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DPS calculations for a DW rogue


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#1
Discobird

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RECENT UPDATES:

* Second specialization is now left open to the player. I had previously assumed it would be Duelist, but this was unreasonable since Ranger and Bard are both strong.

* These calculations are accurate for the 1.02 patch (which is the same as 1.01 with the dex hotfix as far as the DPS calcs are concerned).


Warning, wall of text incoming. Skip down to sections III and IV for the tl;dr version, but I recommend checking out the gameplay mechanics stuff if you're interested. I'll keep this guide updated as we discover mistakes and gear improvements.

This is a continuation of a thread over at the now-baleeted daforums.bioware.com (used to be at http://daforums.biow...06563&forum=135). We were discussing various DW rogue builds and discovered some interesting things about gameplay mechanics along the way. I made a spreadsheet and did some DPS calculations for four different DW builds, with the results summarized below. For those who didn't follow the original thread, I'll repeat the pertinent gameplay mechanic information below in section I.

DISCLAIMERS: this is pure theorycrafting. We were just trying to come up with the highest-DPS endgame DW builds we could think of, so we assume optimal stat allocation and access to the best gear. This may not be realistic for everyone. I may run some figures with less expensive gear in the future (equipment suggestions welcome!) This is not a guide for how to build the "best" rogue. DPS is not everything to everyone. The calculations don't quantify utility or fun factor or anything like that. I just hope this is a helpful starting point for people planning their own rogues.

PLATFORM: all of my analysis assumes PC version 1.02 (or 1.01 with the dex hotfix).

NOTE FOR READERS OF THE OLD THREAD: The numbers here are slightly different from the last ones I posted in the old thread. That's because I lowered the level from 22 to 18 (at level 22 the game is almost over) and remembered to account for the bonus damage rogues get per level up. I've made too many fixes and improvements to list

TABLE OF CONTENTS
I: Gameplay mechanics
II: Stats and gear
III: DPS chart
IV: Conclusions


I. GAMEPLAY MECHANICS

A. DAMAGE FORMULA


I pieced together the damage formula as best I could using the toolset to view the source code. Those of you following along at home can look at core_h.nss and combat_damage_h.nss to see whether I got things right.

At an abstract level, the formula for expected damage on a backstab looks like this:

C * (AVERAGE(W, W * R) + 0.375 * X * Y ) + O - A

C is the critical hit/backstab modifier,
W is the weapon's base damage,
R is the weapon's damage range multiplier. The game randomizes your weapon's damage between W and W * R. For daggers and longswords, R is 1.5; for axes it's 1.4. For example, a dagger with a listed base damage of 6.4 will actually do between 6.4 and 1.5 * 6.4 = 9.6 damage. Thus the expected weapon damage will be AVERAGE(W, W * R).
X is the attribute modifier (e.g. 1.10 for axes, 0.425 for daggers),
Y is the number of relevant attribute points above 10 in each relevant attribute.
O is all other sources of bonus damage, and
A is the target's armor minus the attacker's armor penetration, floored at 0. Note that the game randomizes armor to between 70-100% of its "list value" in the damage calculation, but I don't account for this for technical reasons (calculating the expected armor value in Excel is beyond my puny spreadsheet skillz). This error is not large.

C defaults to 1.5 but can be raised up to 3.5 by gear. (Thanks gorboth for pointing out that the cap is 3.5, not 2!)

Why is the bonus damage from attributes multiplied by 0.375? Because, when dual-wielding, the game randomizes your attribute damage bonus to between 25-50% of its list value before throwing it in the damage calcs. This is one source of random variation in damage output. Thus your expected attribute damage bonus will be only 37.5% of its list value. (For every other weapon style besides dual-wielding, the random factor is between 50-75% of list value.)

Here is a list of all the sources of bonus damage that I accounted for (everything that goes into O):
* Exploit Weakness, which adds an expected (0.52/3) * (cunning-10) bonus damage to each backstab. Thanks Twenynge for correcting me on this (I'd prevoiusly thought it was 0.2 * (cunning-10)).
* Tainted Blood, which adds 5 + 0.2 * (cunning-10) bonus damage
* Bonus damage from gear, including runes and bonus damage on offhand weapons (offhand bonuses seem to contribute to mainhand attacks)
* Bonus damage from levelling (for rogues this is 0.2 damage per level)

Party buffs are NOT accounted for because the variations are endless.

