Max Int?

popejubal

Avatar of Jell-O
I’m looking to pump up my Artificer and I want to see how far off max Int I am.

The Wiki has the pre-squish numbers. Is there a breakdown of the current max Int and possibly a max DC?
 

Ying

5000+ hours played
INT:
20 Base (assumes Gnome)
08 Tome
08 Level ups
02 Racial enhancement cores
02 Battle Engineer T3+T4
02 Arcanotechnician T3+T4
04 Battle Engineer capstone
05 Reaper Dire Thaumaturge
02 Primal Avatar - Spirit Boon
15 Item (Isle of Dread Minor Artifact)
06 Insightful item
03 Quality Item
02 Festive augment
03 Artifact set bonus
02 Exceptional item
02 Profane
02 Yugo pot
02 Remnant pot
14 Filigree (6 in minor artifact, 8 in sentient weapon)
02 Past Lives: Racial
02 Completionist
02 Racial Completionist
02 Guild ship (Old Sully’s Grog Cellar)
02 Reaper hat
---
114
 

Zuldar

Well-known member
Switch out the AP from Arcanotech and put 24 AP in Feydark Illusionist and 10 in harper agent. Feydark gets you 4 total int, and since you're probably going for the Int trance anyway, an extra 2 AP in Harper gets you another one.
 

Tilomere

Well-known member
Epic feats will also give 4 more. I think max int is partied with a cleric with knowledge domain, for another +10, and another +2 from a bard, which would add another 16 total.
 

Jack Jarvis Esquire

Well-known member
Been a while but iirc, I get 18 with Filigree...

6 on 4 slot artefact (incl 2 X raid filigrees)
+
12 on 10 slot weapon (incl 2 X raid filigrees). 😁👍
 

Ying

5000+ hours played
The intent by OP is INT for DC, not INT for the sake of INT. So you have to keep DCs in mind within filigree sets.

Minor Artifact:
Eye of the Beholder: INT (rare)
Otto’s Irrevocable Power: INT (rare)
Zarigan’s/Voltaic INT 2 (rare)
Eye of the Beholder/Inevitable Grave: INT 2 (rare)

Sentient Jewel:
Eye of the Beholder: INT (rare)
Eye of the Beholder/Inevitable Grave: INT 2 (rare)
Eye of the Beholder: Universal Spellpower (rare)
Otto’s Irrevocable Power: Universal Spellpower (rare)
Otto’s Irrevocable Power: INT (rare)
Otto’s Irrevocable Power: CON (rare)
Zarigan/Voltaic INT 2 (rare)
Zairgan INT (rare)
Zarigan 30 SP (rare)
Voltaic INT (rare)

4pc Otto's = +2 DC
4pc Eye = +2 DC
4pc Zarigan = +1 DC

14 INT + 5 DC > 18 INT.
 

Ying

5000+ hours played
For non-hybride fully caster build Inevitable Grave INT (rare) may be better?
The filigree set is specific to Artificer since 3pc Voltaic is 2% dshot/dstrike. Inevitable Grave 3pc is +2 Will, which is pointless for Pale Masters.
 

Fisto Mk I

Well-known member
The filigree set is specific to Artificer since 3pc Voltaic is 2% dshot/dstrike. Inevitable Grave 3pc is +2 Will, which is pointless for Pale Masters.
Yea, i see where problem - i skip word "Artificier" in my answer. Of course for Pale Master +2 Will not so good... but still better than fully useless physical combat bonuses, and you take it anyway for +2 DC Necro from 4 piece Grave set, right? And for non-hybrid pure caster Arty 3pc Voltaic is 2% dshot/dstrike absolutely useless too, while +2 Will may be not. You put 5 piece Eye of Beholder for your setup instead mandatory 4. One is redundant. ;)
 
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Ying

5000+ hours played
You put 5 piece Eye of Beholder for your setup instead mandatory 4. One is redundant. ;)
Yeah that's a mistake. I only meant to slot 4 of them. It's what happens when you do this on the fly. Replace one of the Eye of the Beholder INT with Inevitable Grave INT for +2 Will I guess, if you wanna waste a feat slot on Great Intelligence (I wouldn't). I'd just slot Electric Spellpower (rare) to scale up the imbue damage.
 

