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What is the best damage type overall?


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17 réponses à ce sujet

#1
Cloaking_Thane

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Physical? Sprit? Nature? Cold? Fire?

what is the best for all occasions? Thanks in advance, I tried the search function to no real avail.

#2
mr_afk

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switching between elements that corresponds to an enemy's elemental weakness will always be the best due to the double damage you deal - but if you don't want to switch (and are not playing on nightmare), spirit will probably be your best bet (although it will largely depend on which weapons you are comparing/what gear you are equipping).

if you're playing on nightmare, physical has the advantage of not having any immunities, but otherwise elemental damage will always be better as it ignores armour.

Of the elements, nature gives more force (and provides minor crowd control through its force effects), cold slows/freezes enemies, electricity stuns, and spirit ignores half of their damage resistance. Fire and electricity can be buffed more than the other elements, but overall there isn't too much a difference if you have access to the item packs.

#3
Forst1999

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Spirit damage cuts magic resistance and damage resistance in half and many enemies are weak to it (mages, templars, undead, revenants, to name the most important). On nightmare some enemies are immune: Arcane Horrors, Desire demons and shades.
The elemental damage types have various side effects, like stuns and freezing, which can be quite practical, but spirit's resistance reduction is probalby the best. Frost damage is strong against many enemies, only revenants and some thugs are immune on nightmare. Lightning also has many enemies weak to it, with only Profane and Qunari immune. Nature and Fire have relativly few enemies weak to them, while also relativly many immune.
Physical damage is lowered by armor, which every enemy has (if i'm not mistaken [might add this words to every sentence i say here...]). On the other hand, i don't believe there are enemies immune to it on nightmare, so it is always a safe bet. If you have a weapon that ignores enemy armor, like Hawke's Key, physical damage might become very good.
So, normally i would say spirit is the best, it's resistance reduction is especially practical against bosses, who probalby don't care much for the little stuns, knockbacks and freezes. Electricity and cold are good for many enemies too. On nightmare you'll want to have something that can harm enemies immune to this damage types however.

#4
Cloaking_Thane

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Great, thanks for the thorough explanation, I normally play on hard. I plan to get the packs and DLC when they are half off (I hope they will be at least).

I don't mind switching between weapons I'm more of a methodical player anyhow.

#5
Cloaking_Thane

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Had one other question, what exactly does +attack do and conversely +Armor? does it raise the base damage or???

Modifié par Cloaking_Thane, 01 novembre 2011 - 02:20 .


#6
Forst1999

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Attack is your chance to hit. Depends on strenght/dexterity/magic (for warriors/rogues/mages), the rank of the enemy. Look under Character->Attributes to see your to-hit-chance.
Armor is resistance against physical damage.

#7
Cloaking_Thane

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Dont all attacks hit, i thought that mechanic had changed from origins?

#8
Forst1999

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Well, they don't actually miss, but do much reduced damage (only 10% i think).

#9
mr_afk

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all abilities have an intrinsic 100% hit chance.
your basic auto-attacks however are affected by your attack-rating.

it compares your attack against the enemies defence; the hit rating% reflects the likelihood of a 'glancing blow' (i.e. a miss). The reverse applies to whether the enemies glance or not.

increasing attack is done by pumping your main attribute for your class (mag, str, dex). there are also some sustains and passives which give you bonuses to attack

having anything less than 100% against normals is probably not very desirable as glancing blows greatly reduce your dps.

#10
Cloaking_Thane

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I see, so if my current main attribute has ~95% and I obtain a weapon with +50 or 60 attack then it will *likely* increase it over the 100% threshold, but I would probably need much less than that.

Modifié par Cloaking_Thane, 01 novembre 2011 - 05:21 .


#11
Forst1999

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As it is inprobable that you have 100% attack against bosses, i'd say that you can never have enough attack.

#12
Cloaking_Thane

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Good point, the attributes display is only for normal enemy types though correct?

#13
Forst1999

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You can show the values against elites and bosses too. You have to select the attack value and press some button (don't remember which on Xbox, don't know how to on PC, just have a look).

#14
mr_afk

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umm okay, how to put it.

You have a base attack score. This applies also to armour and defence.
From your base, a percentage chance is determined. This is largely determined by your level, as enemies scale with you. This can be thought of as tougher enemies having a greater ability to dodge your attacks and penetrate your defences.
This means that the same base score will not yield the same percentage score at different levels and you have to continue to increase your attack score as you level up.

In regards to items...
For example, if you had.. I don't know, 100 attack at level 2, an item which gives +50 attack will be increasing your base amount of attack by quite a lot, proportionally. The percentage attack chance may jump up from 50% (or something horrible) to 80%.

However, at a higher level when you have.. 1000 attack, that item giving +50 attack will be doing next to nothing, and your attack percentage chance will hardly be affected.


So what I'm getting at is the item +attack modifiers don't directly increase your percentage chance, they increase your base score. Your base score will then determine the percentage chance.
For the majority of the game, your attack scores will be in the several thousands (if i remember rightly). This means that +50 or so will not do very much in the grand scheme of things. That's why the main way to increase attack is to pump the main attribute for your class and to use sustains and passives (which grant percentage bonuses).

It's best to inspect/(x button on the xbox) your attack rating to get a more detailed look at what your attack percentages are like. There is a cap on almost all the ratings which prevents you from reaching 100% against bosses from pumping your base attribute alone. However, sustains can circumvent the cap allowing attack ratings to approach 100% against even bosses.

If you don't understand it I can give another shot at explaining it haha

Modifié par mr_afk, 01 novembre 2011 - 05:56 .


#15
Cloaking_Thane

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Nope that got it, thanks!

#16
tonnactus

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Forst1999 wrote...

Spirit damage cuts magic resistance and damage resistance in half and many enemies are weak to it (mages, templars, undead, revenants, to name the most important).


Enemy Mages are immun to spirit damage...

#17
Forst1999

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tonnactus wrote...

Forst1999 wrote...

Spirit damage cuts magic resistance and damage resistance in half and many enemies are weak to it (mages, templars, undead, revenants, to name the most important).


Enemy Mages are immun to spirit damage...


The wiki and the stickied list here say something different. Sure about this?

#18
mr_afk

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i think there's several 'mage types'. for some reason, i think lots of the mages which should fall under the blood mage category (and thus be weak to spirit) fall in the coterie or something; it's all a bit silly.