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Advice for a Two-Hander


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#26
Yrkoon

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Maverick827 wrote...

Yrkoon wrote...

I also plan on around a 50% critical chance by Awakenings. With Spirit Warrior this seems like it could be a ton of fun.

Spirit warriors rule no matter what type of  weapon style.    But It's kinda redundant to  focus on increasing your critical chance in  Awakening with a 2-hander.  Since there's  so *many* talents that  generate instant criticals  (and sometimes double and triple crits)  You can simply spam all those talents, one after the other,  and every single one of your hits in any given fight   (regardless of the length) will be a critical.

Lets run down the list of every talent a 2-hander can have in awakening which   generates an instant critical hit:
1) Peon's plight
2) Massacre
3)Critical Strike
4)Mighty Blow
5) Sweeping strike
6) Onslaught

Basically, in Awakening, a 2-h warrior can critical at will... whenever he wants.  So from a powergaming perspective, instead of focussing on critical chance,   it's a better idea to focus on increasing the damage done by those criticals...

Even with the auto-critical hit, Mighty Blow is still worse damage than Sunder Arms and Sunder Armor, which strike twice (the first of which costs much less and has half the cooldown time).

 
Yeah, that's true, good point.  But we're talking about Awakening.  It's different at that altitude -- mainly that you won't find yourself spamming the sunders as often as you would in Origins.  At least I didn't.  The fights don't last long enough.  Of course, your point still applies to 2-h sweep, which you WILL find yourself using alot, simply because a max strength 2 hander, with Vigilance, and Beyond the Veil can generally insta kill everything around him  with a single 2-h sweep... or shortly thereafter.


 I also don't see anything about Onslaught generating auto-crits.  None of these also have auto-crits against bosses.

^It simply does.  Use it and see for yourself.  The damage it does  with every hit, regardless of the enemy's rank, is at LEAST critical damage...  if not more.  The game  engine probably uses a different calculation than  the standard 150% damage.




Finally, at capped attack speed and with stamina draining sustainables, auto attack damage will be more important than usual.  It's not like I'm going out of my way to get this, it's just going to happen:

- Precise Striking: 20%
- Blood Thirst: 10%
- GoA Dace Amulet: 7%
- Sharp Vigilance: 5.70%
- Bravery: 3.5%+

Again, that's true.  But we're talking about Awakening here.  Massacre-ing a group of 8 or 9 darkspawn is quicker than auto attacking them to death, and if you're like me, and you're into instant gratification, you will find yourself instinctively reverting to one or two of the bigger talents in just about every fight:  Massacre, 2-h Sweep and Onslaught.  And those will be enough to end  most fights.    For Boss battles, it's good to have a mage that can cast Death Hex, thereby guaranteeing that your sunders and auto-attacks critically hit.

Modifié par Yrkoon, 15 août 2010 - 09:59 .


#27
Yrkoon

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Hulk Hsieh wrote...


I'd suggest against Vigilance since your STR will be so high in Awakening that the x1.25 STR modifier of the mauls becomes very obvious.

There's a question I've always wanted to ask for  anyone  who has access to the tool-set/game resources.

Is there ANY evidence whatsoever that strength modifiers higher than 1.0 are even implemented in this game?

Because  in all my 2-h  playthroughs, I did NOT notice  an extra +15% strength  damage or whatever  when using Chasind Great Maul over Starfang.  And in Awakening, CGM most certainly did not do  as much damage  per hit  as Vigilence with any of my 2-handers

Modifié par Yrkoon, 15 août 2010 - 05:20 .


#28
Last Darkness

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Yrkoon wrote...

Hulk Hsieh wrote...


I'd suggest against Vigilance since your STR will be so high in Awakening that the x1.25 STR modifier of the mauls becomes very obvious.

There's a question I've always wanted to ask for  anyone  who has access to the tool-set/game resources.

Is there ANY evidence whatsoever that strength modifiers higher than 1.0 are even implemented in this game?

Because  in all my 2-h  playthroughs, I did NOT notice  an extra +15% strength  damage or whatever  when using Chasind Great Maul over Starfang.  And in Awakening, CGM most certainly did not do  as much damage  per hit  as Vigilence with any of my 2-handers


dont read +15% str calculation as +15% total damage.
+15% Str calculation will more accuratly be like someone in the range of +5 damage per hit differance and because Swords have much higher damage values it takes alot to surpase that as a Maul/Axe.
Or for example you have 100 Str and a Great Maul, when it calclates damage it will factor in 100% of your Str Score so 100 and then modify that by 15% so when its calculating Str score into damage  its treating it as if you had 115 Str instead. Which should translate into +9 damage per hit. Now lets use say Chasing Great maul vrs Starfang, Starfang does +5.9 damage more then Chasind So between the two with that Str score your seeing only a 3.1increase in damage.
This not factoring in armor penetration though and the 100 Str to 115 Str equation is not 100% accurate but it should work all in the end (Since its actualy 1.25 modifier not 1.15 but the differance between them is still 15%)

So in all using the listed Example with 100 Str Chasind Great Maul inflicts 3.1 more damage then starfang.
(Please someone correct my math or clean it up a bit more.)

#29
Yrkoon

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Last Darkness wrote...

Now lets use say Chasing Great maul vrs Starfang, Starfang does +5.9 damage more then Chasind

Aah, but it doesn't.  CGM does 14.40 + 5.   (19.40)  Starfang does a straight 18.70.