Ying

5000+ hours played
Assume 41 Batte Engineer, 8 Harper for the trance, and 31 for a third tree (assumes no universal tomes). Both Arcanotechnician and Feydark will net you +1 DC in the cores. Arcanotechnician will also get you +2 caster levels and max caster levels for electric spells, and +2 rune arm DCs. You'll net 40 electric spellpower, 43 USP and 4% to spell crit with force, fire and electric in Arcanotechnician compared to 25 Force, 25 USP, 4% force crit and 2% universal crit from Feydark. Feydark's standout ability is Greater Color Spray which can make a mob helpless. Either can be viable, so it comes down to gearing limitations and playstyle preference.

Here's a Gnome Artificer 20 gearset I put together about a month ago that uses Greater Color Spray:

Screenshot_2023-07-03_at_6.20.55_PM.png


(Typo: Should be Light Repeating Crossbow, not Light Crossbow)

AFAIK the Gnome Greater Color Spray and Feydark Illusionist GCS share a cooldown with each other. It's true for Deep Gnome, so I assume the same here which is why I go 31 Arcanotechnician for the increased electric spellpower, etc.

It's got all DC bonuses. It's lacking 5% Insightful Doubleshot, 1% less Doubleshot (8 is slotted, 9 is top end), Quality Deadly, Quality Deception and Quality Seeker for damage. It'll also have 27% Dodge if you have the Reaper points and Shadar-kai Past Lives. That assumes 11 AP in Shadowdancer for Lithe and core 3 to net you Evasion, which will be no-fail since there's a no-fail Reflex save ability pretty low in the Machrotechnician tree.

I haven't played around with Artificer U61 gear yet.
 
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Ying

5000+ hours played
At this point I might as well round it out with the rest of the build.

Chaotic Neutral Gnome Artificer 20

STR 6
CON 18
DEX 12 (assumes you have +1 tome for Precision requirement)
INT 20
WIS 8
CHA 8

1: Point Blank Shot
3: Precision
4: Rapid Shot, INT +1
6: Insightful Reflexes
8: Precise Shot, INT +1
9: Construct Essence
12: Improved Construct Essence, Improved Critical: Ranged, INT +1
15: Maximize Spell
16: Quicken Spell, INT +1
18: Past Life: Arcane Initiate
20: Empower Spell, INT +1
21: Expanded Clip
22: Spell Power Electric
24: Intensify Spell, INT +1
25: Doubleshot
27: Overwhelming Critical
28: Harbinger of Chaos, INT +1
30: Embolden Spell, Scion of Air
31: Enhanced Elemental Dice
32: INT +1

No room for Combat Archery. That will have to wait until the level cap is increased.

Epic Destiny enhancements are still up in the air. Right now, Shiradi Champion Tier 5 is still significantly better than Machrotechnic for dishing out damage. So I'd only go Machrotechnic Tier 4. Shadowdancer Tier 3 provides a ton of utility and damage with 6 sneak attack dice, Evasion, Dimension Door, Reflex saves and Max Dex Bonus increases.

Imbue Dice:
3 Battle Engineer Agility Engine
1 Battle Engineer Unlock Potential
3 Machrotechnician
1 Enhanced Elemental Dice
2 Harbinger of Chaos
3 Scion of Air
2 Greater Elemental Weapon
1 Snowpeaks Imbue Dice
1 Arcane Imbuement augment
--
17

Illusion DC (Gnome Greater Color Spray):
15 Base
51 INT modifier
06 Spell Focus item
03 Insightful Focus item
02 Sacred Spell Focus item
02 Profane Spell Focus item
02 Quality Spell Focus item
03 Artifact
01 Guild Ship: Archwizard
02 Greater Illusion augment
04 Epic Spell Focus (Draconic Incarnation cores)
03 Epic Destiny Tier 5 Spell Focus
03 Epic Destiny Illusion Spell Focus
02 Scion of the Plane of Air
02 Otto’s Irrevocable Power 4pc
02 Eye of the Beholder 4pc
01 Inevitable Grave 4pc
01 Past Life: Wizard feat
04 Dire Thaumaturge Reaper’s Focus
02 Embolden Spell
03 Iconic Past Life Stance: Deep Gnome
03 Gnome Racial Spell Focus Illusion

115

Evocation DC (Tactical Detonation):
10 Base
06 6th level spell
51 INT bonus
06 Evocation Item
02 Greater Evocation augment
03 Insightful Spell Focus Item
02 Quality Spell Focus Item
02 Profane Spell Focus Item
02 Sacred Spell Focus Item
03 Artifact set bonus
01 Guild Ship: Archwizard
04 Scion of the Plane of Air
01 Past Life: Wizard feat
03 Past Life: Sorcerer x3 (passive)
02 Otto’s Irrevocable Power 4pc
02 Eye of the Beholder 4pc
01 Inevitable Grave 4pc
04 Dire Thaumaturge: Reaper’s Focus 4
01 Arcanotechnician Runic Efficacy (Core 5)
04 Epic Spell Focus (Epic Destiny 4 cores)
03 Epic Destiny Tier 5 Spell Focus
03 Epic Destiny Evocation Spell Focus
02 Embolden Spell

