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Generic +X% elemental dmg gear and its impact on elemental weapon builds


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#1
IN1

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1. Generic elemental gear vendors:

Jean-Luc (Hightown): +fire apparel, +fire accessories.
Hubert (Hightown): +fire apparel, +fire accessories.
Trinkets (Lowtown): +fire accessories.
Apparel (Lowtown): +fire apparel.
Shady Merchant (Docks): +cold apparel.
Bonny Lem (Disused Passage): +cold accessories.
Formari Herbalist (Gallows): +spirit accessories.
Mage Goods (Gallows): +spirit apparel, +spirit accessories.
Craftmaster (Sundermount): +fire apparel, +fire accessories, +nature accessories.
Magnus' Wares (Wounded Coast): +fire accessories.
Nexus Golem (Recently Discovered Passage): +fire accessories.
Bodahn (Hightown/Deep Roads, Act I): +electricity accessories.

2. Generic elemental gear scaling:

The breakpoints I've chosen are the typical Act start/end levels attained on a fairly optimized playthrough. The method used for testing was artificially evolving the items using pyGFF.

Level 5: helm +5; gloves +3; robe +11; boots +4; belt +3; amulet +5; ring +3.
Level 13: helm +5; gloves +3; robe +13; boots +5; belt +4; amulet +5; ring +4.
Level 20: helm +6; gloves +4; robe +15; boots +5; belt +5; amulet +6; ring +5.
Level 26: helm +7; gloves +4; robe +17; boots +6; belt +5; amulet +7; ring +5.

3. Conclusions and implications:

The basic weakness of my elemental builds was they weren't very viable until Act III (the obvious exceptions being the oddball Allure Templar in Act II, and Desdemona S&S build when used vs Qunari in Acts I & II). The main reason was I have been relying on the unique gear, that is both overpriced and usually available very late into the game, way too much. Generic +elemental gear, on the other hand, is both available as soon as you start Act I, and, as a rule, very cheap compared to unique items.

Being available at the very start has greater implications than it may appear at first glance. Level 5 gear (and you should be level 5 after Special Deliveries Chest in Gamlen's House) has requirements of 14 Mag/14 Wil. Which means you won't need to invest anything into Wil, and Mag will only require a point or two (after you acquire more +attribute gear and respec -- no points into Mag, too).

The trick is to buy, at least, full +fire apparel (accessories can be acquired later, as they have no req's, plus you will use Dura and Magister's anyway) while you are still level 5. This way, you will reach +48% fire damage by level 7 (Reaver spec).

Also note it's a very long-term investment (for the entire length of Acts I & II, no less): the difference between level 5 and level 20 apparel is only +7% fire damage, but level 20 apparel has req's of 26 Mag/26 Wil. Is +7% fire damage really worth 24 attribute points at expense of Str? I highly doubt it.

After your Str reaches 93-94 (it should happen roughly by level 20-21, the beginning of Act III), you may start to invest into Mag and Wil to be able to equip the optimized +elemental gear setup of your choice by end-game.

4. End-game maximized +elemental damage warrior setups:

Fire (112%): Reaver +5%; Sataareth [Devastation] +10%; Volcanic Shield +12%; Dura +10%; Ferryman +24%; Robes of Cleanliness +24%; generic apparel and accessories +27%.

Cold (97%): Reaver +5%; Bloom [Devastation] +26%; Dura +10%; Robes of Cleanliness +24%; generic apparel and accessories 32%.

Electricity (79%): Reaver +5%; Glandivalis [Devastation] +10%; Robes of Cleanliness +24%; Ferryman +24%; Gauntlets of the Magister +3%; Dirtahamen's +4%; Primevals +4%, generic accessories +5%.

Spirit (66%): Reaver +5%; Celebrant [Devastation] +10%; generic apparel and accessories +51%.

