This is the forum for helping you out if you're stuck or if you want to discuss the nitty gritty details of the dungeons within Mount Grimrock. Warning: forum contains spoilers!
depends on how you calculate DPS. A mage may be able to put out more damage for a short period (until mana runs out), but I find that they do low overall damage as a percentage over the long run of the game, at least for my playstyle (I usually don't spend a lot of time resting and waiting for mana to regen).
Generally, I'm more interested in actual damage dealt, rather than an overly abstract calculation. If LoG kept track of damage dealt over the length of a game, I highly suspect that a ranged rogue would come out way ahead, with a swordsman probably coming in second depending on build and playstyle.
Well like said it is hard say what is the most damage dealing build. While a mage might do a lot of damage with a single attack they have slow attacks and run out of energy quite rapidly. On the top of that you have to click at least 4 times to use their bolt spells and those are clicks you wont be using for your other characters attacks. If they have very high attack speed casting mage spells may actually lower your overall dps. Personally I don't like mages and think they need more versatility (more spells) to be useful.
Here is an example of high damage dealing party:
1. Sword fighter with all skill points to swords and some points to armor to get light (or heavy) armor proficiency.
2. Unarmed fighter with all skill points to unarmed.
3. Dagger rogue with enough points to assassination to get reach attack and rest to daggers.
4. Minotaur rogue with all points to missile weapons.
All party members do great damage and 2 on the front can get pretty good defence with items.
stepsongrapes wrote:depends on how you calculate DPS. A mage may be able to put out more damage for a short period (until mana runs out), but I find that they do low overall damage as a percentage over the long run of the game, at least for my playstyle (I usually don't spend a lot of time resting and waiting for mana to regen).
Generally, I'm more interested in actual damage dealt, rather than an overly abstract calculation. If LoG kept track of damage dealt over the length of a game, I highly suspect that a ranged rogue would come out way ahead, with a swordsman probably coming in second depending on build and playstyle.
Totally agree. Make a minotaur ranged rogue and the damage output is insane. Not even that much the single hit, but ranged attacks are fast and every attack hits. Pretty much limited only by the amout of ammunition, and ammo is plenty once you're past dungeon level 5 or so.
In contrast to those rogues the poor melee guys have to deal with misses and the poor mages have to deal with energy and their runes.
All characters have to deal with energy, not just mages.
Fighters and Rogues use energy for their special move, which they basically do at random. When they run out of energy, they can keep on attacking, but only use very basic swings, which is noticeable from the damage they deal.
Thels wrote:All characters have to deal with energy, not just mages.
Fighters and Rogues use energy for their special move, which they basically do at random. When they run out of energy, they can keep on attacking, but only use very basic swings, which is noticeable from the damage they deal.
I don't recall my missile rogue running of energy most of the time. Looking at the missile skill progression, it is much less dependent than the melee skills on chance-based attacks. It may be that crits are the only energy consuming attack. The bonuses are otherwise always-on types (faster shooting, volley).