Preface:
Remember that this is a LARP with far more too it that combat. Influences and disciplines have more flexibility to them than GV, so give them some extra consideration before wading into the swamp of optimisation and while you are there.
Combat optimisation guide:
Built to optimise a character against a specific opponent (because the combat system is too complex for objective strength to be a thing you can optimise).
Use responsibly for shared storytelling; Don't meta-game based on stats your character doesn't know without collaborating with the relevant players to craft a story satisfying to everyone involved.
Read over the different paths below. Multiple branches will be open to you, pick the option that suits your character. Some extra information is given in parentheses. The paths that don't match your circumstances are inadviceable when optimising against the specific opponent, reasons why are noted either in parenthesis on the path or in parenthesis on the contained choice.
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If you would take more than 2 damage per round: (Otherwise it probably isn't worth reducing, as 1 dmg/round is the minimum, but maybe your character isn't willing to accept more than 1 dmg/round.)
- If your opponent won't deal aggravated damage:
- Fortitude. (It will reduce damage taken and can absorb damage from offensive disciplines, but it reduces damage less against aggravated damage and doesn't increase your damage output when fighting weaker opponents.)
- If you know your GV is more than 2 lower than your opponent's:
(If not you are in the "GV defence valley", increasing your GV won't
reduce damage taken more than possibly by 1.)
- Increase your GV by 2. (Will reduce damage taken by 2 even against aggravated damage when your opponent has more GV, and can help you deal more damage against opponents with significantly less GV. The downside is that an opponent with less GV and offensive disciplines basically ignores your defence from GV, due to the minimum of 1 damage/round from GV comparison rule.)
- None of the above (lower or same-ish GV opponent dealing aggravated damage):
- Live with it, kill them faster. (In this case it is equally expensive to avoid 1 agg damage as to deal 2 more damage, due to the halved effect of Fortitude against agg damage and relative GV, so it's generally more productive to increase damage output.)
- If your opponent won't deal aggravated damage:
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If you wish to deal more damage:
- Get a weapon, if you don't already have one. It doesn't even cost any XP.
- If your GV is at least one point higher than your opponent's:
(If you are below this you are in the "GV attack valley", increasing your GV
won't increase damage more than possibly 1.)
- Increase your GV by 2.
- Get an attack discipline (Celerity or Potence, generally). (Especially powerful if you deal aggravated damage, since mitigation of damage from disciplines is very expensive if the damage is aggravated.)
- Consider sneak attacks, (Obfuscate or maybe even Protean).
General combat guidance (w. examples):
GV:
If you just wish to be strong, invest in GV. It will nearly always benefit you, with the only exception being when others have very similar GV.
Disciplines have an effect, but just maxing out your GV is a pretty good choice within the combat system.
Offensive disciplines:
Offensive disciplines are often roughly equal to getting GV. The tricky thing is that they add to damage even when your opponent is stronger than you, and the damage they deal is harder to avoid. This makes them powerful for an underdog, as they make an otherwise routine beatdown a costly and painful endeavour.
Beware, however, that disciplines usually aren't used in brawls.
Comparison to GV
Assume the same character fights their alternate reality self. One chose 2 GV, the other chose Potence.
A's stats:
- GV: 7
- HP: 16
- MO: +2 (Potence 1)
B's stats:
- GV: 9
- HP: 16
- MO: 0
Per round outcome:
- A deals 3 damage
- B deals 2 damage
In this case Potence gave a greater damage increase, but generally they are equal. When you start out at the same GV as your opponent the first increase of GV doesn't increase your damage. This is what is referred to as the "GV attack valley" above.
Defensive disciplines (Fortitude):
Once again it is often roughly equal to getting GV. And similarly the tricky thing is that Fortitude reduces damage taken at the very last step, thus mitigating damage from offensive disciplines even if the opponent is weaker than you.
There are two important things to note regarding Fortitude:
- It is active in a brawl, often making it more about having more HP than GV.
- The effect of it is halved when taking aggravated damage.
Comparison to Offensive disciplines:
Assume the same character as above chose Fortitude.
C's stats:
- GV: 7
- HP: 16
- MO: 0
- Fortitude 1
A vs. C per round outcome:
- A deals 1 damage (3 damage to begin with, 2 mitigated by Fortitude)
- B deals 1 damage
Though Potence increases damage, Fortitude fully negates it. (The outcome would be the same against B, since 1 dmg/round is the minimum.)