God Tier. Alchemy/Combat/Signs build
Based on adjustments to FightingCowboy's God Tier build from 10 years ago. All the critical chance is gone. But the rest is the same. Testing it's effectiveness.
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More: Endgame builds
After a successful dodge or roll, your next 3 Fast Attacks performed in a row deal 30% additional damage.
Adrenaline Point gain: +3%
The third Fast or Strong Attack has a 60% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Adrenaline Point gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 10%.
Adrenaline Point gain: +1%
When Vitality reaches 0, immediately consumes Adrenaline points to restore 10% Vitality per point. Can only be used once every 30 seconds.
Adrenaline Point gain: +1%
Reduces damage received while dodging by 33%.
Adrenaline Point gain: +1%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing damage. It has a 15% chance to instantly kill the target.
Adrenaline Point gain: +1%
Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 3 time(s).
Adrenaline Point gain: +3%
A Strong Attack has a 20% chance to increase the damage dealt by the next 2 Strong Attacks by 50%.
Adrenaline Point gain: +1%
Fast attacks increase the next strong attack's damage by 15%.
Adrenaline Point gain: +1%
If potion Toxicity is greater than 1, time automatically slows by 5% when the enemy is about to perform a counterattack.
Potion duration time and bomb damage: +2%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Oil applied to blades has a 15% chance of poisoning the target.
Potion duration time and bomb damage: +6%
Decoctions increase maximum Vitality by 900 for the decoction's effective duration.
Potion duration time and bomb damage: +6%
Increases maximum Vitality by 30% if Toxicity exceeds the safety threshold.
Potion duration time and bomb damage: +6%
Adds 15% protection against attacks from the monster type targeted by the oil.
Potion duration time and bomb damage: +6%
All bombs, even those that do not inflict damage, now deal 50 damage in addition to their normal effects.
Potion duration time and bomb damage: +2%
Poisoned targets deal 15% less damage.
Potion duration time and bomb damage: +6%
Hitting a poisoned enemy with a Strong Attack consumes the poison, causing an extra burst of poison damage equal to 25% of the attack damage. Can be used once every 5 seconds.
Potion duration time and bomb damage: +2%
Increases the maximum number of bombs in each slot by 1.
Potion duration time and bomb damage: +2%
Increases bonuses for mutagens placed in mutagen slots by 30%.
Vitality gain: +3%
Each piece of Medium Armor increases maximum Vitality by 2% and poison damage by 2%.
Vitality gain: +1%
Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.
Vitality gain: +3%
Increases maximum Toxicity by 30.
Vitality gain: +3%
Loadout
After a successful dodge or roll, your next 3 Fast Attacks performed in a row deal 30% additional damage.
Adrenaline Point gain: +3%
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 3 time(s).
Adrenaline Point gain: +3%
The third Fast or Strong Attack has a 60% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Adrenaline Point gain: +3%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Oil applied to blades has a 15% chance of poisoning the target.
Potion duration time and bomb damage: +6%
Decoctions increase maximum Vitality by 900 for the decoction's effective duration.
Potion duration time and bomb damage: +6%
Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.
Vitality gain: +3%
Increases bonuses for mutagens placed in mutagen slots by 30%.
Vitality gain: +3%
Increases maximum Toxicity by 30.
Vitality gain: +3%
Mutations
Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 75%).
Increases maximum Vitality by 30% if Toxicity exceeds the safety threshold.
Potion duration time and bomb damage: +6%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
Poisoned targets deal 15% less damage.
Potion duration time and bomb damage: +6%
Adds 15% protection against attacks from the monster type targeted by the oil.
Potion duration time and bomb damage: +6%
Gear
When at maximum Vitality, any Vitality regeneration turns into added damage (up to +50%) on your next strike.
When at maximum Vitality, any Vitality regeneration turns into added damage (up to +50%) on your next strike.
All equipped armor items are treated as Light Armor.
Alchemy
Grants sight in total darkness and immunity to hypnosis. Increases critical hit chance. Extended duration.
Performing actions that consume Stamina regenerates Vitality.
Damage dealt to foes regenerates Vitality.
Damage dealt is increased when Vitality is at its maximum.
Regenerates Vitality during and outside of combat.