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#126
DanteGunZ

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Sabresandiego wrote...

Ultimecia wrote...

I would definitely wait for some info on the stat requirements for items before not investing in Strenght for your tanks ;)
I also find it hard to judge the damage without seeing the numbers in game as I can't feel how much the damage increase from strenghts actually is.


Strength is a flat 1 damage per 2 strength. In the beginning of the game, this is a HUGE boost compared to dexterity and cunning because your damage is so low. Later in the game, if your damage per attack is signficantly over 100 (67 with muscle) then dexterity and cunning might be able to compete with strength (although dexterity is redundant with death hex and autocrit abilities like tornado).

If you are set on having cunning on your warrior, you can make a very good warrior if you have at least 1.5 points per level in cunning and no less.

Ok, quick question. How exactly does one put 1.5 points into STR and 1.5 points into CUN? I was thinking of a STR/CUN Warrior myself. (I'm glad I stumbled upon this topic.) :)

#127
Sabresandiego

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DanteGunZ wrote...

Sabresandiego wrote...

Ultimecia wrote...

I would definitely wait for some info on the stat requirements for items before not investing in Strenght for your tanks ;)
I also find it hard to judge the damage without seeing the numbers in game as I can't feel how much the damage increase from strenghts actually is.


Strength is a flat 1 damage per 2 strength. In the beginning of the game, this is a HUGE boost compared to dexterity and cunning because your damage is so low. Later in the game, if your damage per attack is signficantly over 100 (67 with muscle) then dexterity and cunning might be able to compete with strength (although dexterity is redundant with death hex and autocrit abilities like tornado).

If you are set on having cunning on your warrior, you can make a very good warrior if you have at least 1.5 points per level in cunning and no less.

Ok, quick question. How exactly does one put 1.5 points into STR and 1.5 points into CUN? I was thinking of a STR/CUN Warrior myself. (I'm glad I stumbled upon this topic.) :)


By alternating putting 2 points into cunning on one level, and 1 point on the next level. You average out to 1.5 per level.

A good reason to invest in constitution instead of cunning, is that you have to constantly keep cunning up to date with your level or it loses its effectiveness. As you can see by the chart, at level 6: 3 points in cunning is no better than 0 points in cunning even though 3 points in cunning was very strong at level 2. However, constitution does not lose value as you increase in level. 1 constitution is as good at level 15 as it was at level 1 because of the fact that you dont gain any HP per level in this game. 

Modifié par Sabresandiego, 25 février 2011 - 12:54 .


#128
DanteGunZ

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Sabresandiego wrote...

DanteGunZ wrote...

Sabresandiego wrote...

Ultimecia wrote...

I would definitely wait for some info on the stat requirements for items before not investing in Strenght for your tanks ;)
I also find it hard to judge the damage without seeing the numbers in game as I can't feel how much the damage increase from strenghts actually is.


Strength is a flat 1 damage per 2 strength. In the beginning of the game, this is a HUGE boost compared to dexterity and cunning because your damage is so low. Later in the game, if your damage per attack is signficantly over 100 (67 with muscle) then dexterity and cunning might be able to compete with strength (although dexterity is redundant with death hex and autocrit abilities like tornado).

If you are set on having cunning on your warrior, you can make a very good warrior if you have at least 1.5 points per level in cunning and no less.

Ok, quick question. How exactly does one put 1.5 points into STR and 1.5 points into CUN? I was thinking of a STR/CUN Warrior myself. (I'm glad I stumbled upon this topic.) :)


By alternating putting 2 points into cunning on one level, and 1 point on the next level. You average out to 1.5 per level.

Ok that was what I was thinking. Thanks very much, I think that is the build I'll aim for than. :)

EDIT: No HP per level? Is that for certain, or is that something that may be in the final version of the game? I know one of the devs mentioned that they improved 2H Warriors from the build we've been playing in the demo. Man, if that is true it sucks. :(

Modifié par DanteGunZ, 25 février 2011 - 12:59 .


#129
Sabresandiego

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DanteGunZ wrote...

Sabresandiego wrote...

DanteGunZ wrote...

Sabresandiego wrote...

Ultimecia wrote...

I would definitely wait for some info on the stat requirements for items before not investing in Strenght for your tanks ;)
I also find it hard to judge the damage without seeing the numbers in game as I can't feel how much the damage increase from strenghts actually is.


Strength is a flat 1 damage per 2 strength. In the beginning of the game, this is a HUGE boost compared to dexterity and cunning because your damage is so low. Later in the game, if your damage per attack is signficantly over 100 (67 with muscle) then dexterity and cunning might be able to compete with strength (although dexterity is redundant with death hex and autocrit abilities like tornado).

If you are set on having cunning on your warrior, you can make a very good warrior if you have at least 1.5 points per level in cunning and no less.

