Jump to content

  •  

Important Announcement!

Upgraded Forums Coming Soon!




Dark and Light chapter established....death ensues


Tutorial info

  • Added on: Feb 23 2015 02:45 PM
  • Date Updated: Mar 05 2015 03:38 PM
  • Views: 1736
 


Pathfinder Online: Criticals, Opportunity, and Flat-Footed Reactives Guide

Posted by Cheatle on Feb 23 2015 02:45 PM
This Guide is brought to you by The Empyrean Order, a Sponsored Company of Brighthaven. For more information on The Empyrean Order, you can message me here, or on Paizo forums. Currently we are located in the South East of the in game map, around the Brighthaven and Keeper's Pass areas.

If you are interested in talking in voice, getting some pointers, asking questions, need some advice, or just somewhere to hangout and play, come stop by our Mumble:

Address: 74.201.57.188
Port: 64738

Scroll down to Pathfinder Online and join a Public Channel

First off, lets take a look at the names and requirements for Reactives.

Note: Debuffs will stack up to 100 on someone, so these bonuses could possibly reduce someone's stats by quite a lot.

Criticals
All Criticals require Subterfuge or Martial Achievements, as well as Base Attack Bonus to unlock. Each of the following Reactives apply their debuffs only on a critical hit.

Deafening Critical - Oblivious 5 to 27 (based on level), which means -5-27 to all Attacks and Perception.
Exhausting Critical - Exhausted 14 to 42 (based on level), which reduces Stamina by 7 to 21 (of 100) and its regeneration time.
Sickening Critical - Afflicted 7 to 22 (based on level), a damage over time doing .7%-2.2% of your max, and a -3.5-11 to Reflex.
Staggering Critical - Slowed 7 to 31 (based on level), which means a -7-31 to Reflex and -3.5%-15.5% to Speed.
Stunning Critical - 30%-70% chance (based on level) for a 2 second stun, which prevents you from moving or acting.

Master of Opportunities
All MoOs require Martial Achievements, Base Attack Bonus, and Fighter Role Levels to unlock. Each of the following MoO apply their debuffs when your enemy has Opportunity (running, sprinting, casting a spell, or during an action that gives Opp).

Suffer - +10-22 base damage (based on level), applies damage before considering Damage Factor.
Stand Still - Slowed 5 to 21 (based on level), which means -5-21 to Reflex and -2.5%-10.5% to Speed.
Stop - 40%-100% chance (based on level) to interrupt, which makes their current cued action fail.
Slip - 40%-100% chance (based on level) to give Flat-Footed Condition for 1 round (6 secs), making them open to Sneak Attack.
Stumble - 20%-56% chance (based on level) to Knockdown for 2 seconds, which prevents movement (gives ranged def buff too).

Flat-Footed Strikes
All FF Strikes require Subterfuge Achievements and Rogue Role Levels to unlock. Each of the following FF Strikes apply their debuffs when your enemy is Flat-Footed (an applied debuff OR

Bleeding Attack - Bleeding 7 to 22 (based on level), a damage over time doing .7%-2.2% of your max, and a -3.5-11 to Fortitude.
Slow Reactions - Slowed 7 to 31 (based on level), which means a -7-31 to Reflex and -3.5%-15.5% to Speed.
Befuddling Strike - Oblivious 5 to 27 (based on level), which means -5-27 to all Attacks and Perception.
Crippling Strike - Drained 2 to 11 (based on level), which means -1-5.5 to all Attacks and Defenses.


How do I achieve a critical against someone?

When ever you make an attack against an enemy a critical is applied only if 1) you exceed their Defense with your attack, and 2) you exceed their Critical Defense Value (CDV).

Clothing CDV - 0
Light CDV - 4
Medium CDV - 16
Heavy CDV - 32

When you attack someone, first you must look at your bonuses on the attack, and then your attack roll (a roll from 1 to 200), and compare that to your enemies defense. When you roll to attack you roll 3d200s, Tier 1 takes the worst roll, Tier 2 takes the 2nd best roll, and Tier 3 takes the best roll. All of these values are hidden. After the roll takes place, you add your total bonus to hit and compare that to their defense, if your value is equal to or greater than their defense the system checks for a Critical. However if you failed to hit their defense, you take a proportional reduction to damage (if you had a 44 and their defense was 50, you would take an 12% reduction to damage).

If you hit or exceeded their defense the system then does several checks, attempting to reconcile a critical hit.

1) Find the Margin of Success (MoS) you hit a defense of 50 with a 66 so your MoS is 16.
2) Add improved criticals, specialization bonuses, and + Critical from the attack together with MoS.
3) Subtract the Targets CDV from your MoS.

Whatever value you are left with, you take the square root and multiply it by the speed of your attack, that number is the % chance that you will critical IF you meet or exceed their defense with your attack.

Example - Elric hits Kaeros and gets a MoS of 10, with an attack that gives me +5 Crit from specialization, and +20 from the attack, but Kaeros is wearing medium armor.

