Companion ping pong
#1
Posté 02 mai 2011 - 09:10
#2
Posté 02 mai 2011 - 09:45
Modifié par Jack-Nader, 02 mai 2011 - 09:45 .
#3
Posté 02 mai 2011 - 10:58
#4
Posté 03 mai 2011 - 12:26
#5
Posté 03 mai 2011 - 01:38
Just load her up with sustains.
Then again, I leave anders on ~15 or less con (just so he doesn't become too fragile while martyring himself) and varric at base levels. The only character I would consider pumping con are the warriors and isabela - and only then to around 20 con. Isabela has an annoying tendency to go flying (knockdown) despite her knock-back ring when left at base constitution and the warriors do need to be able to tank a little.
Anyway, back to the OP, in addition to damage reduction (proportionately speaking as that is what causes knockback/knockdown) the best way to avoid knockdowns is to simply ensure that the enemies never hit you/your weaker companions. Effective crowd control tactics as well as getting your tank/dog to draw threat properly means that your weaker companions with no fortitude never get attacked and are free to deal their dps undisturbed.
Your ability to do that will be greatly limited in the early levels though, so have fun with that
#6
Posté 03 mai 2011 - 02:14
Modifié par frustratemyself, 03 mai 2011 - 02:17 .
#7
Posté 03 mai 2011 - 08:27
#8
Posté 03 mai 2011 - 08:32
Explanation to knock-back/knockdown mechanics
Summary of posts from Peter Thomas:
After getting damaged there are four possible outcomes depending on the amount of force behind it.
Force is calculated by the amount of damage done (after taking into account armour/resistance and dmg reduction) multiplied by the force multiplier of the attack - e.g. 10dmg*x3-multiplier = 30 force.
Fortitude (force resistance) is subtracted from the amount of force that is received - e.g. 10 fortitude = 30-10 = 20 force taken.
Depending on the amount of force taken relative to max health you get:
1. <10% of max health = twitch of head - no interruption of actions
2. <20% of max health = knocked back a step - interrupted actions
3. <30% of max health = knocked back several steps - interrupted actions
4. >30% of max health = knocked of down/sent flying - interrupted actions
Based on this there are several methods to reduce knockback issues.
a) Increase armour rating/damage resistance = less damage taken
Increasing fortitude = less force taken
c) Increasing constitution = less force taken relative to max health
d) Items with immunity to knockback properties = immune to knockback(2&3) but knockdown(4) still possible
e) Not getting hit via dodging (via moving away or defense) or not been targeted (threat management & CC)
After some experience and gaining greater CC ability it is possible to get by quite easily via the methods listed above. However, for the initial levels while constitution, fortitude, and armour/dmg resistance are low knockback issues will be a major problem unless you are very good at option e).
Modifié par mr_afk, 03 mai 2011 - 08:41 .
#9
Posté 03 mai 2011 - 08:41
Which fight is that?Louis deGuerre wrote...
Thanks for the good suggestions. They all have constitution 20 or higher and my mages are using rock armor. It's just the 60 guys in a crowded locked room which is getting to me. I guess I'll come back later with a more melee based party.
#10
Posté 03 mai 2011 - 08:51
In the middle room the door locks behind you and I keep getting curbstomped by the final wave of Abominations and Rage Demons.
@mr_afk thanks, that looks very useful
Modifié par Louis deGuerre, 03 mai 2011 - 08:52 .
#11
Posté 03 mai 2011 - 08:56
Anyway, as a side note- that's only for physical damage. Elemental damage will have other effects but based on the same force mechanics (e.g. spider venom making you pretty much disabled/wiping your face and shades making your horror-ed)
Modifié par mr_afk, 03 mai 2011 - 08:57 .
#12
Posté 03 mai 2011 - 09:10
#13
Posté 03 mai 2011 - 08:57
mr_afk wrote...
btw what is this i hear about merrill having 50% con??!!!!! Due to the efficiency of bloodmagic mana-wise you don't actually need to pump con very much unless your mages need to be able to take a beating. So 50% con is so unnecessary really - she's pretty much tanking with 20 con.
Just load her up with sustains.
What? 20 constitution means one backstab from an enemy rogue,if its a crit,kill her.
Rock armor didnt help much(and the bonus from galvanism is far smaller then it seems).
Arcane shield is worthless.20 percent defense against normal enemies and abilities of enemies always hit anyway.
#14
Posté 03 mai 2011 - 11:34
Just yank them out of stealth and/or keep them in semi-permanent lockdown.
And fine, she can't really 'tank' as such with 20 con. She just had more health than my other characters so relatively anyway she was pretty tank. Her wrath of the elvhen is probably the best sustain - does pretty nifty damage when they get close as well as healing her.





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