If you want to become stronger in the game, players need to have strong game understanding and perseverance. Many players in Baldur's Gate 3 have these qualities, so there are many masters in the game. If you are still wondering about the tips for mage damage flow in "Baldur's Gate 3" and have been unable to become a high-level player, then the editor below will help you solve the problem.
As we all know, the main damage sources of the mage missile attached damage stream are:
❶Magic Missile: ((1d4+3)*n), later written as ①
❷Parting between life and death: (n*(1d4)), later written as ②
❸The Ring of Ruthless Light triggers ①② respectively: (2n*2),
❹The level 10 evocation spell is passively triggered①②: (2n*5) (This is a bug, the description writes the damage throw of the damage evocation spell),
❺Magic gloves trigger ①②: (2n*1d8) (bug attached, the original text is an attack throwing spell, ①② are neither),
❻ Possible thunder charge, spell spark or legendary staff. Select the thunder attribute. This triggers once, so I listed it separately (1d8+5) (this bug is even more and I don’t understand why. The battle log calculations are all wrong. )
❼I can't figure out why there is a fixed 1 damage in the calculation, except for the radiant damage. Excluding arcane enhancement, my set of arcane enhancement is 6. I haven't found the reason for this 1. I hope someone can explain it.
When using six-ring missiles, it will cause about 300 damage. Much of this is damage caused by bugs.
Then here are the tips I summarized:
My chosen life and death tool man is only a part-time tool man, and the tool man himself plays the throwing style. If you play like this, you can start the battle as a wounded tool or as a throwing stream output according to the situation. Because changing weapons normally requires an action, the separation of life and death triggers an action. The two movements cannot be performed unless accelerating drugs are used, or the movements are in a rush. However, some weapons in the throwing stream can be returned to the hand automatically. Therefore, the tool man usually takes care of life and death, and if there is a chance to place an order, he will open it directly. If you don't turn on the separation of life and death, you can directly switch the throwing stream output. After throwing a weapon once, it will automatically change the weapon of the throwing stream without changing weapons. Then click on the specialty: alertness, attack first and respond to the situation faster than the mage.
Add another reason why you choose the tool to separate life and death: the tool man triggers in the order of first attack, and the monkey trick must be before the mage missile. If the mage triggers it himself, he needs to use one more action and the distance between life and death is only 6m, so he must be very close to the target.
I generally don't take one action of the drug mage, and the missiles can only be fired in the next turn. So I choose a tool person to help me post with the boss.
Then for the mage himself, I never found a suitable ring for the two ring positions. I directly replaced the flashing ring for the second ring position. The mage causes magic damage to the enemy under the light source. Then learn a bright light spell, and give it to yourself after a long rest every time, which will definitely trigger two rings.
It is worth mentioning that War Art is the upper level of missiles. Under the condition of bug damage flow, the damage is basically the same as that of six-ring missiles (War Art is 5 levels and cannot be upgraded). The reason is probably that the art of war hits 6 times and the six-ring missile hits 8 times, resulting in even more attached damage.
Case solved, +1 damage source
There is also a doubt. The burst damage of lightning charge seems to be triggered multiple times in one round, with an interval of exactly 5 damage and 5 charges.
Comparison that excludes falling to the ground to trigger charged burst damage