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Legacy New Items


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#151
Relix28

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Slayer_22 wrote...

NErWOnek wrote...

Relix28 wrote...

Semres wrote...

Items do not level with player :-/

And so only reasonable time to enter DLC is Act 3 and lvl 25 for a full potential... That's sad.


Yeah, that sucks pretty bad. :/ There is no reason whatsoever to go through the dlc in act 1 or early act 2. Dunno what the hell they were thinking with this. It makes little sense, if at all, to penalize the player this way, just for going through the dlc early in the game. I would understand, if there was no possible way for items to lvl-up with the player, but there is. I just don't get it.


someone will make a .erf evolving mod for those items sooner or later :):)


Sucks for us console users then. 


Sucks for the PS3 users, to be more exact. I think it can be done on Xbox. If I understand correctly, the evolving thing is just a property like any other (e.g. elemental damage, rune slot, +attribute, etc..). I will check out my save file in GFF later on and see, if I can get it working.

#152
thendcomes

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Are you able to tell the formulas used to increase stats on different items? Is that information available somewhere?

#153
Relix28

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thendcomes wrote...

Are you able to tell the formulas used to increase stats on different items? Is that information available somewhere?


You can tell what properties an item has, by looking in the ITEM_PROPERTIES directory of that item in the editor. The ID's for properties can be found here. dragonage.wikia.com/wiki/Save_game_editing

And I imagine you can increase or decrease the property (stat) by modifying it's value in the ITEM_PROPERTY_POWERS directory. Not 100% sure, since I never tried to increase or decrease a certain stat on an item. 

Basically, what I will try to do is add the evolving property to the item and see what happens after I lvl.up. If it works, then we have a winner, if it doesn't, I'll try to figure out something else.

 

EDIT: Well, it works. Just as I thought. But there is a slight problem. The new weapon has an above average base damage in relation to your current lvl. And adding the evolving property to the weapon seems to modify the stats, so they evolve along the line  with your curent lvl. 

The Hawke's Key (bow), I have accuired @ lvl20, actually has the average base damage of a lvl. 24 bow (134 physical damage). With the evolving property, base damage was reduced to 118 physical damage. The same base damage number as my Hood's Message to the King had at that lvl (lvl.21). Once I reached lvl.22, both bows changed their base damage number to 123. Basically, it works, but it will nerf the stats you currently have with The Hawke's Key, because they are a couple of lvl's above average at the moment you aquire the weapon. Imo, this mod is only worth it, if you acuire the weapon before you reach lvl.22-25. For instance, the bow will have 156 base damage @ lvl.28, if you use the evolving mod, wich is significantly less than the 171 damage you get with the bow aquired @ lvl.25+.

EDIT #2: I found some interesting data while digging around the files. The new armor, accessories and Bethany's  staff are capped at lvl.26. The Hawke's Key, however, doesn't seem to have a lvl. cap. It has the level stat of whatever lvl your character is when you aquire it + 4. My Warrior got her weapon @ lvl.27, and the weapon has the stats of a lvl.31 2H weapon. Rogue got his bow @ lvl.20, and the weapon has the stat of a lvl.24 bow.
Armor, accessories and Bethany's staff have the lvl. as the one your character has, when he enters the area they are located in +2. For instance, my rogue armor set consists of a lvl.21 boots (found @ lvl.19), lvl.22 gloves and helm (found @ lvl.20) and lvl.23 chestpiece (found at lvl.21). Accessories from that game also range from lvl.21-23.
So, if my calculations are correct, you should get the highest possible gear (except the Hawke weapon), if you enter the dlc at lvl.24.

Modifié par Relix28, 29 juillet 2011 - 02:01 .


#154
thendcomes

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Just as an addendum, the level is locked in when you zone into the particular area. So only the eye of blue and possibly the malvernis items. If you came back later at a higher level, the remaining items would adjust.

While perusing the code for each item, is the formula for how each star increases available? I want to provide an algorithm for each item, but its a lot of testing. I have the eye of blue figured out but that's it.

#155
Relix28

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Thx for the correction. I have edited it in my previous post.

About the formula, I don't understand every piece of code in there, but the way I figure, the stats increase relative to the lvl an item has. For instance, if you compare eye of the blue that has +18% fire damage with one that has +20% fire damage, the code is completely identical as far as properties (stats) and it's values go. The only difference is the lvl of the item. And that is what modifies the +% fire damage from 18% to 20% in this case.
The value that determines how strong a certain property is on an item. can be found under ITEM_PROPERTY_POWERS. I don't completely understand the code here, but I know this value determines how much of an effect a certain property/stat will have relative to the item lvl.
I would have to do a lot of testing to completely understand it, but for now, this is more or less all I know about properties, values and it's effects.

