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Building your Tank for Hard or Nightmare (Attributes ?'s)


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#1
JustS

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Counting down with 5 days left, I am curious about a very important member of my future party.

Well I am sure some people have been testing this like I have. My main issue with the tank is not the skills but the attributes instead. I am finding that my Tank will have to spread the points more than any other class in my group.

Tanks are really solid in this game without worry too much about stats, but that was just the demo. Need to build this class for the end game. 

Strength 
    Increases my attack to atleas contribute some damage. 
    Increase my resistance to getting knocked down and out which I am guessing includes getting stunned... A very           important thing for a tank.

Willpower 
    Stamina seems to be imporant for the tank because you want your abilities usable even if you have 2 skills                   draining stam..

Dex... This one seems like the only one I can do without completly.

Magic
     Increase my magic resistance. Very nice thing for a tank type.

Cunning
    Increase my defense... Isnt defense important to a tank? :) I could be wrong how it works.. but even if its                   avoidance that would be important.

Constitution
     Well this could be my wild card really. I could completly avoid Magic resistance if I just plain have enough                  hitpoints to cover the extreme damage.


Basically I am thinking of 1-1-1 every level at this point. Str-Will/Con/Cunning. Strength will always go up while the other stats will get rotated a bit.

What do you think is a good way to go?

#2
Peter Thomas

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shaneho78 wrote...

Covi wrote...

Sorry if this has been answered, but does defense even work against arrows and/or magic, or only against melee opponents? Melee avoidance alone doesn't seem worth the stat investment.


I was thinking the same thing. Wouldn't it be easier to dodge in real time?


Defense is against melee and ranged, magical or not.

#3
Peter Thomas

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Level 6 Warrior

Strength

13..023..008..005
14..029..014..005
15..036..021..006
16..044..029..014
17..054..039..024
18..061..046..031
19..062..047..032
20..064..049..034
21..065..050..035
22..067..052..037
23..069..054..039
24..070..055..040
25..072..057..042
26..073..058..043
27..075..060..045
28..077..062..047



Cunning

10..005..005..005
11..005..005..005
12..007..005..005
13..009..005..005
14..012..005..005
15..016..005..005
16..020..005..005
17..023..005..005
18..026..006..005
19..029..009..005
20..032..012..005
21..035..015..005
22..038..018..005
23..041..021..005
24..044..024..005
25..047..027..007

Modifié par Peter Thomas, 03 mars 2011 - 06:32 .


#4
Peter Thomas

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I may have given slightly incorrect information before about how Attack and Defense are calculated for higher rank enemies.

Calculated Defense % + Defense % Bonus - Rank Modifier = Defense %

So against a boss rank creature the Rank Modifier is -30%. So if the level 6 Warrior in the example above had 18 Cunning:

26% + 10% (Turn the Blade) - 30 = 6% Defense against a boss rank creature

Edit; If all that adds up to less than 5%, it's rounded up. The 5% is not added to everything else.

Modifié par Peter Thomas, 03 mars 2011 - 06:45 .


#5
Peter Thomas

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Here are some numbers from a lategame Aveline.

285 Health
25% Defense (cunning and equipment)
+15% Turn the Blade
+7.5% Heroic Aura

Effective Health:
537 vs normal (47%)
390 vs lieutenant (27%)
306 vs boss (7%)


If she had all her points put into Constitution instead of Cunning. (402 Health)
522 vs normal (23%)
423 vs lieutenant (5%; default)
423 vs lieutenant (5%; default)


This build was slightly better against normal enemies (Critter/Normal) who are the vast majority of enemies, and weaker against lieutenants and bosses. This was also not a build built optimally for Defense. I didn't have Arcane Wall, I didn't build around Battle Synergy, and I didn't install possible Defense runes.

Here's the same version, but with Arcane Wall and Defense runes.

Cunning:
1133 vs normal (76%)
618 vs lieutenant (56%)
425 vs boss (36%)

Constitution:
705 vs normal (43%)
522 vs lieutenant (23%)
423 vs boss (5%; default)

The higher your Defense is, the more benefit you'll gain from each flat % increase. Going from 90% to 80% is better than going from 100% to 90%. The problem is that you have to constantly be putting more into Defense to keep it up, as well as the reserved Stamina/Mana from the extra abilities.

Defense caps at 80%, but that's done after all calculations including rank modifier. Having a Defense that is effectively 110% would mean that you have 80% vs normals, 80% vs lieutenants, and 70% vs bosses.

#6
Peter Thomas

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Sabresandiego wrote...

Peter, earlier you had stated that abilities and sustains that give you +10% defense (like turn the blade) give it to you across all categories. (meaning norma, leuitenant, and boss). That means with turn the blade you would have 15% normal, 15% leuitenant, 15% boss. Was the information you gave earlier inaccurate? Or did you calculate effective health without respect to the auras.


I posted that about 2 hours in this thread saying that I had given incorrect information and gave the actual formula.

#7
Peter Thomas

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CubbieBlue66 wrote...

Is constitution not a flat +5 increase? If it is, I'm struggling with how you got to 402 HP.


Equipment.

#8
Peter Thomas

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0rz0 wrote...

How come Arcane wall/defense runes give 29% to Cunning version (47->76) but 20% to Constitution version (23->43)?


Arcane Wall adds a flat percentage. Defense runes add to the non-percentage Defense stat, which is not linear.