(BG3) "DRS" mechanics explained

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what exactly is a DRS well it stands for damage Rider Source but what does that actually mean first we need to establish what is a generic damage Rider and what is a generic damage Source in this example we hit the cache card with a normal weapon attack which is acting as a damaged Source we can then see the callus glow ring which is a generic damage Rider adding two more radiant damage to our damage Source just to clear ver ify the generic damage Rider in this instance is going to be procing on all sources not just attacks and spells this is going to be important later on now if you were to do another attack on a target with hex on them we see a similar combat log where our attack which is the initial damage Source has hex and callous glow riding on it so in this example everything is working as intended so far so good let's now consider a different example here we throw our Javelin once but in our combat lock we see two different instances of our regular damage Rider the Callis CL ring what you're seeing here is the most primitive example of a DRS in action in this case Tavern brawler which is right over here is acting as both a damage Rider and a damaged source to be a bit more specific Tavern brawler is riding on our initial damage source which was the throw but at the same time Kellis glar ring is riding on it so in essence it's acting as a damage Rider and a damage Source at the same time hence the name damage Rider Source or DRS we can add in another generic damage Rider the Ring of flinging and see a similar effect but this time it's a bit more pronounced because you have two different sets of damage Riders both the Ring of flinging and the kless gloring are applying to both of our damage sources Tavern brawler and the original attack now when you're only dealing with a single instance of DRS it's pretty easy to keep track of what's happening so in the previous example when we only had Tav brawler you could pretty easily tell where the damage Riders were coming from and what the damage sources were the problem is if you add in a bunch of sources and a bunch of riders things start to get messy very very quickly for example let's add Hunter's Mark into the mix when used in the context of throwing Hunter's Mark will like Tavern brawler act as a DRS by the way this is contrary to when you're using a bow or a weapon and it will not anyway once you add in Hunter's Mark things get a bit more confusing we now see three separate damage sources two of which are DRS and there are three pairs of generic damage Riders if you think about it this damage breakdown is kind of analogous to a tree in fact we can actually visualize this exact combat log using a tree diagram I think this now paints a much much clearer picture of what's Happening Here so to recap the javelin is the initial damage Source then there are four damage riders coming from that damage source Source two of the Riders are generic it's the two rings in this case but the other two are DRS and then from the two DRS we get two additional sets of generic damage Riders so in total we have three sources and three sets of riders now the point I'm trying to make here is that these interactions are a little bit messy and they're much easier to visualize if you were to imagine them as a big tree of course for the example I just used you obviously don't need a tree if you just read the combat log for long enough it's pretty clear what's going on but now let's consider what were to happen if instead of using a simple two item example character we were to use a character which is actually about to hit their full build and has at least one turn of setup in combat before it begins to deal damage first we need to introduce our key players I will be using the following generic damage Riders pionic overload ring of flinging Callis ring raps City and Arcane charge I I will also be using the following DRS or damage Rider sources sneak attack skull dagger attack Tavern brawler fura Lou Hunter Mark and finally we get to the star item of this whole build which happens to be the single dumbest looking item in the entire game the lightning Chopper seriously this thing is just a weaponized Lobster Claw I have no idea who thought it would be okay to make this one of the strongest items in the entire game anyway the link in the description contains more information about the build used and how to get each of the Buffs items and abilities used in this test taking position okay I see okay so all right so it's okay there's there's more okay we're we're still scrolling here looks like okay there's there's still more okay yep yep okay here we go we found the top so what the just happened there I think that the best way to try and visualize what ungodly chain of events just occurred there to give us that combat log would be to recreate the same steps but this time instead of being in game we're going to do it using a damage tree essentially instead of actually doing the damage we're going to visualize what the damage looks like which I think will help to understand exactly what's going on behind the scenes here we're going to start off by throwing the lightning jabber AKA our weaponized Lobster Claw and this is going to act as our initial damage Source or the root of the tree the first DRS that we're going to encounter is going to be sneak attack sneak attack will only happen on the first throw of each turn but is a particularly potent one so it's going to proc stalker gloves AKA scal dagri attack and fura L and then stalker gloves is going to also proc another instance of f aloof and all four of these over here are DRS so there's four different DRS at play here now each DRS is a damage source which means it's going to proc its own set of these five generic damage Riders basically each five of these are riding on any damage source and we have four different damage sources happening here so from the sneak attack alone even though it's only once per turn we are getting a total of four sets of these five Riders okay so if we continue to expand the damage tree the next major DRS we should encounter is going to be the 1 D4 lightning from lightning jabber this will proc F Lou so we get two different DRS two different damage sources and therefore two different sets of generic damage Riders Hunter's Mark when used with a throwable weapon is going to behave in the exact same way so we get floral Lou and then we get the two generic sets of damage Riders Tavern brawler is definitely a DRS but I can't for the life of me figure out why it doesn't proc Flo nonetheless it's a DRS damage Source therefore it will begin getting its own set of generic damage Riders finally we get the set of generic damage Riders from the initial jabber throw plus the initial fura L proc which will have its own set of generic damage Riders let's take a look at the the completed damage tree here and see what we can conclude so first of all this set of Riders on the farle is the only set in this entire tree which is working in accordance with d and rules the other 10 and there are 11 in total on here are all coming from DRS in one way or another and funny enough half of them are coming from furo which I mean this is just hilarious but regardless you can also conclude that the 11 total sets are only going to be on the first attack of each turn each subsequent attack will be losing four different DRS from sneak attack and therefore four different sets so you'll be seeing a total of seven of these on all the subsequent attacks the final point I want to make on this example is just going to be how much damage are we actually gaining if we calculate how many 11 of these is worth so this is actually a pretty easy calculation to do ring of flinging and Sonic overload are both a 1 D4 so with 11 per turn we are getting a 22 D4 from these two then Arcane charge is just going to be adding your proficiency bonus which is going to be plus4 at level 12 rapity will be adding plus three and then the ring Callis glow ring excuse me will be adding plus two so these together adding plus 9 so we are getting 99 plus 22 D4 and that's just that's literally just on the first attack of each turn I'd like to end the video by pointing out the fact that the example build used in this video is just that it's an example build it's not a complete build it's not a particularly good build it isn't even a good build when it comes to using damage Riders it just isn't really a complete build at all it's a bunch of components meshed together for one purpose to create a complex combat log so I could visualize and then demonstrate the exact interactions going on between DRS and generic damage Riders so in essence My Hope Is that what you got out of this video is not what you consider to be a powerful TB throw build because it isn't a powerful TV throw build it's just an okay TV throw build but instead you understand the fundamental interaction going on between a DRS and a generic damage Rider and you could now take it and either make your own builds or at least understand what other people's builds are actually doing that's it have a good day
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Channel: ethan
Views: 9,657
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Length: 9min 54sec (594 seconds)
Published: Fri Nov 03 2023
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