Of course, one should take this data with a grain of salt. Base weapon damage/properties/rune slots and specific elemental damage type mechanics (most notably, spirit) should be accounted for, as should enemy immunities (or lack thereof). Possible talent synergies, like Templar's Holy Smite becoming 66% stronger with full spirit setup, are not to be ignored, either.

Modifié par IN1, 30 avril 2011 - 08:33 .


#2
brazen_nl

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Master Ilen also sells +electricity gear.

#3
SuicidalBaby

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thought he just sold the 4% ring in act 1 only

#4
IN1

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brazen_nl wrote...

Master Ilen also sells +electricity gear.


The only +electricity item I've ever seen there is unique +4% electricity Dirthamen's Secret.

#5
Sabotin

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Out of curiosity, how would +% physical compare to this? I seem to recall there were quite a number of items giving that (albeit small ammounts).

#6
IN1

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Sabotin wrote...

Out of curiosity, how would +% physical compare to this? I seem to recall there were quite a number of items giving that (albeit small ammounts).


+Physical uniques are bad and have very low values (you can reach ~50% by end-game). Generic +physical I've seen is not much better. 

#7
Lesdeth

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Isn't it possible to do an elemental fire build using the Anderfel Cleaver in act 1?

#8
IN1

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Mmmm, well, that's apparently what paragraph 3 is dedicated to. Unless you assumed I was talking about some _other_ warrior weapon that can benefit from +48% fire damage :)

#9
Lesdeth

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I just read the weakness part, sorry I was mistaken. You have Desdemona and Allure's Crook listed, but not the Anderfel Cleaver. Was just curious.

#10
SuicidalBaby

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Bodan Feddic act 1 sells corrupted rings which are +electricity

trying for rare & 2nd stat versions but he has so few random slot items

#11
IN1

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SuicidialBaby wrote...

Bodan Feddic act 1 sells corrupted rings which are +electricity

trying for rare & 2nd stat versions but he has so few random slot items


Very interesting info, updated the OP.

#12
Jack-Nader

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This is actually what I was planning to do on my next playthrough.

#13
SuicidalBaby

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Just found a corrupted amulet, +5% elec, in the chest at the first profane encounter.

with all 3 items and galvanism Im up to +38% elec

#14
IN1

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Hmm. Glandivalis build is up to +83% with recent findings. Not too shabby. If we use the proper (fixed) version of Sundering instead, it's +89%. Maybe I should really try an electrical warrior build next.

#15
SuicidalBaby

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There is a cheap set of robes in hightown act 3 @ Robes by Jean Luc that give +15% electrical damage. I think the robes are under 20g

#16
DA Trap Star

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Was anybody else not able to get the Gauntlets of the Magister from Hadriana?

Her body disappears after the cut scene with Fenris, IW asn't able to get a chance to loot her body.

#17
Att3r0

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SuicidialBaby wrote...

Just found a corrupted amulet, +5% elec, in the chest at the first profane encounter.

with all 3 items and galvanism Im up to +38% elec



first encounter is that where you first meet them and varric says ~"what were those things" or they one where you are offered a deal ? eitherway i tried both 10 times or so and only saw ornate corrupted ring/talisman that gave +attack and +1 armor..no +%elec... ehem... how many tries to get the thing?

heh when i was about to give up it spawned - regular generi with 5% elec from the seconad chest. around 30th try. Both chests drop corrupted itmes but the enchantment chances are random (and its random if you armor or accessory )

Modifié par Att3r0, 05 mai 2011 - 07:31 .


#18
SuicidalBaby

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1 try on my umpteenth deep roads run

#19
thendcomes

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I've also found Nature accessories and apparel, Fire apparel and accessories, and a Spirit Amulet on Shady Merchandise.  All elemental gear from him spawns infrequently but I've found Cold apparel to be the hardest to find.

Also, no spirit belts or rings appear from the spirit accessory vendors. Only amulets.

Modifié par thendcomes, 17 juin 2011 - 03:26 .