Here is a list of everything that goes into the target's armor, A:
* Target's nominal armor value
* Armor penetration from the weapon
* Bonus AP from gear, including bonus AP from offhand weapons (offhand bonuses seem to contribute to mainhand attacks)
* Cunning's AP bonus of (cunning-10)/7

B: DUAL WIELD ATTACK TIMING

I did a bunch of video capture experiments to determine that attack timing for dual wield weapons works as follows:

Step 1: for each weapon you're wielding, start with 1.5s and substract that weapon's speed modifier (see [[http://dragonage.gul...p/items/weapons for the modifiers). Thus for daggers this value will be 1.0s and for axes it will be 1.4s. The 1.5s starting point comes from the base attack interval for the dual-wield style, as defined in core_h.nss, and verified by my in-game testing.

Step 2: Average the two numbers above and call the result T. This is your attack interval.

Whether backstabbing or attacking from the front, you will alternate hands every T seconds. Don't believe the backstab animation, which looks like it's attacking with the mainhand only. Also, when backstabbing, it appears that the mainhand runes trigger (or have a chance to trigger) on every attack, even when the offhand should be attacking. Offhand runes never trigger. I can only assume this is a bug.

Because your attack speed is the average of your two hands, the DPS-conscious rogue with a fullsize weapon in her mainhand will usually want to use a dagger in her offhand, to speed up her attacks. This also saves her attribute points that would have gone to dex for DW Mastery.

Haste and Momentum reduce T by 25% and 30%, respectively, at the END of the attack timing calculation. Thus I ignore them for purposes of the DPS calculations, since they'll affect all builds by the same proportion.
 

Modifié par Discobird, 13 décembre 2009 - 12:07 .


#2
Discobird

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II: STATS AND GEAR

I'll assume a level 18 human assassin who has completed the Fade (second specialization left up to player choice). This gives us the following base stats:

Str: 10 + 1 (human) + 4 (fade) = 15
Dex: 10 + 4 (rogue) + 1 (human) + 2 (assassin) + 4 (fade) = 21
Cun: 10 + 4 (rogue) + 1 (human) + 5 (fade) = 20

A level 18 character has 56 attribute points from levelups, plus 4 from tomes, for a total of 60 discretionary attribute points.

This analysis considers several possible builds, named for their weapon combo and the stat to pump:
* Axe/dagger str
* Axe/dagger cun
* Dagger/dagger dex
* Dagger/dagger cun
* Longsword/dagger str
* Longsword/dagger cun
* Axe/longsword str
* Axe/longsword cun

All gear selections are DPS-maximizing as far as we can collectively determine. Suggestions welcome!

Why not maces?  They swing slower than axes and longswords, do not have a higher attribute multiplier to compensate, and have a smaller damage range multiplier to boot.  Most importantly, the best unique maces are not as good as the best unique axes and longswords. 

I assume that all builds will want to get Momentum ASAP, before going to the Fade or choosing specs, just because it's so powerful throughout the game. (You can get it in the origin stories if you beeline for it.) This means the axe/dagger and longsword/dagger builds will overinvest in dex somewhat. I also assume all builds will want Master Stealth at some point because stealthing is so useful for backstabbers, so they will need a natural cunning of 22, although this can wait until after the Fade.

I also assume that all builds will use Exploit Weakness, Tainted Blade, and three grandmaster elemental damage runes in their mainhand weapon.

The non-str rogues can get away with somewhat fewer points in str, if you are willing to wait until you have +str items before meeting your gear requirements. I assume that these rogues will want to meet their gear reqs ASAP so I've erred on the side of overinvesting in str. (Thanks vicariouscheese for reminding me of this.)

Note: the attack rating calculations don't include the flanking bonus. Rogues with Combat Movement get up to +20 attack by flanking their target, depending on their angle (I think the maximum bonus is given when you're directly behind the target).

