eroeru wrote...
@Phil
What does making every attribute meaningful have to do with the skill/talent system? I can't link the first two paragraphs with the rest of the text...
@eroeru
Sorry... I could have been clearer.
It is not really about making attribute meaningful and talents/skills. It is about the effect of making attribute directly meaningful has on talent and skill.
In DA attributes are the main driver for performance.
For example high cunning = increase in crit % or high dex= increase in crit damage
Or main attribute for damage
So let say that you want to play a warrior that is good with a bow or that is good at fencing.
In DA you will require con, strength, dex, cunning as opposed to tank warrior con strength.
Because the characteristics are directly effect and the archer or fencer warrior is much less viable than the tank warrior as strength is the main driver in the damage calculation and to hit chances. Basically diverting points from the driving attributes is counter productive because of the link between the base line calculation and the effects like critical)
In DA the way around it is to obtain the same effect of a fencer-warrior by choosing talent that increase the speed of attack or increase the % crit damage and damage chance. (http://social.biowar...5/index/6616406) or http://social.biowar...1/index/6090138
So de-facto you can concentrate on optimum warrior build and get some sort dex cunning related benefits. That being said Vanguard berserker is not necessarily the obvious choice for playing a dex base warrior but mechanically the effect are quite similar.
Now there are no missiles talents open to warrior but the same could be done. So you can have the effect you want via talents that trumps attribute.
So we might as well use attributes to open access talents or giving caped/limited bonus
The hit point, stamina, mana, defence% and to hit % would be determined by the level and the class/archetype you choose.
The attribute could have that type of effect
Strength
Weapon you can use,(one handed weapon and shield, axe and mace, two handed-swords, two handed axes and mace
Weapon speed increase -25% THS -25 % THW -50% THS, -50% THW
Open a fortitude talents/skill tree (resistance, stun, slam, indomitable)
Constitution
Armour (heavy clothing, mail/scale/ plate /heavy plate) (i.e. light, medium heavy, ultra heavy)
Hit point recovery speed (+10% - 15% +20% +25%)
Bonus to damage resistance (+10% - 25% +33% +50%)
Dexterity=
Ranged weapon usage (medium bow, medium crossbow, heavy bow, heavy crossbow)
% to defence (+10% - 15% +20% +25%)
Open dual wielding (hafted weapons, two knifes, one handed light sword+ knife, one handed weapon +knife, two one handed weapons
Cunning
Open stealth talent/skills (move silently, distract, backstab (bonus to hit and armour penetration) backstab II (bonus to hit, critical and armour penetration)
Tactics (increase to critical chance, damage baseline not linked to another attribute, should be capped according the weapon type. A dagger in the eyes has quite different result that a dagger on the skull, however a two handed maul does break the skull all the same regardless where it lands.
+10% - 15% +20% +25% for heavy two handed weapons
(+10% - 25% +33% +50%) for two handed swords or on handed weapons
(+10% - 25% +33% +50%) and damage *2 rather than 1.5 for knife
Open flanking talent/skills (bonus on flanking attack angle, +10% - 15% +20% +25%)
Willpower
Open talent tree like talent/skill, (bolster, second wind, etc);
% resistance to mind affecting spells (+10% - 25% +33% +50%)
% stamina/mana recuperation rate (+10% - 15% +20% +25%)
Magic
Access alchemy talent/skills (4 type of potions)
Access to runcrafing talent/skills (4 types of runes)
% spell resistance caped (+10% - 25% +33% +50%)
That should let you play either a monolithic characters (just does one thing well) or a more versatile character, Giving more game play options.
But since there are no direct relation with the attributes and how intrinsically effective the character is no build is being sup-obtimal.





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