118

Rune Arm DC:
10 Base
10 Charge Tier 5
51 INT bonus
06 Evocation Item
02 Greater Evocation augment
03 Insightful Spell Focus Item
02 Quality Spell Focus Item
02 Profane Spell Focus Item
02 Sacred Spell Focus Item
03 Artifact set bonus
01 Guild Ship: Archwizard
04 Scion of the Plane of Air
01 Past Life: Wizard feat
03 Past Life: Sorcerer x3 (passive)
02 Otto’s Irrevocable Power 4pc
02 Eye of the Beholder 4pc
01 Inevitable Grave 4pc
04 Dire Thaumaturge: Reaper’s Focus 4
01 Arcanotechnician Runic Efficacy (Core 5)
04 Epic Spell Focus (Epic Destiny 4 cores)
03 Epic Destiny Tier 5 Spell Focus
03 Epic Destiny Evocation Spell Focus
02 Arcanotechnician Runic Efficacy
03 Machtechnic enhancements

125

Dodge:
14 item
03 Shadar-kai past lives
09 Grim Barricade Reaper’s Evasion 9
01 Grim Barricade Reaper’s Defense 5
04 Scion of Air
04 Gnome racial cores

35

Dodge cap:
25 base
01 Grim Barriacde Reaper’s Defense 6
02 Grim Barricade Reaper’s Heightened Evasion 2
02 Guild Ship: Fencing Master
04 Scion of Air
03 Gnome Nimble Reaction 3

37

Maximum Dexterity Bonus:
22 Dinosaur Bone Mail
02 Guild Ship: Fencing Master
06 Shadowdancer Lithe
03 Gnome Nimble Reaction 3
02 Armored Agility augment

35

Reflex:
06 Artificer 20
12 Resistance item
05 Epic Levels
01 Competence (Eldritch Resistance Ritual)
04 Greater Heroism (scroll/clickie)
03 Good Luck (Shiradi Champion)
52 INT bonus
03 Guild: Chronoscope
03 Tiefling Scoundrel PL x3
03 Divine Stance: Brace
06 Parrying
12 Reaper’s Reflex
02 Reaper’s Defense II & IV
06 Machrotechnic Blast Shields
06 Shadowdancer: Lithe

124 (no fail from Machrotechnic)

PRR:
020 Light Armor (20 BAB)
036 Augment
004 Remnant tome
009 PDK past lives
036 Divine past lives
001 Reaper’s Defense V
002 Reaper’s Defense VI
TBD Mythic/Reaper gear

108

MRR:
036 Augment
009 Deep Gnome past lives
009 Warlock past lives
003 Acolyte of the Skin past lives
004 Remnant Tome
002 Voltic Grave INT rare
004 Otto’s INT rare x2
005 Otto’s 2pc bonus
002 Eye INT rare
002 Zarigan INT rare
001 Grim Barricade: Reaper’s Defense V
002 Grim Barricade: Reaper’s Defense VI
TBD Mythic/Reaper gear

79

PRR and MRR are the soft spots in the build, especially if you don't have the past lives.

As ranged, you’ve got inherent “don’t get hit” defense from melee. It’s probably worth dropping 1 Evo DC and 2 Rune Arm DC from Arcanotechnician core 5 to pick up Deflect Arrows from Vistani Knife Fighter to deal with archers. Coupled with 35% Dodge, that’s excellent defense — assuming you aren’t getting one shot by mobs in higher reaper levels.

MRR will matter for non-evadable damage, such as the electric floors in Master Artificer, chaos damage in Killing Time, etc. I would probably put points into MRR in the Grim Barricade tree rather than PRR to reach 100 MRR cap.

Caveat: I haven't built this on Lamannia or in a planner, so there may be mistakes. But you get the general idea how things will land if you follow this build.
 
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PaleFox

Well-known member
+1 for going all out in the answers Ying.

My personal pref is Spring set with Rosethorn and Vinelash for four kinds of Deception.
 

PurpleSerpent

Monster Hunter of Moderate Renown
This is exactly why we stopped trying to calculate this sort of thing on the wiki - there's just far too much to keep track of these days.
 