A: AXE/DAGGER STR

This rogue will have pre-gear stats of:

Str: 15 + 49 = 64
Dex: 21 + 9 = 30
Cun: 20 + 2 = 22

* Mainhand: Veshialle (9.6 base damage, 4.2 AP, +2 str, +10% crit damage, +2 nature damage)
* Offhand: Rose's Thorn (6.4 dam., 8 AP, +30% crit damage, +3 damage, +2 dex)
* Helm: Helm of Honnleath (+2 str, +2 dex +2 cun)
* Chest: Warden Commander Armor (+15% crit damage)
* Gloves: Red Jenny Seekers (+15% crit. damage)
* Boots: nothing improves DPS
* Belt: Andruil's Blessing (+2 str, +2 dex, +2 cun)
* Amulet: Heart of Witherfang (+1 str)
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Dawn Ring (+4 str, -1 cun)

Final stats including gear:
Str: 64 + 13 = 77
Dex: 30 + 8 = 38
Cun: 22 + 5 = 27

Unbuffed attack rating: 113.5 (55 base + 47.5 attribs + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 101 (50 base + 18 leveling + 28 dex + 5 DW finesse)


B: AXE/DAGGER CUN

This rogue will have pre-gear stats of:

Str: 15 + 11 = 26 (to wear Warden Commander's Armor ASAP; our gear will help us meet the str req for Veshialle.)
Dex: 21 + 9 = 30
Cun: 20 + 40 = 60

* Mainhand: Veshialle (9.6 base damage, 4.2 AP, +2 str, +10% crit damage, +2 nature damage)
* Offhand: Rose's Thorn (6.4 dam., 8 AP, +30% crit damage, +3 damage, +2 dex)
* Helm: Helm of Honnleath (+2 str, +2 dex +2 cun)
* Chest: Warden Commander's Armor (+15% crit damage)
* Gloves: Red Jenny Seekers (+15% crit. damage)
* Boots: nothing improves DPS
* Belt: Andruil's Blessing (+2 str, +2 dex, +2 cun)
* Amulet: Heart of Witherfang (+1 str)
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Dusk Ring (+3 cun, -1 str)

Final stats including gear:

Str: 26 + 8 = 34
Cun: 60 + 9 = 69
Dex: 30 + 8 = 38

Unbuffed attack rating: 92 (55 base + 26 attribs + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 101 (50 base + 18 leveling + 28 dex + 5 DW finesse)

C: DAGGER/DAGGER DEX

This rogue will have pre-gear stats of:

Str: 15 + 5 = 20 (to wear T7 light armor early)
Dex: 21 + 53 = 74
Cun: 20 + 2 = 22

* Mainhand: Rose's Thorn (6.4 base damage, 8 AP, +2 dex, +3 damage, +30% crit damage)
* Offhand: Thorn of the Dead Gods (6 dam, 7 AP, +3 damage, +3 AP)
* Helm: Helm of Honnleath (+2 str, +2 dex, +2 cun)
* Chest: Felon's Coat (+6 dex, +9 defense)
* Gloves: Red Jenny Seekers (+15% crit damage)
* Boots: Cadash Stompers or Silverhammer's Tackmasters (+2 dex) (Cadash has extra mods of minor benefit but also increases hostility)
* Belt: Andruil's Blessing (+2 str, +2 dex, +2 cun)
* Amulet: Heart of Witherfang (+1 str)
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Harvest Festival Ring (+2 str, +2 dex, +4 attack)

Final stats including gear:
Str: 20 + 8 = 28
Dex: 74 + 18 = 92
Cun: 22 + 6 = 28

Unbuffed attack rating: 120 (55 base + 50 attribs + 4 gear + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 164 (50 base + 18 leveling + 82 dex + 9 gear + 5 DW finesse)

Note on alternative offhand daggers. Edge has slightly higher DPS than Thorn of the Dead Gods against enemies with less than about 14 armor, but is only available to players who bought Dragon Age before Nov. 30, 2009. The difference is about 1-2 points.


D: DAGGER/DAGGER CUN

This rogue will have pre-gear stats of:

Str: 15 + 5 (to wear T7 light armor early)
Dex: 21 + 9 = 30
Cun: 20 + 46 = 66

* Mainhand: Rose's Thorn (6.4 base damage, 8 AP, +2 dex, +3 damage, +30% crit damage)
* Offhand: Thorn of the Dead Gods (6 dam, 7 AP, +3 damage, +3 AP)
* Helm: Helm of Honnleath (+2 str, +2 dex, +2 cun)
* Chest: Felon's Coat (+6 dex, +9 defense)
* Gloves: Red Jenny Seekers (+15% crit damage)
* Boots: Cadash Stompers or Silverhammer's Tackmasters (+2 dex) (Cadash has extra mods of minor benefit but also increases hostility)
* Belt: Andruil's Blessing (+2 str, 2 dex, +2 cun)
* Amulet: nothing improves DPS
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Dusk Ring (+3 cun, -1 str)