MoS (10) + Specialization (5) + Critical Bonus (20) - Medium Armor (16) = 19

Square Root of 19 = 4.35, multiple this by an attack speed of 1.5, so 4.35*1.5 = 6.5% for a Critical

When the full critical system is in place, a critical will give you a wound, each wound = -5% Max Hit Points.


How do I optimize to do a Critical?

Here are some options to help you optimize to critical your opponent:

Fighter Feature Specializations give you a Precise Bonus (Both to Hit and Critical), as well as a Critical Bonus

FEATURE CHOICE

Light Weapons -
Top Light Blade Specialization
Least Luck Domain

Heavy Weapons -
Tied Top Axe Specialization
Tied Top Heavy Blade Specialization
Tied Top Hammer Specialization
Tied Top Polearm Specialization
Tied Least Strength Domain
Tied Least Luck Domain

Ranged Weapons -
Top Bow Specializations
Least Luck Domain

Divine Weapons
Top Luck Domain

Arcane Weapons
Top Luck Domain


ARMOR CHOICE

Light Weapons -
Top Dragoon Armor Feat
Tied Chameleon Armor Feat
Tied Swashbuckler Armor Feat
Tied Wright Armor Feat
Least Crusader Armor Feat

Heavy Weapons -
Top Choice Dragoon Armor Feat
Tied Chameleon Armor Feat
Tied Wright Armor Feat
Least Crusader Armor Feat

Ranged Weapons -
Tied Top Chameleon Armor Feat
Tied Top Artisan Armor Feat
Tied Least Archer Armor Feat
Tied Least Scout
Tied Least Evangelist Armor Feat

Divine Weapons -
Top Chameleon Armor Feat
Least Evangelist Armor Feat


WEAPON ATTACK CHOICE

Light Knife
Shanks - 1.5 Speed, Penetrating (Lowers Target Defense), and +20 Critical

Longbow
Overdraw - 3.5 Speed, Precise +10, +30 Critical, Distressed (1 Round) (Open to secondary effects)
Impact Critical Shot - 2.3 Speed, Precise +30, Penetrating, Improved Critical +50 if Target has Unbalanced, Knockback (10 meters) on Critical Hit, Knockdown (2 seconds) on Critical Hit

Axe
Carve - 2.3 Speed, Splash to Self, +20 Critical, Knockdown (2 seconds) to All Targets with Opportunity, Slowed 40 to All Targets with Opportunity

One-Handed Blunt
Shillelagh - 1.7 Speed, Exhausted 40 if Target is Distressed, Slowed 40 if Target is Distressed, Base Damage +10 if Target is Distressed

One-Handed Fencing
Compound - 1.9 Speed, Precise +20, Bleeding 30 if Target is Distressed, Penetrating if Target is Distressed

Longsword (The Combo)
Understrike - 1.5 Speed, +20 Critical, Distressed (1 Round, 50%)
Thousand Cuts - 2.3 Speed, Improved Critical +30 if Target is Distressed, Bleeding 70 if Target is Distressed

Spears
Impale - 2.5 Speed, Streak, Penetrating, Frightened 20

Short bow
Deadly Aim - 2.3 Speed, Precise +30, Bleeding 50 if Target is Dazed, Improved Critical +40 if Target is Dazed

Two-Handed Blunt
Pulverize - 2.9 Speed, Stun (2 Seconds) if Target is Dazed, Frightened 40 if Target is Dazed

Great Sword (Passing Step/Wind-Up Combo)
Cleave - 2.3 Speed, +30 Critical, Short Blast, Knockdown (2 seconds) to All Targets with Opportunity, Slowed 50 to All Targets with Opportunity
Passing Step Thrust - 2.3 Speed, +20 Critical, Charge, Penetrating, Bleeding 40 if Target is Dazed
Wind-Up - 2.7 Speed, +20 Critical, Interrupt if Target is Distressed, Exhausted 60 if Target is Distressed, Base Damage +10 if Target is Distressed


How do I Optimize for Opportunity?

Light Knife - None

Longbow
Followthrough Foresight - Improved Critical +10, Alert (2 Rounds) to Self, Slowed 50 if Target has Opportunity, Precise +50 if Target has Opportunity


Axe
Carve - Splash to Self, +20 Critical, Knockdown (2 seconds) to All Targets with Opportunity, Slowed 40 to All Targets with Opportunity

Hew - Improved Critical +10, Razed 40 if Target has Opportunity, Frightened 20 if Target has Opportunity

One-Handed Blunt
Conk (Hammers) - Stun (2 Seconds) if Target has Opportunity, Base Damage +10 if Target has Opportunity


Longsword
Whirlwind - Splash to Self, Bleeding 30 to All Targets with Opportunity, Knockdown (2 seconds) to All Targets with Opportunity, Improved Critical +20 to All Targets with Opportunity


Spears
Transfix - Penetrating, Slowed 20, Immobilize (2 Seconds) if Target has Opportunity, Bleeding 20 if Target has Opportunity


Short Bow - None

Two-Handed Blunt
Stagger - Slowed 30, Immobilize (2 Seconds) if Target has Opportunity, Knockback (10 meters) if Target has Opportunity, Base Damage +10 if Target has Opportunity


Greatsword
Cleave - Improved Critical +30, Short Blast Melee, Knockdown (2 seconds) to All Targets with Opportunity, Slowed 50 to All Targets with Opportunity


How do I optimize for Flat-Footed?

