

When you're L7 and casting L4 Confusion to flip (on average) 2 of 7 monsters in the AoE to your side for (5.0 + 40%) = 7.0s, a relative gain of +20% spell duration (from more crits and fewer misses) is enormous. That's a relative gain of +20%, and it applies to both damage and spell durations. The greatest absolute gain occurs when you lose 9 points of miss at the low end, and gain 9 points of crit at the high end, in which case your expectation increases by +0.135 = 0.810. The effect of +9 Accuracy depends on where you already are. For Accuracy = defense, you get 0.675 expectation per attack, which applies to your damage, and also your spell durations. You roll d100 and add (Accuracy - defense), so Accuracy slides the window rightward (or leftward), resulting in different distributions of the 4 possible results. In PoE1, every attack has a fixed 100-point wide window of hit result, which is 15- miss, 16-50 graze, 51-100 hit, 101+ crit. How does that compare to +27% damage? I'll sketch a solution. That's equivalent to giving all of your characters -15 Accuracy.ġ9 Might gives you +27% damage and healing, but a Wizard won't be casting many Healing spells.ġ9 Perception gives you +9 Accuracy. Path of the Damned gives all monsters +15 to all defenses (Deflection, Fortitude, Reflex, Will).
#WIZARD BUILD PILLARS OF ETERNITY NEW PLAYER FULL#
You could play a melee Wizard gimmick with 2 defensive spells + a weapon spell, but that costs 3 spells per fight, and it requires a fight big enough to last about 8 full attack cycles to make it worthwhile. are also strong, but a back-rank Wizard rarely gets targeted anyways. Fan of Flames is a very nice AoE damage spell, and it's good fun to give your front-line fighters Lore 2 for Scroll of Fan of Flames as a gimmick, but your Wizard usually has other priorities.Ĭoncelhaut's Parasitic Staff is strong, but your Wizard with low Deflection and Endurance is a fragile target in melee.

Then you'll almost never use any touch-range spell, no matter how good it is. Do you plan to solo the game? If you play with a full party of 6, your Wizard should be non-melee and stay back. Fan of Flames and Jolting Touch are risky, because you must be in melee range to use them well.