Final stats including gear:

Str: 20 + 5 = 25
Dex: 30 + 16 = 46
Cun: 66 + 9 = 75

Unbuffed attack rating: 91.5 (55 base + 25.5 attribs + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 118 (50 base + 18 leveling + 36 dex + 9 gear + 5 DW finesse)

Note on alternative offhand daggers. There are a number of good offhand choices. You may wish to use something besides Thorn of the Dead Gods under some circumstances:

* Edge has slightly higher DPS against low-armor enemies (enemies with less than 21 armor), but is only available to players who purchased Dragon Age before Nov. 30, 2009. The difference is about 1-2 points.

* Fang has slightly higher DPS against all enemies (about 1-2 points) but is only available to city elf rogues late in the game.

* Dead Thaig Shanker has slightly less DPS (about 2 points) but has attractive non-DPS bonuses.


E: LONGSWORD/DAGGER STR

This rogue will have pre-gear stats of:

Str: 15 + 49 = 64
Dex: 21 + 9 = 30
Cun: 20 + 2 = 22

* Mainhand: Starfang (11.9 base damage, 4.2 AP, +3 damage, +2.5 AP)
* Mainhand: Rose's Thorn (6.4 base damage, 8 AP, +2 dex, +3 damage, +30% crit damage)
* Helm: Helm of Honnleath (+2 str, +2 dex, +2 cun)
* Chest: Warden Commander Armor (+15% crit damage)
* Gloves: Red Jenny Seekers (+15% crit damage)
* Boots: nothing improves DPS
* Belt: Andruil's Blessing (+2 str, 2 dex, +2 cun)
* Amulet: Heart of Witherfang (+1 str)
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Dawn Ring (+4 str, -1 cun)

Final stats including gear:
Str: 64 + 11 = 75
Dex: 30 + 8 = 38
Cun: 22 +5 = 27

Unbuffed attack rating: 112.5 (55 base + 46.5 attribs + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 101 (50 base + 18 leveling + 28 dex + 5 DW finesse)



F: LONGSWORD/DAGGER CUN

This rogue will have pre-gear stats of:

Str: 15 + 11 = 26 (to wear Warden Commander's Armor ASAP; our gear will help us meet the str req for Starfang.)
Dex: 21 + 9 = 30
Cun: 20 + 40 = 60

* Mainhand: Starfang (11.9 base damage, 4.2 AP, +3 damage, +2.5 AP)
* Mainhand: Rose's Thorn (6.4 base damage, 8 AP, +2 dex, +3 damage, +30% crit damage)
* Helm: Helm of Honnleath (+2 str, +2 dex, +2 cun)
* Chest: Warden Commander's Armor (+15% crit damage)
* Gloves: Red Jenny Seekers (+15% crit damage)
* Boots: nothing improves DPS
* Belt: Andruil's Blessing (+2 str, +2 dex, +2 cun)
* Amulet: Heart of Witherfang (+1 str)
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Dusk Ring (+3 cun, -1 str)

Final stats including gear:

Str: 26 + 6 = 32
Dex: 30 + 8 = 38
Cun: 60 + 9 = 69

Unbuffed attack rating: 91 (55 base + 25 attribs + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 101 (50 base + 18 leveling + 28 dex + 5 DW finesse)

G: AXE/LONGSWORD STR

This rogue will have pre-gear stats of:

Str: 15 + 41 = 56
Dex: 21 + 17 = 38 (natural 36 dex for DW Mastery. If you want to dual-wield full-sized weapons before the Fade, you'll need to sink an additional 4 points in dex)
Cun: 20 + 2 = 22

* Mainhand: Veshialle (9.6 base damage, 4.2 AP, +2 str, +10% crit damage, +2 nature damage)
* Offhand: Starfang (11.9 base damage, 4.2 AP, +3 damage, +2.5 AP)
* Helm: Helm of Honnleath (+2 str, +2 dex +2 cun)
* Chest: Warden Commander armor (+15% crit damage
* Gloves: Red Jenny Seekers (+15% crit. damage)
* Boots: nothing improves DPS
* Belt: Andruil's Blessing (+2 str, +2 dex, +2 cun)
* Amulet: Heart of Witherfang (+1 str)
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Dawn Ring (+4 str, -1 cun)

