My current plan is enough STR to ware the heavy stuff and then all CON. Not sure how well that'll work but I don't care to much. I like having huge health pools. The other thing to consider is, generally speaking, %based damage resistance isn't as useful as direct damage values.
In DAO, for example, if a mobs doing 50 base damage, and you have 40 Armor, they do 10 to you. Same numbers but you have 60% from Armor in DA2, and its 20 dmg. Obviously I can't be to sure but couple that with how healing now works (entirely % based, potion and spells) and having an ass ton of HP seems like a more viable method then it was in DAO.
In DAO, having a TON of hp only meant healing spells didn't really help as much and you where better off focusing on tons of Armor and Defense. Anything else for tanking was mostly useless. Hopefully this new setup makes it all a tad more equal ended.
-edit-
Feel like I should clarify that %DR (DA2) vs DR (DAO), percent based is more balanced and allows for a greater range of damage. It seems to me that damage is just a tad more then DAO was, probably a bigger scale. Looking at the giantbomb video shows lvl 9 Hawke, with 27 STR having 48 DPS, and some im guessing 'dmg' number to the right of it shows 28. Not sure how the 2 work together but Mighty Blow (which does x base dmg (not sure how much) does 112 base dmg, +56 with an upgrade (looks like the upgrade basically does 50% dmg to that).
Anyways, point is much larger damage totals from skills gets a larger chunk taken away now due to armor being percent based which will, ultimately, keep things probably bit closer. But your never gonna get into a situation where your only taking 1 dmg (unless the monsters dmg is literally super tiny). Least I don't think so, they may not have a cap on how much %armor you can get due to lvl differences.
Bah more stuff for me to be curious about.
Modifié par Adhin, 21 février 2011 - 01:54 .