Well, EDR and Critical do, in their own way. But they do not have any direct effect on the damage itself. And it kind of makes sense, too. Since crossbows are mechanical weapons that do not depend on the strength of the user, the only thing that can be improved via training is accuracy.
The Clock Knight Unarmed Artful Dodger Perception Archaeology Clockwork Knight Dragonfire Aspirant Piracy? Basically the idea of this build is to combine Clockwork Threshing and Nice Combo! for massive damage. Unarmed+Artful Dodger+Perception+Piracy should give enough to avoid most the melee damage in the game. Dragonfire Aspirant gives passive gains and gives you long ranged AOE damage. The only problem with this build is there is no reliable source of healing, so maybe replace piracy with Inquisitor.
I can't bring myself to add any mods. It's too easy to start adding unbalanced skillsets or make my own ballance passes which would remove any challenge from the game. The obtuse nature of the skill sets and stat gain is what gives the gameplay it's charm.
I don't think any of the skill mods I've downloaded have been particularly unbalanced. If anything, Killer Vegan is unbalanced, but that's a whole different kettle of fish. Only one I felt was somewhat on the strong side was Druid Magic, which was nerfed shortly. I'm somewhat concerned that the mod I'm working on will be unbalanced, but getting it working comes first, balance comes later. Galactic Hitchhiker is supposedly overpowered, but Aegho has been nerfing it.
Yeah galactic hitchhiker is pretty balanced now. I've been playtesting it pretty deeply in, and it's quite good, but not OP. The teleport has sufficient drawbacks to fit the lvl 0 slot, sandwich maker was never in danger of being OP, Q in the Bush was never OP(except maybe on dungeon level 1), galactic express way isn't OP anymore, total perspective vortex was always a bit on the weak side except for the first two floors. It's only the restaurant at the end of the universe which is really powerful but it does leave some things alive. Basically I might do a little bit more finetuning after I finish my current run, if so it's to slightly scale back the capstone, and buff total perspective vortex.
Looking for a way to take advantage of Warlockery without completely gimping damage output and defenses.
Anyone planing a build for the not yet released expansion? I want to give Daggers, Communism, Magical Law, Paranormal Investigator, Bankster, Dual Wield, and Mathemagics/Wind Magic a try. But we just lack details to decide. Daggers will be good no-doubt. I want details! But I am jumping the gun...
I suspect Daggers will work really, really well with Assassin and any other skills that boost sneakiness, like Piracy and maybe Big Game Hunter (though the bonus is fairly small).
Gatling Nuclear-tipped Rocket Launchers in each hand. Oh! You meant something possible and not capable of killing the user easily? Dual Chainsaws on Poles. Well. No. That too would be a recipe for suicide. But it would be impressively stupid.
I don't think that one can be considered safe. Most Poles would kill themselves out of idiocy if given just one chainsaw, and giving them two is just asking for something bad to happen.
Kazeto, I find your comments about Poles offensive. I've recently been studying Poles, and I realize now how essential they are to the American experience:
Wait. Wasn't there a polish guy (if not, a guy from the eastern european region) who cut his own head off with a chainsaw on a dare?
Google search for "Polish chainsaw decapitation" turned up this. http://www.darwinawards.com/darwin/darwin1996-07.html
And I am a (half-)Pole, so you can think it is offensive towards them and it won't make me genuflect. But honestly, many of them are stupid because they can't get rid of the darned "uh oh, I'm superior because I am" pride and thus they never learn anything.