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Arcane Warrior Spell & Stat Explanations


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#1
ekental1

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I figured I'd look into a lot of the myth behind Arcane Warrior stat distribution, etc. as well as pose some questions for those that might have found them.

Digging into the scripts via toolset, you can find most of the base values and modifiers for spells, this includes all the Arcane Warrior abilities. I'll post all the relevant ones I find here. Blood Mage stuff may go here as well for obvious reasons.

Via Toolset:

Combat Magic: 
+5 Attack
- +SP/5 ATK
-Sub StrMod for Magic

Aura of Might:
+5 Attack
+10 Def
+5 Dmg

Shimmering Shield:

+15 Armor
+75 Resist All (Including Phys/Mental)
-10 Mana Regen

Fade Shroud:
+1 Mana Regen
+25 Displacement Bonus (Literally 25% Dodge)

Blood Wound: (100+SP)* 0.6 DMG
Duration: 10 sec

Spell Wisp: (100+SP)*0.05 Bonus SP

Heroic Offense: (100+SP)*0.1 Bonus ATK
Duration:20 sec

Weakness:
-10 ATK
-10 DEF
-20% ASPD
Duration: 20 sec

Miasma:
-10 ATK
-10 DEF
-40% Move Speed

Rock Armor:
 (100+SP)*0.25 Armor
-Has a cap (Don't want to script dive for it, maybe later)

Arcane Shield: (100+SP)*0.1 Def
NOTE: "GXA Overide" If you have Ability 400100? " if (HasAbility(stEvent.oCaster, 400100) == TRUE)"
This becomes "Fade Shield" Perhaps.. Fade Shroud? Too lazy to check.
Giving you +15 Displacement and Spell Resist.

Spell Might:
(100+SP)*0.1 Spellpower
-4 Mana Regen

Personal Testing:
-Bonuses from Spell Might do not affect display value DPS (Spell Might doesn't seem to make your Combat Magic better)

Quick Summary:
-Miasma doesn't scale
-Arcane Warrior Buffs don't scale
-Shimmering Shield & Fade Shroud are ridiculous
-Hitting will be difficult without investments into DEX or STR. 1 for 5 isn't amazing.

Questions:
-Dual Wield: Anyone out there know what kind of damage and attack penalties etc. you suffer for DWing as a mage? For some reason my single target DPS with 1 weapon > (Sword + Dagger ~ 2H). I have 20 str, 30+ Dex and 50 Magic.
EDIT: Got it, thx ^^, yes... TWFing does nerf you.. short answer, but still worth it

-Combat Magic's lack of a +dmg bonus: -In core.h, Magic = Str for Dmg

Tangent Note: Much thanks to devs for some excellent commenting.

Modifié par ekental1, 23 novembre 2009 - 01:59 .


#2
themaxzero

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I think what combat magic does is make magic (or spellpower) = strength. In which case it wouldn't need a separate damage script. No idea where the magic = strength script is though.

Shimmering Shield isn't that great. What makes it work on PC is that when you run out of mana it does not shut off (which is a bug). Many players make upkeep heavy AWs with minimal mana pool. With a cost of -10 mana a second you can imagine how long the shield would stay up if it were functioning properly. Its the combination of Stone Skin, Shimmering Shield and armour all together that make AWs so tough. Once they lose SS they are basically on the same level as a Sword and Shield warrior.

Arcane Shield has a synergy with fade shield that gives it the bonuses.

From my own experience I know AWs have problems with hitting reliably.

Modifié par themaxzero, 22 novembre 2009 - 03:31 .


#3
mian52

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Hard Cap on Rock Armor is 12.5. I remember this from the thread where the guy got all the data for every spell (and I can't find that thread anymore...)




#4
cOcOpopZ

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Sorry, this might be a stupid Q...but need help. What exactly do i need 2 do to become an Arcane Warrior, and how? Must i be mage to learn to become Arcane or a warrior to...vise versa? i'm realy confused! please help



Thanks

#5
Zilod

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yep you have to be a mage, you can learn AW spec in the forest ruins

#6
Warskullx

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I can verify that spell wisp and spell might do not make your combat magic better. Combat magic lies, it simply turns your magic stat into your strength stat for the purposes of damage.



You forgot flame weapons, they are a massive DPS boost for any melee unit and absolutely worth maintaining. Frost Weapons and telekinetic weapons would probably be worth looking into also.



The main vibe I am getting is that magic doesn't scale amazingly well and is mainly used as your damage stat as an AW. You still need about 40-50 of it, but you also need to invest in dexterity to improve your hit rating.

#7
BewareTheDrow

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You can find a little more detail on the arcane warrior talk page on the wiki.



http://dragonage.wik...:Arcane_Warrior



Specifically, yes combat magic just replaces strength with magic for purposes of damage, and the +attack scales at 20% of your spellpower.

#8
ekental1

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BewareTheDrow wrote...

You can find a little more detail on the arcane warrior talk page on the wiki.

http://dragonage.wik...:Arcane_Warrior

Specifically, yes combat magic just replaces strength with magic for purposes of damage, and the +attack scales at 20% of your spellpower.


That is indeed excellent, since then I've figured out the rest, crosschecked the wiki values and have edited my post accordingly.

Yes, in Core.h str is flat out subbed for magic.

I didn't look at flaming/etc weapons because those formulas weren't relevant to controversey. I.e., does Miasma scale? Turns out it doesn't.

Modifié par ekental1, 23 novembre 2009 - 01:58 .


#9
BewareTheDrow

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True enough, and half the time I don't even grab one of the elemental weapon enhancement buffs as an AW. Hard to justify it when I really can't go without walking bomb for AOE.