More on that below...

Last Darkness wrote...
So in all using the listed Example with 100 Str Chasind Great Maul inflicts 3.1 more damage then starfang.
(Please someone correct my math or clean it up a bit more.)

Well,   math aside, Chasind Great Maul  does do a few more points of damage than Starfang,  (according to the  tests I've done and from what other people have reported as well).  But it should be doing much more than just the 3 or 4 points that  we've noticed, considering  1) its higher strength modifier, 2)   its  higher  armor penetration and   3) its higher base + bonus damage  (19.40  total  vs 18.70)

But it doesn't.  The damage difference is negligible.  It's pretty much exactly what you say  (about 3-5 points difference)  Something's not right, here.

Modifié par Yrkoon, 15 août 2010 - 08:56 .


#30
Darkshore

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Dang a lot of replies I'll have to sort through all of this info, thanks all.

#31
beancounter501

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@Yrkoon - you have to keep in mind that the Dmg value you see on a weapon is just the base minimum. It gets multipled by a damage range number that varies by weapon. For Great Swords and Battle Axes it is 1.4. Swords and Dagger Base dmg is multipled by 1.5. Mauls, Maces, and War axes get multiplied by 1.25.

The calculation is Base Damage * Random Number Between(0 to Damage Range)

Starfang Base Damage will be between 18.4 to 25.76
Chasind Great Maul Base Damage will be between 14.4 to 18. Then add 5 points more damage.

Assuming a Str of 100 the strength mod will be:
Starfang: 49.5 to 74.25
CGM: 56.25 to 84.375

Taken together the dmg ranges are

Starfang: 67.9 to 100.01
CGM: 75.65 to 107.375 - Really only the bonus +5 dmg from CGM makes them different

The armor penetration does not really come into play except for Golems and Dragons.  You will blow through the armor with Starfang.  Most monsters have pitiful armor.

The difference is not that big. Use whatever one has the best bonus. Or looks the best!

Modifié par beancounter501, 15 août 2010 - 07:52 .


#32
chefbobby203

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CGM is kind of ugly....but +75 stamina is beautiful

#33
Last Darkness

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beancounter501 wrote...

@Yrkoon - you have to keep in mind that the Dmg value you see on a weapon is just the base minimum. It gets multipled by a damage range number that varies by weapon. For Great Swords and Battle Axes it is 1.4. Swords and Dagger Base dmg is multipled by 1.5. Mauls, Maces, and War axes get multiplied by 1.25.

The calculation is Base Damage * Random Number Between(0 to Damage Range)

Starfang Base Damage will be between 18.4 to 25.76
Chasind Great Maul Base Damage will be between 14.4 to 18. Then add 5 points more damage.

Assuming a Str of 100 the strength mod will be:
Starfang: 49.5 to 74.25
CGM: 56.25 to 84.375

Taken together the dmg ranges are

Starfang: 67.9 to 100.01
CGM: 75.65 to 107.375 - Really only the bonus +5 dmg from CGM makes them different

The armor penetration does not really come into play except for Golems and Dragons.  You will blow through the armor with Starfang.  Most monsters have pitiful armor.


The difference is not that big. Use whatever one has the best bonus. Or looks the best!


Thank You

Its still like less then ten damage variance between the two. Not really thatbig of a differance. I Agree though the +75 Stamina is superior for the fact it will allow you to run a  few more Sustanables or spam a couple more attacks.


*Edit*
Every seems to usualy hate CGM because of how it looks. Hmm let me catch up on my mod projects im working on (Most my help flaked out) and ill have a look at improving it visualy.

Modifié par Last Darkness, 16 août 2010 - 02:27 .


#34
Yrkoon

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I think CGM itself looks great. It's its death blow animations that make me want to puke. (beheading people with the shaft of the maul? Stabbing through the Ogre's head with a big blunt hammer?  Slicing  dragons' necks with a blunt object? Um no.)

Modifié par Yrkoon, 16 août 2010 - 03:49 .


#35
ashwind

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Yrkoon wrote...

I think CGM itself looks great. It's its death blow animations that make me want to puke. (beheading people with the shaft of the maul? Stabbing through the Ogre's head with a big blunt hammer?  Slicing  dragons' necks with a blunt object? Um no.)


All the more painful :devil: that is why some use hammers instead of swords. Imagine, stabbing a maul through the face of an ogre - or through his mouth maybe.

#36
chefbobby203

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Yrkoon wrote...

I think CGM itself looks great. It's its death blow animations that make me want to puke. (beheading people with the shaft of the maul? Stabbing through the Ogre's head with a big blunt hammer?  Slicing  dragons' necks with a blunt object? Um no.)


Haha true.  It'd be better if you bashed their head in or something

#37
Last Darkness

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Hmmm just tossing it out but how would you feel if teh chasind great maul was switched out for the Asala graphics and themed for a big blunt sword? for example?

#38
DapperDan77

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Last Darkness wrote...

Hmmm just tossing it out but how would you feel if teh chasind great maul was switched out for the Asala graphics and themed for a big blunt sword? for example?

Make it look like Sten's rainbow sparkles butterfly sword imo =)

Modifié par DapperDan77, 17 août 2010 - 07:44 .


#39
Elhanan

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For me, it is not the appearance of the maul itself, but the sight that when running, it bounces on the lower spine of the character. As a person with a bad back, I wince at each step forward. Plus, add an elemental rune, and the result is laughable.