Ok, quick question. How exactly does one put 1.5 points into STR and 1.5 points into CUN? I was thinking of a STR/CUN Warrior myself. (I'm glad I stumbled upon this topic.) :)


By alternating putting 2 points into cunning on one level, and 1 point on the next level. You average out to 1.5 per level.

Ok that was what I was thinking. Thanks very much, I think that is the build I'll aim for than. :)


If you invest 1.5 pts in cunning per level then at level 6 you have the following advantages over having invest 0% in cunning.

+49% survivability vs normal monsters
+29% survival vs leiutenants
+9% survival vs bosses
+9% crit damage (about 2% increase in damage)

If you invested the same into constitution youd have
9 x 5 = +45 hp
160 + 45 = 205 hp
205/160 = 28% boost in survival against normal, leiutenants, and BOSSES, and against any type of monster which ignores defense values. Constitution also boosts the performance of armor and healing.

Constitution is as good or better then cunning for warrior survivability unless you are fighting droves of normal enemies. Cunning does boost damage however where constituion does not. I personally think constituion is better for a warrior then cunning.

Modifié par Sabresandiego, 25 février 2011 - 01:02 .


#130
Stardusk78

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Sabresandiego wrote...

DanteGunZ wrote...

Sabresandiego wrote...

DanteGunZ wrote...

Sabresandiego wrote...

Ultimecia wrote...

I would definitely wait for some info on the stat requirements for items before not investing in Strenght for your tanks ;)
I also find it hard to judge the damage without seeing the numbers in game as I can't feel how much the damage increase from strenghts actually is.


Strength is a flat 1 damage per 2 strength. In the beginning of the game, this is a HUGE boost compared to dexterity and cunning because your damage is so low. Later in the game, if your damage per attack is signficantly over 100 (67 with muscle) then dexterity and cunning might be able to compete with strength (although dexterity is redundant with death hex and autocrit abilities like tornado).

If you are set on having cunning on your warrior, you can make a very good warrior if you have at least 1.5 points per level in cunning and no less.

Ok, quick question. How exactly does one put 1.5 points into STR and 1.5 points into CUN? I was thinking of a STR/CUN Warrior myself. (I'm glad I stumbled upon this topic.) :)


By alternating putting 2 points into cunning on one level, and 1 point on the next level. You average out to 1.5 per level.

Ok that was what I was thinking. Thanks very much, I think that is the build I'll aim for than. :)


If you invest 1.5 pts in cunning per level then at level 6 you have the following advantages over having invest 0% in cunning.

+49% survivability vs normal monsters
+29% survival vs leiutenants
+9% survival vs bosses
+9% crit damage (about 2% increase in damage)

If you invested the same into constitution youd have
9 x 5 = +45 hp
160 + 45 = 205 hp
205/160 = 28% boost in survival against normal, leiutenants, and BOSSES, and against any type of monster which ignores defense values. Constitution also boosts the performance of armor and healing.

Constitution is as good or better then cunning for warrior survivability unless you are fighting droves of normal enemies. Cunning does boost damage however where constituion does not. I personally think constituion is better for a warrior then cunning.


Scimitar Lord: you still haven't given us your opinion on stamina/willpower; zero points?

#131
Pritos

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This thread gives me headaches.

#132
Sabresandiego

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I'd say 0 in willpower unless you find yourself unable to use your sustains and all of your abilities. If you can use them all, I think its better to get second wind then invest in willpower.

#133
DanteGunZ

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Sabresandiego wrote...

I'd say 0 in willpower unless you find yourself unable to use your sustains and all of your abilities. If you can use them all, I think its better to get second wind then invest in willpower.

Does Stamina also not grow with levels? Like Health? :(

#134
Sabresandiego

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DanteGunZ wrote...

Sabresandiego wrote...

I'd say 0 in willpower unless you find yourself unable to use your sustains and all of your abilities. If you can use them all, I think its better to get second wind then invest in willpower.

Does Stamina also not grow with levels? Like Health? :(


correct, i think

#135
Stardusk78

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DanteGunZ wrote...

Sabresandiego wrote...

I'd say 0 in willpower unless you find yourself unable to use your sustains and all of your abilities. If you can use them all, I think its better to get second wind then invest in willpower.

Does Stamina also not grow with levels? Like Health? :(


Unconfirmed in DA2.

#136
Siven80

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Unconfirmed, but it is a way to make Con and Will more appealing for a more balanced build.

#137
Sabresandiego

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Siven80 wrote...

Unconfirmed, but it is a way to make Con and Will more appealing for a more balanced build.


Considering both con and will are a static +5hp/stam per point, its very safe to assume that hp and stam do not raise with level. If hp/stam raised every level without having to invest in con or wil, it would make those attributes less appealing. I highly doubt stamina raises per level without investing in willpower.

#138
Loc'n'lol

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Stardusk78 wrote...
Unconfirmed in DA2.


Well, from the screenshots and the demo that's all but confirmed, really...