#156
Cenwolf

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mcsupersport wrote...
Armor set:
Robe: 335 armor, 2 rune slots, +4 magic, 9% chance to stealth when hit

did you ever try out that robe?
I wonder if the chance to stealth is bugged like the boots of the void- If it randomly dispels your sustains rather than actually stealthing.


The robe is bugged. I was randomly losing all of my sustains for the last few missions of the game after equipping it and didn't know why. :( Never actually stealthed either. (xbox360)

Modifié par Cenwolf, 29 juillet 2011 - 02:14 .


#157
stephen_dedalus

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Can anyone confirm that the Robe of the Silent One uses the exact same model as the Warden Scout's Tunic pictured earlier in this thread? I was expecting a set of Warden mage robes identical to Janeka's, but instead I received what looks like a set of medium rogue armor.

#158
Mr.House

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stephen_dedalus wrote...

Can anyone confirm that the Robe of the Silent One uses the exact same model as the Warden Scout's Tunic pictured earlier in this thread? I was expecting a set of Warden mage robes identical to Janeka's, but instead I received what looks like a set of medium rogue armor.

Yup, same here. Lazy Bioware.

#159
stephen_dedalus

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Mr.House wrote...

stephen_dedalus wrote...

Can anyone confirm that the Robe of the Silent One uses the exact same model as the Warden Scout's Tunic pictured earlier in this thread? I was expecting a set of Warden mage robes identical to Janeka's, but instead I received what looks like a set of medium rogue armor.

Yup, same here. Lazy Bioware.


Hmmm.  I suppose this will have to be my one minor, persnickety quibble with an otherwise satisfying DLC. 

#160
LadyVaJedi

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I could one find the robe and the hood of the silent one and the boots. I am wondering if the belt called the ties that bind are part of it as well. I am wondering were are the gloves and belt are.

#161
caradoc2000

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LadyVaJedi wrote...

 I am wondering were are the gloves and belt are.

The gloves are in the sarcophagus near Dumat's shrine. There is no belt in the set.

#162
Relix28

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LadyVaJedi wrote...

I could one find the robe and the hood of the silent one and the boots. I am wondering if the belt called the ties that bind are part of it as well. I am wondering were are the gloves and belt are.


Check the OP.

#163
mesmerizedish

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stephen_dedalus wrote...

Mr.House wrote...

stephen_dedalus wrote...

Can anyone confirm that the Robe of the Silent One uses the exact same model as the Warden Scout's Tunic pictured earlier in this thread? I was expecting a set of Warden mage robes identical to Janeka's, but instead I received what looks like a set of medium rogue armor.

Yup, same here. Lazy Bioware.


Hmmm.  I suppose this will have to be my one minor, persnickety quibble with an otherwise satisfying DLC. 


They DID make a male version of Bethany's mage robes with Legacy, but it's unused. My guess is that the mage set's use of the rogue armor is an oversight, not laziness.

#164
Iosev

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I managed to hit level 28 upon defeating Rhatigan, so when I received the Hawke's Key, its stats were:

61 Electricity
4 Magic

#165
Elhanan

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As I understand via posted general info, Nature dmg is oft resisted, and several types of foes are Immune to Nature effects. However, I read at least one post that this may be advantagious in the final battle of Legacy; unconfirmed.

EDIT: Ooops! Was looking at DAO info; not DA2 on the same Wiki. Then based on what was written below, Low Resist shown on this chart must mean vulnerabilities; not slight increases as I first thought:

http://dragonage.wik..._(Dragon_Age_II)

Modifié par Elhanan, 30 juillet 2011 - 02:15 .


#166
thendcomes

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There is no "resisted" mechanic in the game. Only regular damage, double damage due to weakness, and immunity. All spells and special abilities hit 100%. There are glancing blows for auto attacks, but that's not a property of elemental attacks.

Nature was cited as a good choice because Shades and the final boss (according to Relix) are both weak to Nature and thus take double damage. In all honesty tho, the actual boss is not dangerous at all, so killing him quickly doesn't provide much benefit (in fact, it can even bug the encounter so you can't finish it). Shades should be taken down quickly however, and they are also weak to electric, so either element would be advantageous.