Ying

5000+ hours played
Combat Archery provide 7.5 unbuffed damage per hit, Enhanced Elemental Dice - 3.5. You already have 14 ID for Shiradi additional boost and anyway not have 21. How many RP and SP this build have? Are you sure it's better?
You can't purchase Combat Archery using an Epic Destiny feat slot. Prelim calcs: 73% dshot, 266 RP. You definitely take a hit with repeater damage by focusing on DCs.

"Better" is a container word. Better than what? Other ranged builds? Other Artificer versions? Depends what your goals are. I build for R10 because that's the challenging content that requires going all-in on DCs. Artificer brings unique desired abilities to high skull raid boss fights with Prismatic Strike, where you really need it to land to keep the tank alive.
 

Mand O'Lin

Singer of Songs Drinker of Drinks
At this point I might as well round it out with the rest of the build.

Chaotic Neutral Gnome Artificer 20

STR 6
CON 18
DEX 12 (assumes you have +1 tome for Precision requirement)
INT 20
WIS 8
CHA 8

1: Point Blank Shot
3: Precision
4: Rapid Shot, INT +1
6: Insightful Reflexes
8: Precise Shot, INT +1
9: Construct Essence
12: Improved Construct Essence, Improved Critical: Ranged, INT +1
15: Maximize Spell
16: Quicken Spell, INT +1
18: Past Life: Arcane Initiate
20: Empower Spell, INT +1
21: Expanded Clip
22: Spell Power Electric
24: Intensify Spell, INT +1
25: Doubleshot
27: Overwhelming Critical
28: Harbinger of Chaos, INT +1
30: Embolden Spell, Scion of Air
31: Enhanced Elemental Dice
32: INT +1

No room for Combat Archery. That will have to wait until the level cap is increased.

Epic Destiny enhancements are still up in the air. Right now, Shiradi Champion Tier 5 is still significantly better than Machrotechnic for dishing out damage. So I'd only go Machrotechnic Tier 4. Shadowdancer Tier 3 provides a ton of utility and damage with 6 sneak attack dice, Evasion, Dimension Door, Reflex saves and Max Dex Bonus increases.

Imbue Dice:
3 Battle Engineer Agility Engine
1 Battle Engineer Unlock Potential
3 Machrotechnician
1 Enhanced Elemental Dice
2 Harbinger of Chaos
3 Scion of Air
2 Greater Elemental Weapon
1 Snowpeaks Imbue Dice
1 Arcane Imbuement augment
--
17

Illusion DC (Gnome Greater Color Spray):
15 Base
51 INT modifier
06 Spell Focus item
03 Insightful Focus item
02 Sacred Spell Focus item
02 Profane Spell Focus item
02 Quality Spell Focus item
03 Artifact
01 Guild Ship: Archwizard
02 Greater Illusion augment
04 Epic Spell Focus (Draconic Incarnation cores)
03 Epic Destiny Tier 5 Spell Focus
03 Epic Destiny Illusion Spell Focus
02 Scion of the Plane of Air
02 Otto’s Irrevocable Power 4pc
02 Eye of the Beholder 4pc
01 Inevitable Grave 4pc
01 Past Life: Wizard feat
04 Dire Thaumaturge Reaper’s Focus
02 Embolden Spell
03 Iconic Past Life Stance: Deep Gnome
03 Gnome Racial Spell Focus Illusion

115

Evocation DC (Tactical Detonation):
10 Base
06 6th level spell
51 INT bonus
06 Evocation Item
02 Greater Evocation augment
03 Insightful Spell Focus Item
02 Quality Spell Focus Item
02 Profane Spell Focus Item
02 Sacred Spell Focus Item
03 Artifact set bonus
01 Guild Ship: Archwizard
04 Scion of the Plane of Air
01 Past Life: Wizard feat
03 Past Life: Sorcerer x3 (passive)
02 Otto’s Irrevocable Power 4pc
02 Eye of the Beholder 4pc
01 Inevitable Grave 4pc
04 Dire Thaumaturge: Reaper’s Focus 4
01 Arcanotechnician Runic Efficacy (Core 5)
04 Epic Spell Focus (Epic Destiny 4 cores)
03 Epic Destiny Tier 5 Spell Focus
03 Epic Destiny Evocation Spell Focus
02 Embolden Spell

