the same degree as str. Basically sharpshot's ranged attack is a ranged ws with a dex mod.
....hmmm, I never did get around to figuring out valoredge's weapon damage calc, but given how fucking painful it is to force crits with valoredge, I don't know if I ever will, beyond number crunching based on experience and realistic expectations, lol
edit to clarify:
Mandatory: If these aren't merited, I don't care how you play pup, you did it wrong.
5/5 melee skill
5/5 Opt
3/5 FT
Best for damage:
5/5 Ranged skill
Situational:
5/5 Magic Skill if you don't ever use sharpshot and/or really think you need the tiny boost in m.acc
Debatable:
1/5 Vent 1/5 RR vs 5/5 FT; some people seem to make due without vent/rr, though I personally have no fucking idea how, so your mileage may vary here.


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