#167
Luke Barrett

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thendcomes wrote...

There is no "resisted" mechanic in the game. Only regular damage, double damage due to weakness, and immunity. All spells and special abilities hit 100%. There are glancing blows for auto attacks, but that's not a property of elemental attacks.

Nature was cited as a good choice because Shades and the final boss (according to Relix) are both weak to Nature and thus take double damage. In all honesty tho, the actual boss is not dangerous at all, so killing him quickly doesn't provide much benefit (in fact, it can even bug the encounter so you can't finish it). Shades should be taken down quickly however, and they are also weak to electric, so either element would be advantageous.


Technically not true. 'Resisted' is for effects (sleep, stun, snare, brittle...etc) but yes, in terms of damage it is as you described. Just thought I'd add that in case anyone was confused since there are 'resisted' overhad pop-ups all the time if you have that turned on.

#168
thendcomes

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Ah, right. My mistake. Thanks for the clarification.

Luke, could you share with us the algorithms for how the stats improve on Legacy items. and/or "Improves with level up" items? If it's a developer secret I understand, but I figured it wouldn't hurt to ask.

I was able to figure some of them out yesterday, but many just confounding me. Plus most of the ones I did figure out look contrived, eg. Eye of Blue Fire Damage = 13 + round((LVL-1)*37/125) lol.

#169
Relix28

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You should update this one.

Gloves of the Silent One (Mage Set) - 80 Armor, +24 Armor, +7% healing to this character (lvl.25+)

#170
mesmerizedish

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thendcomes wrote...

Ah, right. My mistake. Thanks for the clarification.

Luke, could you share with us the algorithms for how the stats improve on Legacy items. and/or "Improves with level up" items? If it's a developer secret I understand, but I figured it wouldn't hurt to ask.

I was able to figure some of them out yesterday, but many just confounding me. Plus most of the ones I did figure out look contrived, eg. Eye of Blue Fire Damage = 13 + round((LVL-1)*37/125) lol.


"Improves with level-up" is easy. It just sets the item's level to your level.

I don't know how they determine drops' levels in Legacy. I'm 99% sure it's scripted.

HEY LUKE, IT'D BE NICE IF WE COULD SEE YOUR SOURCE SCRIPTS.

I cap because I love <3

#171
Guest_Puddi III_*

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Luke Barrett wrote...

Technically not true. 'Resisted' is for effects (sleep, stun, snare, brittle...etc) but yes, in terms of damage it is as you described. Just thought I'd add that in case anyone was confused since there are 'resisted' overhad pop-ups all the time if you have that turned on.


Luke, can you 'splain to me why my Bethany was getting attacked by fire something-or-others by a Pride Demon and taking no damage? She didn't have any fire resistance. All I saw was a "resisted" message over her head. I thought maybe you changed how Magic Resistance works...

#172
iraggggg x

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^^^^ on the floor that you encounter the deerstalkers and the shrine, you should see a long path on the map. Follow this path an you should see a room with six places to start a fire and a coffin. Fiddle around with the fires until they are all on, the you should be able to open the coffin and there will be 19 sovereigns and the gloves

#173
iraggggg x

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How do you get the dagger instead of the bow and what does it look like?

#174
iraggggg x

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I am a level 50 and with the 2h sword the damage is 86, the bow is 294 and the staff is 104

#175
Relix28

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ishmaeltheforsaken wrote...

thendcomes wrote...

Ah, right. My mistake. Thanks for the clarification.

Luke, could you share with us the algorithms for how the stats improve on Legacy items. and/or "Improves with level up" items? If it's a developer secret I understand, but I figured it wouldn't hurt to ask.

I was able to figure some of them out yesterday, but many just confounding me. Plus most of the ones I did figure out look contrived, eg. Eye of Blue Fire Damage = 13 + round((LVL-1)*37/125) lol.


"Improves with level-up" is easy. It just sets the item's level to your level.

I don't know how they determine drops' levels in Legacy. I'm 99% sure it's scripted.

HEY LUKE, IT'D BE NICE IF WE COULD SEE YOUR SOURCE SCRIPTS.

I cap because I love <3


Legacy items scale to your current lvl.+2. So, if you are lvl.22 when you find an item, it's level will be set to 24.
The only exception is The Hawke's Key. That one scales to your current lvl.+4.

Modifié par Relix28, 29 juillet 2011 - 11:19 .