FEATURE CHOICE

Cut-Throat Feature Feat
Daredevil Feature Feat
Opportunist Feature Feat

WEAPON ATTACK CHOICE

Light Knife
Shank - Penetrating, Improved Critical +20, Precise +20 if Target is Flat-Footed, Bleeding 30 if Target is Flat-Footed


Longbow - None

Axe - None

One-Handed Blunt
Conk (Clubs) - Oblivious 50 if Target is Flat-Footed, Interrupt if Target is Flat-Footed


One-Handed Fencing
Press - Frightened 20 if Target is Flat-Footed, Penetrating if Target is Flat-Footed


Longsword - None

Spears - None

Short Bow
Distracting Shot - Precise +10, Interrupt if Target is Flat-Footed, Oblivious 30 if Target is Flat-Footed
Multi-Shot - Long Blast, Precise +10, Base Damage +10 to All Targets with Flat-Footed, Slowed 20 to All Targets with Flat-Footed, Penetrating to All Targets with Flat-Footed


Two-Handed Blunt
Smash - Charge (20 meters) to Self, Splash to Self, Knockdown (2 seconds) to All Targets with Flat-Footed, Knockback (10 meters) to All Targets with Flat-Footed


Greatsword - None

SUGGESTED BUILDS

CRITICAL BUILDS

Light Blade Crit Fiend
Light Blade Specialization, Dragoon Armor, using Shank, Sickening Critical and Staggering Critical.
You again a huge bonus to hit between Specialization and Dragoon, while using shank you not only penetrate defenses, but with Sickening and Staggering you are slowly lowering your targets defense, making it easier and faster to critical them.

Heavy Blade Crit Fiend
Heavy Blade Specialization, Dragoon Armor, using Wind-Up, Sickening Critical and Staggering Critical.
The same as the Light Blade Crit Fiend, but better, much better, one of the few builds you can get a higher than 10% Crit chance using.

Axe Immobilizer
Axe Specialization, Dragoon Armor, using Carve, Staggering and Stunning Critical.
This build uses knockdowns, stuns, and huge slow debuffs to really slow down and immobilize your enemy.

Ranged Crit Fiend
Bow Specialization, Chameleon Armor, using Overdraw, Sickening Critical and Staggering Critical.
Just like the above, except this is the ONLY build that can get higher than 20% critical chance.

OPPORTUNITY BUILDS

Swing Batter Batter!
MoO Suffer and Stand Still with a Two-Handed Blunt weapon using the Stagger Attack.
This combo has extremely high base damage, before the damage factor is multiplied, giving you a big bang for your buck. On top of this, lowering your targets defense, knocking them back, immobilizing them, and slowing them. This build could be used for a melee crowd control with huge damage factors.

Gale-Force
MoO Stand Still and Stumble with a Longsword/Greatsword/Axe and Whirlwind/Cleave/Carve.
Every time your targets try to get up, they get knocked back down again. This build will not only do solid damage, but with multiple knockdowns applied, and slow to boot (especially Cleave/Carve) your targets are going to have a very hard time getting away.

You Shall Not Pass!!!!
MoO Stand Still and Stumble with a Longbow and Followthrough Foresight.
Two hits, TWO hits, from this and your target has max stacks of slowed, giving them a whopping -100 Reflex, and -50% to speed. If they try and run, they will just keep getting slowed and knocked down, not a pretty combo, and your chances for dealing critical hits goes up as well. If you want to get cheesy, trade out Stumble for Sickening Critical, and watching as your opponents Reflex gets so low, that you one shot them.

FLATFOOTED BUILDS

Can't touch this
FF Strikes Befuddling and Crippling, with a Club, using Conk.
This build allows you to doll out some serious debuffs to your targets Base Attack Bonus. Giving him copious amounts of oblivious and some drainage when this guy attacks, he can't hit the broad side of a barn, or you know what, he can't see the barn either, cause his perception has tanked. Get a lick or two of this combo in and run away and stealth, he probably won't be able to find you.

Bleed Him Out
FF Strikes Bleed and Slow, with a dagger, using Shank.
This build allows for a nice bit of DoT, or damage over time. Every hit does 4% DoT to your target Max Hit points, with this attack being fairly fast, on top of slowing your opponent down, you can use hit and run tactics on a target to slow bleed them out. If they try and run, the stacks of slow might make them slow enough to continue your assault.

Not the eyes!
FF Strikes Bleed and Slow, with a Short Bow, using Multi-Shot.
This allows for you to not only do DoTs to multiple targets, but also slow them as well. You potentially have multiple targets bleeding out with lowered defenses, and all hurting from a nice attack with a high base damage.
  • 0