I personally think the potential for giant alchemy is greater than melee, but I've never been a melee fan...
Enchants do a lot. If you don't have +damage enchants alchemy can easily over power melee.
I personally think the potential for giant alchemy is greater than melee, but I've never been a melee fan...
Do acknowledge that with dual wield, you only need half the max to achieve what golems do.
777/2=388.5max
in g13, a giant can easily achieve more than 400max.
In terms of firepower, giants will win over golems. So giants will be better than golems in boss fights.
However, golems will be better fighters in dungeons/rath/missions with enclosed area. That is obviously because of golem's huge ass wm range. Plus, golems don't get aggroed as much as players.
The divided by half thing isn't necessarily correct. Smash and windmill are calculated through Right hand + Left hand + barehand damage. What you see on the character screen is the stats if you choose to whack an enemy separately.
What you see on the stats screen would most likely be an average of both weapons added, not what each weapon would hit... but you are correct for how smash and windmill are calculated.
Also, if you are right about having ~550+ max damage with carpentry... if we take into account the dual wield formula as well as newer enchants and a maxed ego, you would be hitting much higher than a maxed g12 golem if you kept playing that character.... as well as have added versatility and more engaging gameplay. It does take far more work, though, I'm not denying that.
Not to mention, even if Golems do get a gigantic boost in g13... melee and range also get that same boost, and with other less practical buffs added in it would add up to very significant damage. The reason golems are overpowered is the gigantic size, really, an endgame character should and will be able to out-damage them.
The divided by half thing isn't necessarily correct. Smash and windmill are calculated through Right hand + Left hand + barehand damage. What you see on the character screen is the stats if you choose to whack an enemy separately.
I'll be up front. I hate alchemy. I grinded my teeth through g9-g12. Despite hating alchemy, I realize that it's easier to obtain higher damage and enchants. Heck they even have their own "special" category where they can bend the rules and gain exponential EXP off of those less experienced and having trouble with generation quests.
I'm not saying that alchemist are bad, just the idea of crushing my entire character's build in such a short period is heart breaking. Honestly, I see alchemy as what gunpowder did to knights in armor. Stuffing spheres into tubes, sound familiar? Actually, now that I think about it alchemy really is like gun powder because it allows someone less experienced to defeat someone who's trained their whole life in the ways of the sword. Remember the Ending of last Samurai?
If you want to soil your race with alchemy then go ahead. I've always admired giants because of their abilities and as creatures. Flaws an all. Giant alchemist are dead to me.
:smoke:
What you say may be true but you are talking about an endgame giant. I'm just a little discerned about the accessibility of a golem that is able to do so well compared to someone that has invested so much time. Sure, giants are able to do a bit more damage, but for someone like an elf to access melee on a scale of this power is just a little saddening.
The costs of getting everything to it's absolute best versus a golem, which is far easier to max...it just seems pointless to try to reach a goal at the end of a long dark tunnel when a faster almost as good alternative takes 3 steps in comparison.
Melee is more quicker than Alchemy. Alchemy requires charges or at least some loading time before they can unleash their damage(Flamer, WC, Golem, etc.). Melee players can simply Smash to get most of their potential output, and more with Down Attack later on. You can probably KS an Alchemist while they're busy loading their Golem into their Cylinders by clearing most of the room with a WM that crits or smashing enemies.
It depends on what difficulty the dungeon/room is. That surely does not apply to a lot of hardmode missions unless the windmiller happens to be extremely pro in melee. Then, that alchemist can use their golem in the next room and the room after that to kill faster than the windmiller unless the alchemist just sucks at using their golem so it dies early lol.
:x How about we talk of something that Golem requires? Preparation. It's annoying to create crystals, and you have to spam Cullin SMs to get crystals if you're lazy to make them. Unlike the Alchemist, all a Meleer needs is a one-time commitment to proffing up a weapon, and after that it's just repairs.
Also, I wouldn't call proffing a weapon a one-time commitment. The NPCs love to kill my swords' dura so much. =( It's certainly less than golem crystals though.