Final stats including gear:
Str: 56 + 13 = 69
Dex: 38 + 6 = 44
Cun: 22 + 5 = 27

Unbuffed attack rating: 112.5 (55 base + 46.5 attribs + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 107 (50 base + 18 leveling + 34 dex + 5 DW finesse)

H: AXE/LONGSWORD CUN

This rogue will have pre-gear stats of:

Str: 15 + 11 = 26 (to wear Warden Commander's Armor ASAP; our gear will help us meet the str reqs for Veshialle and Starfang)
Dex: 21 + 17 = 38 (see explanatory note in build G above)
Cun: 20 + 32 = 52

* Mainhand: Veshialle (9.6 base damage, 4.2 AP, +2 str, +10% crit damage, +2 nature damage)
* Offhand: Starfang (11.9 base damage, 4.2 AP, +3 damage, +2.5 AP)
* Helm: Helm of Honnleath (+2 str, +2 dex +2 cun)
* Chest: Warden Commander's Armor (+15% crit damage)
* Gloves: Red Jenny Seekers (+15% crit damage)
* Boots: nothing improves DPS
* Belt: Andruil's Blessing (+2 str, +2 dex, +2 cun)
* Amulet: Heart of Witherfang (+1 str)
* Ring: Key to the City (+2 str, +2 dex, +2 cun)
* Ring: Dusk Ring (+3 cun, -1 str)

Final stats including gear:

Str: 26 + 8 = 34
Dex: 38 + 6 = 44
Cun: 52 + 9 = 61

Unbuffed attack rating: 95 (55 base + 29 attribs + 6 combat training + 5 DW finesse)
Unbuffed defense rating: 107 (50 base + 18 leveling + 34 dex + 5 DW finesse)

Modifié par Discobird, 12 décembre 2009 - 09:37 .


#3
Discobird

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 III: DPS CHART

Here is a DPS chart showing the expected DPS of each of the builds above, against a target with 0 armor, 10 armor, and 30 armor.

Posted Image

For convenience, I'll restate my assumptions here. I assume the following:
* The damage formula and attack timing explained in section I
* The gear and stat allocations of section II, including the assumption that the mainhand weapon has three elemental damage runes
* Use of Exploit Weakness and Tainted Blood
* NO use of Momentum, since it affects all builds by the same proportion. Just add 43% to all the figures above to get the DPS with Momentum (and no other speed buffs). Thank Murrdoch for correcting an error in this line.
* No party buffs because there are too many factors to account for
* No elemental resists on the target
* 100% hit rate. Unfortunately I cannot calculate the hit rate of each build without knowing the average monster defense rating. However attack rating is quite easy to boost with party buffs. Anecdotally, some people have said they've achieved quite high hit rates with cunning builds.

Modifié par Discobird, 10 décembre 2009 - 07:09 .


#4
Discobird

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 IV: CONCLUSIONS

Dagger/dagger cunning is the clear DPS leader.  Axe/dagger cun and longsword/dagger cun are about tied for 2nd place.  The rest of the builds are pretty close in DPS, with the fullsize/fullsize builds lagging behind their fullsize/dagger counterparts.

Please bear in mind that this analysis assumes the same hit-rate across all builds, since I can't calculate real hit rates without knowing monster defense. In practice the cunning builds will likely hit less often than the other builds unless boosted by party buffs. Those who have played a high level cunning rogue says the hitrate difference is not large with the right attack rating boosts.

Also bear in mind that the cunning builds require three more talents than the str/dex builds (for Lethality). This tends to reduce their utility in the early game since they'll have a hard time finding spare points for Lockpicking. By the end game, though, they have enough cunning to unlock or disarm anything while needing only 1 point in lockpicking (or zero for the dagger/dagger cunning build).

The dagger/dagger dex build has two advantages that aren't reflected in the numbers. The first is a sky-high defense. Second is somewhat better ranged DPS via shortbows or xbows with the dex hotfix. The other builds are limited to using longbows if they want ranged damage.

Note that any build wishing to use bows/xbows should consider ditching Warden Commander armor/Blood Dragon plate for something lighter to avoid the speed penalty. In that case you'll have to make up the missing +crit damage modifier somewhere else.

Modifié par Discobird, 02 décembre 2009 - 01:13 .


