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Bugged for me.I have enrage on 2hand melee and on archer - and no crits with ability's or auto attacks for me at all with enrage buff...
what am I missing about this ability? why not just attack twice for 4 AP rather than caste enrage for 2 then attack for 2? I must just be missing it.
it's still active the next turn
or put it on a party member and let them attack with full AP and Buff
Because if you have high crit damage, auto crit is good for 2 hits, and next turn when it's still up, you can swing twice for guaranteed 200%or more damage.
Thanks, folks. Didn't realize it would be up the next turn. And yeah, I could cast it on an ally, but the touch range sucks and my melee partner is a scoundrel and backstabs are auto crit, so sort of a waste. If I can have it 2 turns, though, that it worth it.
If self-cast, only basic attacks are guaranteed to critical strike. Weapon skills will also critical strike on THE NEXT TURN (This does not apply if an ally enrages you),
totally worth for 2 pa then :)
The spell is supposed to clear charm & mad as well but when an ally is charmed/mad it is turned into an enemy unit so enrage can't be cast on it since it only works with ally characters so is this a bug or am I missing something, because if this is how it's suppose to be it means I can only clear charm/mad of enemy units which we control of which I see no point in doing so.
Maybe that's the reason it cancels charm - so you don't use it on strong, charmed units.
You must be all playing explorer mode if you dont see the destructive point of this skill. It's supposed to be casted on somebody else(with high base damage to make it more obvious) together with other skills like haste, death wish, living on the edge for example.
Does this work with Summons?
It totally works with summons. Your Incarnate Champion with Enrage and Supercharge will go out in a blaze of glory. It's magnificent.
This ability + scoundrel crit damage multiplier is OP as *****. Add adrenaline from on your 2nd turn when it's still up, for a total of 3 more attacks. Add executioner for 2 more ap after killing someone for another attack. Easy burst.
You can't cast Adrenaline with this up because you are muted... Trust me, I've tried.
cast before, you dumb *****
You can use the expected value formula to calculate if this is redundant for your character or not. Take your crit damage (for example mine is 165% right now) and multiply it by the number of attacks you would get in two rounds after using enrage (3 for normal 5 for lone wolf). 3(165)= 495 Divide by the number of attacks you would get without enrage (4 for normal 6 for lone wolf) 495/4= 123.75 Therefore you would need to do an average of 123.75% weapon damage in four hits. Using expected value formula 123.75= x(165) + (x-1)(100) Where x is the % chance of crit. Solving gives x≃ 0.365. This means if you had a non lone wolf with 165% crit damage, any crit chance over 36% means you are on average going to do more damage without using enrage and instead saving that 2 AP for another attack. With lone wolf and/or a higher crit damage, the crit chance must be much higher for enrage to become a liability. With lone wolf and 180% crit damage your crit would have to be greater than 62.5%. This of course does not account for attacks that do higher or lower than weapon damage, aoe, lost attacks on your second round due to CC, having a teammate enrage you, and the tactical disadvantage of silencing yourself if you have spells.
TLDR: Basically if your crit % is above 40% then you will do comparable or more damage without enrage over HALF of the time. That being said if you are doing true damage with some/all of your attacks it is usually worth it,especially against high armor enemies.
Does Enrage work with Wands? It says basic attacks, that excludes wands? Because it works with ele-arrows.