I know there's a hard limit on attribute points, but at some point well before that I think putting points in an attribute results in diminishing returns. At what point does that occur? 50?
Diminishing returns on attribute points
Débuté par
Morroian
, juil. 24 2011 11:41
#1
Posté 24 juillet 2011 - 11:41
#2
Posté 25 juillet 2011 - 01:34
I'm not sure you get the concept of diminishing returns. Diminishing returns occurs starting with the very first point you spend.
#3
Posté 25 juillet 2011 - 12:38
All the DA2 classes were designed to have two major stats that you have to keep close together. Although, that has been relaxed in the new patch. High con is not needed for armor anymore.
#4
Posté 25 juillet 2011 - 01:46
hmm debatable. I would say that willpower is a useless stat for most mages and that there isn't any need for most warriors to pump their con higher than base. That's because those two stats do nothing towards dps and that's what the whole game is about.
while this new system does make things easier (and probably more accessible for the less rpg inclined) it also doesn't really make any sense.
why in the world would you need more of.....anything besides maybe strength? it always struck me as funny how you needed to be agile enough and smart enough to figure out how to slip into rogue armour.
I'm still not certain what type of armour requirement system I would like. I'm trying out hellgate atm and I really really hate the class restrictions. So at least Dragonage is mostly good in that respect (stealth boots anybody?); I can't say I like level restrictions either- I think I probably would like the max dex bonus idea (kotor; i.e. defence from dex for those who haven't played it) and/or the fatigue idea (origins) but only if it could be implemented better.
It makes sense while allowing freedom in equipping gear- with armours/gear catering more towards a certain class type but also allowing for more unique builds as well (it sucks how an elemental warrior/rogue need to waste points in magic to equip robes).
Anyway, now that i've done my offtopic rant;
@morroian - unless you're talking about attack and defence, all the attributes affect things in a constant way (not level-dependent). This means that base damage, critical damage/chance, magic resistance etc. all depend solely on how much of that attribute you have.
obviously, when you have 10 base damage an increase in 0.5 does a lot more percentage-wise than when you have 100 base damage. This doesn't mean you shouldn't pump it still though- because when you consider the overall effect usually that extra 0.5 base damage (e.g. ~0.5% return) will be more useful than a 1% increase to magic resistance even though it may be a 200% return.
the only things you really need to consider are:
damage - base attribute (base damage and attack), dex (crit chance), cun (crit damage)
survivability - con (health), cun (defence)
Cunning and attack are weird in that the amount you gain percentage-wise from pumping cun will vary as you level up. This reflects the scaling difficulty of enemies but also means that it's hard to work out what exactly is going on.
They also will demonstrate the effect of diminishing returns quite clearly (which also affects everything else) where it is a lot harder to increase attack from 90% to 100% than it is to increase it from 50% to 60%
The only good thing is that a high attack is a byproduct of increasing base damage (so should be there fairly early on in most optimised builds) and defence levels are relatively safe to ignore.
while this new system does make things easier (and probably more accessible for the less rpg inclined) it also doesn't really make any sense.
why in the world would you need more of.....anything besides maybe strength? it always struck me as funny how you needed to be agile enough and smart enough to figure out how to slip into rogue armour.
I'm still not certain what type of armour requirement system I would like. I'm trying out hellgate atm and I really really hate the class restrictions. So at least Dragonage is mostly good in that respect (stealth boots anybody?); I can't say I like level restrictions either- I think I probably would like the max dex bonus idea (kotor; i.e. defence from dex for those who haven't played it) and/or the fatigue idea (origins) but only if it could be implemented better.
It makes sense while allowing freedom in equipping gear- with armours/gear catering more towards a certain class type but also allowing for more unique builds as well (it sucks how an elemental warrior/rogue need to waste points in magic to equip robes).
Anyway, now that i've done my offtopic rant;
@morroian - unless you're talking about attack and defence, all the attributes affect things in a constant way (not level-dependent). This means that base damage, critical damage/chance, magic resistance etc. all depend solely on how much of that attribute you have.
obviously, when you have 10 base damage an increase in 0.5 does a lot more percentage-wise than when you have 100 base damage. This doesn't mean you shouldn't pump it still though- because when you consider the overall effect usually that extra 0.5 base damage (e.g. ~0.5% return) will be more useful than a 1% increase to magic resistance even though it may be a 200% return.
the only things you really need to consider are:
damage - base attribute (base damage and attack), dex (crit chance), cun (crit damage)
survivability - con (health), cun (defence)
Cunning and attack are weird in that the amount you gain percentage-wise from pumping cun will vary as you level up. This reflects the scaling difficulty of enemies but also means that it's hard to work out what exactly is going on.
They also will demonstrate the effect of diminishing returns quite clearly (which also affects everything else) where it is a lot harder to increase attack from 90% to 100% than it is to increase it from 50% to 60%
The only good thing is that a high attack is a byproduct of increasing base damage (so should be there fairly early on in most optimised builds) and defence levels are relatively safe to ignore.
Modifié par mr_afk, 25 juillet 2011 - 01:57 .
#5
Posté 26 juillet 2011 - 05:10
mage: magic drops below 1% increase @ 42 magic. it is still worth more than any other attribute till you cap at 100.
rogue: dex only needs to be at 42 by end game.
war: strength is life.
rogue: dex only needs to be at 42 by end game.
war: strength is life.





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