#5
Wolff Laarcen

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VERY interesting and informative post, and good research. I had no idea that offhand weapon speed affected mainhand attack speed; so it looks like DW mastery is junk, as you said. I also had no idea Axes were the MH weapon of choice.  Also a very interesting point about the dagger/dagger build having the best ranged versatility.  Good stuff.

I'd love to see this kind of theorycraft for ranged builds.

Modifié par Wolff Laarcen, 18 novembre 2009 - 05:01 .


#6
daem3an

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Thanks for this. Great info.

#7
Brian The Grey

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thank you!

#8
Avispex

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Awesome info. Were the old forums archived or deleted completely?

#9
tranj84cl

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Hey, I saw this on the other forum too, but glad to see that it's been brought back.



Disco- Pretty sure there are 4 Dex essences in the Fade. Just a small change.

#10
Guest_Lemonio_*

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interesting

but i do not really understand what conclusions i should get from this and how i should build a rogue

#11
DragoonKain3

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It's quite sad though that backstab multiplier is limited to 2x damage. Damn, would've loved it to go above that for monstrous damage. At least it isn't limited to +30% like elementals is limited to.



Also note that in order to learn talents/skills, only your base attribute works, and none from other sources (specialization bonuses included). Meaning that you need a base of 24 DEX to learn Momentum, which would slightly hurt axe builds since thats 2 less points in STR or CUN.

#12
tranj84cl

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Lemonio wrote...

interesting
but i do not really understand what conclusions i should get from this and how i should build a rogue


Well, DPS-wise, they are pretty much the same.  Cunning rogues have more utility party-wise, but are strapped for points:

Assuming Assassin/Bard (to take advantage of Cunning and party boosting)

Combat Movement  = 2
Lethality                     = 3
Stealth                       = 4
DW Finesse             = 2
Momentum               = 3
Assassin                  = 4
Bard                           = 3
Total                           = 21

Now you'd probably want to get Evasion and one level of lock picking.  That means you need 22 points.  Pretty tough.  Also, I believe Disco had mentioned that your Assassin points can come later.

Going Str/Dex means you don't need the 3 points in the BtB line for Lethality, so it's a bit easier. 

I've heard that adding Coup De Grace and using paralyze runes is really good too.  It all depends on your playstyle. 

Also, get the Warden Commander Armor as soon as you can, as the Str requirements scale according to level.

#13
Sevitan7

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What thing I'd like to know, how do the cunning builds have more utility? The strength build has 27 cunning, with a dawn ring that easily makes 30 when you run into one of those chests that need it. Stealth does not seem to be related to cunning, nor did I have any trouble pickpocketing with 27 cunning and rank 4 (not that there is anything worthwile to steal though). Same goes for persuade.

Instead, you get comparable damage per hit, and likely better dps as well due to a higher attack rating. Not to mention when you are not backsatbbing you're doing more damage on average as well since so many of the cunning based talents aren't applied that the cunning build enjoys. You also get to wear better tier Warden's armor. And also that since you don't need lethality you actually have enough talents for tool use and stealth along with the rest and some extra.

The dagger build at least enjoys great defense. But the only way I see the cunning build getting some superior utility  if you go bard for the song of courage and put all that cunning to another use that affects the entire party. Speaking of which, would Song of Courage outweight the duelsit benefits for cunning builds?

In any case, it's not that I dislike the cunning build, lore-wise all things considered that should probably be the "correct" build, but it just seems tha the strength based build is better in pretty much every way.

Modifié par Sevitan7, 18 novembre 2009 - 06:21 .


#14
Sevitan7

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DragoonKain3 wrote...

 At least it isn't limited to +30% like elementals is limited to.


Wait, what does that mean? Are you reffering to the equipment that boosts elemental damage? And that it is capped at 30%?

If so, how did you find this out?

#15
vhatever

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Anyone dinked around with dual strike? Does that just make both weapons swing at the speed of the fastest weapon equiped?

#16
Wolff Laarcen

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vhatever wrote...

Anyone dinked around with dual strike? Does that just make both weapons swing at the speed of the fastest weapon equiped?

prevents you from critting also.  A rogue wouldn't use it.

#17
daem3an

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Wolff Laarcen wrote...

vhatever wrote...

Anyone dinked around with dual strike? Does that just make both weapons swing at the speed of the fastest weapon equiped?

prevents you from critting also.  A rogue wouldn't use it.

Well, it's the only way to get Riposte, Cripple and Punisher... or are you suggesting these are a bad choice for a rogue?

