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Kensai (Insane Analysis)

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PaulDenton
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Kensai (Insane Analysis)

Post by PaulDenton »

Damage
------
+6: Level 19 (+1 per 3 level)
+9: STR 21 (Girdle of Frost Giant)
+3: Grand Mastery (AD&D)


Single
------
+1: Weapon Style
+3: Celestial Fury (1D10+3)
+19: total

# of attacks: 7/2 (AD&D)
average damage: 5.5+19 = 24.5
base damage/round: 24.5*7/2 = 85.75
real damage/round: 0.1(2*85.75) + 0.9(85.75) = 94.325


Dual
----
+3: Celestial Fury (1D10+3)
+2: Dark'ron Blade (1D10+2)
+18: total (main)
+17: total (off)

# of attacks: 7/2 + 1 (AD&D)
average damage (main): 5.5+18 = 23.5
average damage (off): 5.5+17 = 22.5
base damage/round: 23.5*7/2 + 22.5*1 = 104.75
real damage/round: 0.5(2*104.75) + 0.95(104.75) = 109.9875

THACO
-----
-6: Level 19 (-1 per 3 level)
-4: STR 21 (Girdle of Frost Giant)
-3: Grand Mastery (AD&D)
-3: Celestial Fury
-2: Dark'ron Blade

level 19: THACO sets to 2
final THACO: -14
final THACO: -11 (off)

AC
--
-2: Being a Kensai
-4: DEX 18
-2: Ring of Protection
-2: Ring of Gaxx
-1: Cloak of Sewer
-1: Ioun Stone
total: -12

Spirit Armor: AC sets to 1
final AC: -11 (-2 if Single & -1 if Dual)

[ 05-18-2001: Message edited by: Paul Denton ]
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Post by PaulDenton »

Would you trade +1 AC with 15.6625 more damage?
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Post by KensaiRyu »

Those are some of the reasons I like Kensai...
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Post by PaulDenton »

With Kai, Dual Wield and Improved Haste, we are talking about (262.5) damage per round on average!!!

# of attacks: 2*(7/2+1) (AD&D)
average damage (main): 10+18 = 28
average damage (off): 10+17 = 27
base damage/round: 28*7 + 27*2 = 250
real damage: 0.5(2*250) + 0.95(250) = 262.5

Couple that with potion of cloud giant strength, it would be around 270.

[ 05-18-2001: Message edited by: Paul Denton ]
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Post by moriveth »

Remember that if you take the evil path in the trial of wrath, you will have 23 str with the Gridle of Frost Giant Strength, because of the way the strength bonus is applied.
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Post by TheDude »

wow great post
so maybe i do going to play a kensai my fourth time trough but where should i dualclas in Druid/Cleric/Mage ??

could someone give my advise what is best or even better the most fun to play with.
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Post by Craig »

Druid doing that now K/M ment to be power house(go for the 13/14) K/C not ment to be good try K/T
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Post by PaulDenton »

Originally posted by moriveth:
<STRONG>Remember that if you take the evil path in the trial of wrath, you will have 23 str with the Gridle of Frost Giant Strength, because of the way the strength bonus is applied.</STRONG>
Really? Gotta try that then. :D
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Post by PaulDenton »

Originally posted by TheDude:
<STRONG>
could someone give my advise what is best or even better the most fun to play with.</STRONG>
Kensai/Mage is one the most powerful classes in the game.
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Post by Yacobod »

you can dual the kensai at level 9, because you will be able to max out your mage to level 17

or you can dual at 12 and you will get to level 15 mage. at level 12 kensai you get another weapon proficiency, but the transition takes a lot longer and may be more difficult if soloing
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Post by jace4ever »

I still don't get it, how do you manage to get an ac of -12 with the Kensai/mage?
I could only get up to -11 or -10.

Does the pure kensai get any more armour class bounuses apart from the -2ac that he gets at character creation?
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Post by KensaiRyu »

Try casting blur...(if you are a Kensai/mage)
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Post by jace4ever »

So, Does the pure kensai get any more armour class bounuses apart from the -2ac that he gets at character creation?
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Post by Yacobod »

i have a question for Paul

when running the tests, how were your proficiencies distributed for your kensai

+++ in dual wielding

+++++ katanas

i have to commend you on a great post
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Post by PaulDenton »

Originally posted by KensaiRyu:
<STRONG>Try casting blur...(if you are a Kensai/mage)</STRONG>
Stone skin will help too.
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Post by PaulDenton »

Originally posted by Yacobod:
[QB]how were your proficiencies distributed for your kensai
+++ in dual wielding
+++++ katanas
Because it is a level *19* Kensai! You should put some points in Mace for clay boys and MOD.
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Post by The Outsider »

What's the damage like for 2-handed weapons?
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Post by node »

Nice analysis. Reminds me of the Diablo\D2 players who always used to analyzed the dmg potential of weapons etc.

Can you do this with otehr setups? I would love to know the dmg potential of a Crom\Celestial Fury, Crom\Belm, Belm\Kudane Kensai.
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Post by Bruce Lee »

Great post.
What do you mean real damage?
Crom faeyr and belm does more damage than anything else but you don't get Crom until late. If you are not concerned about style I would go for celestial fury in main and FoA in off hand.
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Post by leeho730 »

You'll only hit a couple of times in any round whatever your #attacks TACH0 is. It's really frustrating that my fighter with -6 TACH0 (Wave!) only hit ogres one or (sometimes)two times a round although his number of attacks per round was 5/2!
I recon that dice rolls are somewhat harsh for the player parties... but who knows? And bows and missile attacks are better since it can hit the enemy more often.... (it's funny that a fighter with a lot better TACH0 and #attacks misses so often but a thief with poorer TACH0 and only 3/2 #attacks hits so many times...) I think that the archer could be devastating with their insane missile bonuses and number of attacks...

Also if you didn't know...
Abi Dalzim's horrid wilting is capped at 15D8 and skull trap is capped at 12D6 as well... (now why choose skull trap over fireball? fireball has much better range) It's rather due to limitation of infinity engine or due to some lazy programmers...
My point is that I see so many unfair things and rules set up against players in BG2. Same for kensai. Although he might sound damn good but in reality he is only slightly better then normal fighter in terms of damage. So I think that the real damage kensai would cause would be 1/3 up to 2/5 (believe me, he will still miss quite often) of those values calculated above.... it's impressible though, but archer kit is better since he can hit more often and although it has lower damage, he has a better chance of disrupting spellcasting and attacks... If archer could put 5 points in sling, I would consider dualing to cleric...

[ 05-21-2001: Message edited by: leeho730 ]
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