118

Rune Arm DC:
10 Base
10 Charge Tier 5
51 INT bonus
06 Evocation Item
02 Greater Evocation augment
03 Insightful Spell Focus Item
02 Quality Spell Focus Item
02 Profane Spell Focus Item
02 Sacred Spell Focus Item
03 Artifact set bonus
01 Guild Ship: Archwizard
04 Scion of the Plane of Air
01 Past Life: Wizard feat
03 Past Life: Sorcerer x3 (passive)
02 Otto’s Irrevocable Power 4pc
02 Eye of the Beholder 4pc
01 Inevitable Grave 4pc
04 Dire Thaumaturge: Reaper’s Focus 4
01 Arcanotechnician Runic Efficacy (Core 5)
04 Epic Spell Focus (Epic Destiny 4 cores)
03 Epic Destiny Tier 5 Spell Focus
03 Epic Destiny Evocation Spell Focus
02 Arcanotechnician Runic Efficacy
03 Machtechnic enhancements

125

Dodge:
14 item
03 Shadar-kai past lives
09 Grim Barricade Reaper’s Evasion 9
01 Grim Barricade Reaper’s Defense 5
04 Scion of Air
04 Gnome racial cores

35

Dodge cap:
25 base
01 Grim Barriacde Reaper’s Defense 6
02 Grim Barricade Reaper’s Heightened Evasion 2
02 Guild Ship: Fencing Master
04 Scion of Air
03 Gnome Nimble Reaction 3

37

Maximum Dexterity Bonus:
22 Dinosaur Bone Mail
02 Guild Ship: Fencing Master
06 Shadowdancer Lithe
03 Gnome Nimble Reaction 3
02 Armored Agility augment

35

Reflex:
06 Artificer 20
12 Resistance item
05 Epic Levels
01 Competence (Eldritch Resistance Ritual)
04 Greater Heroism (scroll/clickie)
03 Good Luck (Shiradi Champion)
52 INT bonus
03 Guild: Chronoscope
03 Tiefling Scoundrel PL x3
03 Divine Stance: Brace
06 Parrying
12 Reaper’s Reflex
02 Reaper’s Defense II & IV
06 Machrotechnic Blast Shields
06 Shadowdancer: Lithe

124 (no fail from Machrotechnic)

PRR:
020 Light Armor (20 BAB)
036 Augment
004 Remnant tome
009 PDK past lives
036 Divine past lives
001 Reaper’s Defense V
002 Reaper’s Defense VI
TBD Mythic/Reaper gear

108

MRR:
036 Augment
009 Deep Gnome past lives
009 Warlock past lives
003 Acolyte of the Skin past lives
004 Remnant Tome
002 Voltic Grave INT rare
004 Otto’s INT rare x2
005 Otto’s 2pc bonus
002 Eye INT rare
002 Zarigan INT rare
001 Grim Barricade: Reaper’s Defense V
002 Grim Barricade: Reaper’s Defense VI
TBD Mythic/Reaper gear

79

PRR and MRR are the soft spots in the build, especially if you don't have the past lives.

As ranged, you’ve got inherent “don’t get hit” defense from melee. It’s probably worth dropping 1 Evo DC and 2 Rune Arm DC from Arcanotechnician core 5 to pick up Deflect Arrows from Vistani Knife Fighter to deal with archers. Coupled with 35% Dodge, that’s excellent defense — assuming you aren’t getting one shot by mobs in higher reaper levels.

MRR will matter for non-evadable damage, such as the electric floors in Master Artificer, chaos damage in Killing Time, etc. I would probably put points into MRR in the Grim Barricade tree rather than PRR to reach 100 MRR cap.

Caveat: I haven't built this on Lamannia or in a planner, so there may be mistakes. But you get the general idea how things will land if you follow this build.
All good... but what is the jump at?

Inquiring minds want to know!
 

Ying

5000+ hours played
+1 for going all out in the answers Ying.

My personal pref is Spring set with Rosethorn and Vinelash for four kinds of Deception.
Every decision is a trade off. I could sacrifice Dodge, Reflex and SA dice to get +1 DC on this build by going Primal Avatar instead of Shadowdancer. I could use the new U61 Delight of the Devourer 3pc set for Helpless damage but lose some spell crit damage and 1 DC. I could use a non-Dino Rune Arm for more synergy with electric spellpower but lose 5% ranged alacrity.

With so few sneak attack dice (at least in this build), there's very little reason to gear for Improved Deception. Quality deception is great if you can slot it, but at the same time it's one of the first things that get left out when you're trying to crowbar a gearset that focuses on DCs. You simply can't have everything in DDO, and that's a good thing.
 
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