#18
DragoonKain3

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@Sevitan

Someone in the old boards posted results that elemental +%damage cap out at 30. They did in game testing (was it winter's grasp?) for it, and they found that damage steadily increased up to 30, but anything past 30 does NOT increase.



Which means for me that I use Staff of Magister lords (+10% spirit) with Amulet of War Mage (+5% everything), Charged gloves (+20% elec), and Dreamever (+10% spirit), so that I get +25% spirit and +25% elec (other ring slot is reserved for Memory Band).





@vhatever

From what we know of dual striking, is that it tends to 'whiff', meaning it won't even check to hit even though the animation makes it look like it. I'm guessing it means that even though you strike with both weapons at once, if you only really 'hit' once every two swings, your dps does not change apart from the increase in damage that dual striking gives. Which makes more sense in my mind, especially for a tier 1 talent.

#19
Sevitan7

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Thanks DragoonKain3, that's good to know. Especially since I know I stacked more than 30% of cold and lightning on my last mage -_-



More spellpower it is then!

#20
DragoonKain3

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@daem4ever

For DPS rogue, all you need is momentum, since that's the only thing that works with backstabs. It mainly takes talents that increase backstab effectiveness, or gives you ease of doing backstabs.



So yes, DPS rogue does not need anything in the Punisher line. Heck, Whirlwind and Dual Weapon Expertise/Mastery are also completely optional, and even then you SHOULD skip it because that means more points in DEX that would otherwise go to DPS if you're going STR or CUN build (DEX builds don't care, but they have the least DPS so...).

#21
Wolff Laarcen

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daem3an wrote...
Well, it's the only way to get Riposte, Cripple and Punisher... or are you suggesting these are a bad choice for a rogue?

I'm just saying a rogue wouldn't use  an ability that prevented crits, even if they had to take it to get an ability they would use.

Modifié par Wolff Laarcen, 18 novembre 2009 - 06:38 .


#22
daem3an

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Ah, I get it now. So do Dual Weapon Sweep and Flurry also get the backstab crit? This thread actually makes me kind of sad, possibly enough to make me consider restarting at 40 hours in. Possibly.

#23
Discobird

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The cunning builds can unlock more chests and disarm more traps without needing to invest as much (or at all) in the Lockpicking line. At 30 cunning the str builds would need to go all the way to Device Mastery to unlock every chest; the cunning builds can do that at level 17-18 without any points in lockpicking. Similarly the cunning rogues can pickpocket better without needing as many points in Stealing, although this advantage is somewhat tempered by the fact that you need Stealing IV anyway if you want to steal in combat.

Cunning also helps with resistance checks for traps. The sleeping gas traps are pretty awesome, best CC available to a non-mage IMO. They knock enemies out for a base duration of 20 seconds--same as Paralysis Explosion, more than Sleep (12 seconds) and Mass Paralysis (10 seconds). I haven't played around with the lure traps yet but I can imagine those being useful in some circumstances. They use a cunning check too.

Speaking of which, would Song of Courage outweight the duelsit benefits for cunning builds?


Hard to compare directly. On the one hand, Song of Courage gives an attack bonus of 3 + 0.1 * (cun - 10), which comes out to about +10.5 attack for the builds we're considering. This is slightly less than the +11 attack Dueling gives you when you factor in the Duelist spec's bonus of +2 dex. But Song of Courage also gives about +6 damage at this level, and of course it's a party wide benefit. So I would say that a high level Song of Courage > Dueling overall, especially if you have other physical damage dealers in the group.

Bard versus Duelist is not that straightforward a comparison though, since bards have no answer to Upset Balance and duelists have no equivalent to Captivating Song.

#24
Discobird

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daem3an wrote...

Ah, I get it now. So do Dual Weapon Sweep and Flurry also get the backstab crit? This thread actually makes me kind of sad, possibly enough to make me consider restarting at 40 hours in. Possibly.


No they don't.  Attack abilities can never trigger backstabs-- there's a check in the backstab code for this :(

Modifié par Discobird, 18 novembre 2009 - 06:53 .


#25
Discobird

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Disco- Pretty sure there are 4 Dex essences in the Fade. Just a small change.


I'm starting to wonder if the Fade bonuses are randomized or something since everyone comes up with slightly different answers. :lol: In the old thread there were several people saying they only found 3 (including me).  If a lot of people here say they found 4 I'll go ahead and make that fix.  Thanks.