during the loading screen the game mentions that each of these stats has a sweet spot, that once reached the increase for related ability scores has only minor benefits.
Whats the sweet spot, for Armor, Defense and Attack?
Débuté par
animedreamer
, mars 17 2011 05:09
#1
Posté 17 mars 2011 - 05:09
#2
Posté 17 mars 2011 - 05:14
100% vs bosses? *shrug*
#3
Posté 17 mars 2011 - 05:34
It's a scaling value, dependent on your current level. When you hit thresholds, the stat does not diminish in per-point effectiveness, but it just effects less stats (since you capped a certain part of it).
For me currently, my level 13 Warrior requires around 15 Attack for 1% more chance to hit. Your classes' main attribute seems to add 3+.5X in Attack per point, where X is the amount of your base stat you have beyond 13 (the default value). Once you reach around 26 or 27 of your main attribute, the formula ups to 3+.66X or 3+.75X.
Hit thresholds are staggered by 15%. So, you need 115% Hit for Lieutenants and 130% for Bosses. Defense is staggered by 20%, and Armor by 10%. Keep in mind that +Attack% abilities add straight to whatever your percentage is. Typically, you'll be able to get away with having somewhere around 70-90% vs. Normal enemies depending on your group composition.
For me currently, my level 13 Warrior requires around 15 Attack for 1% more chance to hit. Your classes' main attribute seems to add 3+.5X in Attack per point, where X is the amount of your base stat you have beyond 13 (the default value). Once you reach around 26 or 27 of your main attribute, the formula ups to 3+.66X or 3+.75X.
Hit thresholds are staggered by 15%. So, you need 115% Hit for Lieutenants and 130% for Bosses. Defense is staggered by 20%, and Armor by 10%. Keep in mind that +Attack% abilities add straight to whatever your percentage is. Typically, you'll be able to get away with having somewhere around 70-90% vs. Normal enemies depending on your group composition.
Modifié par SlamminHams, 17 mars 2011 - 05:37 .
#4
Posté 17 mars 2011 - 05:51
good info!
#5
Posté 17 mars 2011 - 06:36
*sigh*
I love RPGs, but I think that post exceeded my Math Threshold. T_T
I love RPGs, but I think that post exceeded my Math Threshold. T_T
#6
Posté 17 mars 2011 - 07:00
(double post, ignore)
Modifié par LocutusX, 17 mars 2011 - 07:02 .
#7
Posté 17 mars 2011 - 07:01
"Typically, you'll be able to get away with having somewhere around 70-90% vs. Normal enemies depending on your group composition"
For attack, sure. For armor, maybe. But for defense? Admittedly I am only in act 1 (Dwarf deep roads) but nobody seems to have defense higher than 20% off the top of my head...
For attack, sure. For armor, maybe. But for defense? Admittedly I am only in act 1 (Dwarf deep roads) but nobody seems to have defense higher than 20% off the top of my head...
#8
Posté 17 mars 2011 - 07:02
probably invert the number for defense? 20 == 80?
#9
Posté 17 mars 2011 - 07:07
Isabela can get pretty high defense (70%+), but I think it's one of the more worthless stats in the game on Hard+, considering the most powerful attacks ignore it completely. At most, it adds a small amount of survivability vs large groups of weak adds.
#10
Posté 17 mars 2011 - 07:30
According to the official guide the sweet spot that makes efficient use of attribute points and to maintain an optimal value (vs normal mobs) you need:
1.25 primary stat(Str,Dex,Magic), so 5pts every 4 levels for optimal attack.
1 Cunning per level for optimal defense.
I assume thats what your asking.
Whether its worth spending more on your primary stat or drop cunning entirely is dependant on you as a player.
1.25 primary stat(Str,Dex,Magic), so 5pts every 4 levels for optimal attack.
1 Cunning per level for optimal defense.
I assume thats what your asking.
Whether its worth spending more on your primary stat or drop cunning entirely is dependant on you as a player.
Modifié par Siven80, 17 mars 2011 - 07:31 .
#11
Guest_m14567_*
Posté 17 mars 2011 - 07:32
Guest_m14567_*
It's odd that attack isn't capped at 80% or some number less than 100%. I'm not sure what real value defense has, so far it looks pretty limited but I'm not really that far into the game. You can kite most melee enemies and get 100% defense so you only have to worry about range attacks, and most of those mobs are trash and you can focus fire them pretty quickly.
I pumped Isabela and Varric's cunning but they die most frequently so it doesn't seem to do much good for defense purposes.
I pumped Isabela and Varric's cunning but they die most frequently so it doesn't seem to do much good for defense purposes.
#12
Posté 17 mars 2011 - 07:39
Indeed, got 40 cunning on my rogues too and they go splat way too easily. And that even with Isabella having the 80% defense cap vs normals.
Though 1 armor rune took her from 21% armor to 44% or thereabouts i tink which helped a lot.
The more i play the more im heading to picking Constitution and health items for rogues and even mages.
Though 1 armor rune took her from 21% armor to 44% or thereabouts i tink which helped a lot.
The more i play the more im heading to picking Constitution and health items for rogues and even mages.
Modifié par Siven80, 17 mars 2011 - 07:40 .
#13
Posté 18 mars 2011 - 12:34
I was running a Duelist/Assassin Rogue in my first playthrough on normal. I was def-capped (defense against normal, elite and bosses 80%) and that worked pretty well. Didn't need a warrior for tanking, which was good, since i sent Fenris away (for threatening my sister) and couldn't stand Aveline.
A cunning based build works well with both specialization btw, since duelist gives a huge amount of bonus defense and assassin an extra 1% crit damage per point in cunning.
A cunning based build works well with both specialization btw, since duelist gives a huge amount of bonus defense and assassin an extra 1% crit damage per point in cunning.
#14
Posté 18 mars 2011 - 12:42
Combining the effects of Armor/dmg resist/defence if the best way to go, as they made it so theres no way to be immune to all things.
#15
Posté 18 mars 2011 - 12:44
Doesn't cunning/defense have zero impact vs attacks with activated abilities (like Assassins, Lieutentant abilities, Bosses, etc.)?
I'm playing rogue Hawke on Nightmare and I'm thinking of respeccing some of my high cunning points into Constitution.
I'm playing rogue Hawke on Nightmare and I'm thinking of respeccing some of my high cunning points into Constitution.
Modifié par naughty99, 18 mars 2011 - 12:45 .
#16
Posté 18 mars 2011 - 12:50
Yea, special abilities always hit.
#17
Posté 18 mars 2011 - 01:17
IMO defense tanks (Rogues and cunning war [which are bad] are best used versus normal enemies. Against LTs and Bosses you'll want to have a proper tank with high armor and con.
#18
Posté 18 mars 2011 - 01:25
(Enemy) assassin's backstabs can totally miss if your defense is good enough.
AOEs never miss.
AOEs never miss.
#19
Posté 18 mars 2011 - 01:26
defrense maxes at 80%... cheated to figure this out
skills and spells never miss... only normal attacks can miss
still very useful for archers
_Loc_N_lol_ wrote...
(Enemy) assassin's backstabs can totally miss if your defense is good enough.
AOEs never miss.
skills and spells never miss... only normal attacks can miss
still very useful for archers
Modifié par Trapslick, 18 mars 2011 - 01:27 .





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