2H Warrior + Specializations
#26
Posté 02 juin 2010 - 07:15
#27
Posté 03 juin 2010 - 06:38
http://dragonage.wik...wiki/Attributes
So if the Player wishes the 2H build to avoid being hit by spending bonus damage, then it would seem to be a fair trade. Maybe not to all, but at least it is an informed choice.
#28
Posté 04 juin 2010 - 12:45
Yep. In other words, both Str and Dex increase your attack score by 0.5 per point spent. And that being the case, the only "trade off" here is:Elhanan wrote...
Based on this info, adding DEX vs STR will replace lost Attack Dmg with increased Defense. It appears all else remains static:
http://dragonage.wik...wiki/Attributes
So if the Player wishes the 2H build to avoid being hit by spending bonus damage, then it would seem to be a fair trade. Maybe not to all, but at least it is an informed choice.
1) Do you want to do more damage per hit?
Or
2) Do you want to be harder to hit?
If #1, then increase Strength
If #2, then increase Dex
But... it takes a lot of Dex points to make a noticeable difference in how infrequently you get hit in battle, which brings us back to what we were discussing earlier: What is the purpose of a 2-handed warrior? is it to engage in long and drawn out fights where having a good defense is vital so that you're the one still standing in the 12th round? Or is it to charge into the battle and score a first round knockout so that your opponent doesn't get the chance to engage you in a long and drawn out battle??
Modifié par Yrkoon, 04 juin 2010 - 12:53 .
#29
Posté 05 juin 2010 - 12:47
I'm looking at Human Noble, Full Str (not a single point elsewhere, rely on Fade for skill prereqs), Warden Commander Armor + Chasind Maul, Andruil, Key to the City + Warrior's Ring, neckpiece undecided but looking at Spellward. I'll pick up Evon's and Wade's Heavy Set for Awakenings import.
For party make-up I'll run both Wynne and Morrigan with Haste spec and Mana Clash for insta-gibs on mages.
Questions.... do elemental weapon buffs stack fully, and does haste x2 "overcap" the speed limit to the point where adding precise striking won't affect attack speed?
#30
Guest_jsr24_*
Posté 05 juin 2010 - 04:49
Guest_jsr24_*
I like Starfang more the difference between the Chasind Maul is very little and it costs a lot plus the 2h animations are all for Swords so it looks weird getting killing blows with a mace or axe. As for the weapon buffs stacking couldn't give you an accurate answer on that
#31
Posté 05 juin 2010 - 05:03
weapon damage
+10
+10
But, I did notice something really wierd just recently. Weapon buffs do not get applied on hits you make with activated talents. If, for example, you Mighty Blow your opponent, you only do the base weapon damage. Even if you've got 3 elemental runes on your weapon.
#32
Posté 05 juin 2010 - 05:28
that'd make DW completely and utterly ridiculous. not that I'd complain
#33
Guest_jsr24_*
Posté 05 juin 2010 - 05:53
Guest_jsr24_*
#34
Posté 05 juin 2010 - 06:22
Not really, because you're still doing one weapon's worth of damage per hit.yasuraka.hakkyou wrote...
^ that's been obvious to me for a while *shrug*
that'd make DW completely and utterly ridiculous. not that I'd complain
#35
Posté 05 juin 2010 - 08:36
Also, regarding Starfang vs. Chasind.... my understanding is that in the beginning sword DPS is inherently better but as your strength continues to grow the difference favors the higher mod for mauls. I would guess that number is around 60 or so?
#36
Posté 05 juin 2010 - 08:46
I'm pretty sure both buffs stack on your weapon when cast from different mages.Phaelducan wrote...
Sorry, to clarify I meant will I get 100% from both Ice Weapons from one Mage and Fire Weapons from the second. I'm wondering if there is any diminishing returns.
I haven't tried Ice and Fire, but I have done Telekenetic and Ice, and both of those stack.
#37
Guest_jsr24_*
Posté 05 juin 2010 - 09:07
Guest_jsr24_*
#38
Posté 06 juin 2010 - 07:03
So I would guess that a Strength of 100 is fairly realistic in Origins, and maybe 150 for Awakenings.
I haven't looked at Awakenings Mauls vs Greatswords, but wouldn't that extra strength mod be pretty important once Strength beings to get so high?
Not trying to argue which is better, just asking about game mechanics here. If the difference really is minimal I'd like to know.
#39
Posté 06 juin 2010 - 01:52
You mean the 1.25 strength modifier that mauls get vs. the 1.10 that Great Swords get?Phaelducan wrote...
I haven't looked at Awakenings Mauls vs Greatswords, but wouldn't that extra strength mod be pretty important once Strength beings to get so high?
Yeah, You'd think that It'd make a huge, noticable difference, especially when we're talking about 2-handed warriors who wield those weapons and who have strength scores of 120.... 130, even 150.
But I haven't noticed any different at all. If My maul is doing 10 or 15 points more damage, it's because of the armor penetration property on mauls, which is much higher than it is on Greatswords.
And to be honest, I've yet to see evidence that strength modifier bonuses past 1.0 are even implemented in this game.
Modifié par Yrkoon, 06 juin 2010 - 01:57 .
#40
Posté 06 juin 2010 - 03:37
Yrkoon wrote...
I'm pretty sure both buffs stack on your weapon when cast from different mages.Phaelducan wrote...
Sorry, to clarify I meant will I get 100% from both Ice Weapons from one Mage and Fire Weapons from the second. I'm wondering if there is any diminishing returns.
I haven't tried Ice and Fire, but I have done Telekenetic and Ice, and both of those stack.
Plus I believe the first couple of Hex spells not only boost elemental results, but they appear to stack, which seems to improve damage. I was using this tactics for my Warden mage in aiding party kills, and it seemed to help.





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