#139
Sabresandiego

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Looking at the charts for attack %, you can actually build very viable characters who only invests 1 point per level in their primary stat (str, dex, or mag) and still have 100% chance to hit vs normal, leiutenants, and bosses thanks to abilities(talents) and auras like heroic aura (+15% attack).

This basically means all classes have 2 points to spend wherever they want besides their main stat and still be effective. However it still holds true that cunning is not a worthwhile investment unless you invest at least 1.5pts per level.

Modifié par Sabresandiego, 25 février 2011 - 02:57 .


#140
Grumpy Old Wizard

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Sabresandiego wrote...

Looking at the charts for attack %, you can actually build very viable characters who only invests 1 point per level in their primary stat (str, dex, or mag) and still have 100% chance to hit vs normal, leiutenants, and bosses thanks to abilities(talents) and auras (heroic aura).

This basically means all classes have 2 points to spend wherever they want besides their main stat and still be effective. However it still holds true that cunning is not a worthwhile investment unless you invest at least 1.5pts per level.


That depends. I have asked the question in three different places on if the "magic" attribute is used to beat spell resistance like it was in DA:O. If so the mage must spend almost all his points in "magic" to be able to cast offensive spells realisticly in nightmare, if DA2 NM is anything like DA:O NM. I wish  a developer would enlighten us on if the magic attribute is used to beat spell resistance or not. It is kind of important to know when planning to play a mage starting off in NM.

Modifié par Grumpy Old Wizard, 25 février 2011 - 02:54 .


#141
Sabresandiego

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I don't think there is spell resistance in this game for enemies. Peter stated that all abilities have 100% chance to hit.

#142
Vicious

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Spamming Constitution seems to be the best thing to do in the long run.

#143
Sabresandiego

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Because of the way attack% works, all classes can invest only 1 point per level in their main stat and still be well off. A rogue for example can go 1 dexterity and 2 cunning per level and still have 100% chance to hit vs all enemies including bosses if they get the precision ability.

Possible Strong Builds for Nightmare Difficulty Which Take Advantage Of This Principal:

Warrior: 1 str and 2 con per level or 1 str and 2 cun per level
Rogue: 1 dex and 2 cun per level or 1 dex and 2 con per level
Mage: 1 mag and 2 wil per level or 1 mag and 2 con per level (blood mage)

Equipment requirements may make the above builds inferior to just pumping 1 stat.

Modifié par Sabresandiego, 25 février 2011 - 04:57 .


#144
RPGamer13

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Here is something I don't understand:



For Attack, it has one value that says (100) DPS, an explosion symbol, and another number





What is that second number and what is meant by DPS exactly?

#145
Sabresandiego

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the second number is your damage, and DPS is your damage per second. Because of the fact that you attack faster than once per second, your DPS is higher than your damage. If you attacked at exactly 1 attack per second, then damage and DPS would be the same. Primary attributes boost your damage by 1 for every 2 points spent.

Modifié par Sabresandiego, 25 février 2011 - 03:36 .


#146
Sabresandiego

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Timski: In your original post, how are you raising bethanies damage with strength? Shes a mage, so magic should be the only stat which raises her damage.

#147
jheise4321

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Attributes also determine ability damage. How does that factor in?

I just hit level 2 and I made magic go from 13 to 16 and fireball increased from 65 to 75 damage.

Modifié par jheise4321, 25 février 2011 - 06:07 .


#148
TaHol

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So...my favorites in DA:O were rogues with high cunning (much higher than dex), where I could take advantage of lethality. Now, is this gone, and should rogues be more based in having high dex with some strenght and cunning?

#149
Sabresandiego

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jheise4321 wrote...

Attributes also determine ability damage. How does that factor in?

I just hit level 2 and I made magic go from 13 to 16 and fireball increased from 65 to 75 damage.


Abilities are based on a multiplier of your damage. So for example, at 16 magic lets pretend your autoattack was 50, and fireball was 1.5x your autoattack. So thats how it works. Thats why I always calculate in percentages

#150
Sabresandiego

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TaHol wrote...

So...my favorites in DA:O were rogues with high cunning (much higher than dex), where I could take advantage of lethality. Now, is this gone, and should rogues be more based in having high dex with some strenght and cunning?


Strength is a horrible stat for rogues, about as good as magic. Dont invest in it at all. The game isnt out yet so nothing is for sure, but the math tells us that 1 dex is all you really need, and have 2 points to spend elsewhere. That being said, it may very well be that all dexterity is the best build, who knows.

1 dex, 2 cunning looks like a strong build for dual wield rogues because of the massive defense youd have, and because you have alot of abilities like backstab and merciless strike which are guaranteed to crit, making cunning better for those abilities then dexterity. 3 dexterity with no cunning might be better for archers.

Modifié par Sabresandiego, 25 février 2011 - 06:27 .