- Jewelry (such as rings/belt/amulets) buffs for enemies dropping more coin/equipment. Does it only take effect if the kill was made by the character who made the kill or as long as any party member wears it that all that counts?
- Regarding the above, is there a cumulative effect (wearing two rings for enemies dropping more coin)?
- I think most merchants retain items and don't have them "rotated". Is that true (so I won't have to buy way in advance)?
- How do I know how powerful new runes going to be?
- When ordering new potions, I don't seem to need the ingredients. Do I just need to discover them and purchase a recipe? Does the quantity of ingredients I discovered/have make any difference?
- Friendship and rivalry: as opposed to DAO, each one increments independently from the other? When it reaches a certain level is it locked? How do I know it is locked/maxed-out?
- Does friendship/rivalry affect romancing?
- Just making sure, but there is no equivalent of gifts in DA2 like in DAO, Right (pity though, I liked the gifts)?
- Attack/defense jewelry seem to do very little. An attack ring of 20+ adds around %1 or %2 to my attack. Defense jewelry bonus is also similar. Am I missing something here? What exactly does the +20 attack/defense mean?
- I cannot seem to pick up equipment from enemy corpses while still in combat. Is there anyway to do so (sometimes I really need that extra potion I might get)?
- As a rogue, I never seem to have any problems with running out of stamina and I make use of special skills. This probably has to do with hits/kills bringing some stamina back. Do most people have the same experience?
- Does armor reduce damage up to a certain point? If I have armor rating of 100 does it mean that that I won't take a single point of damage if I got hit with 100 damage?
- I hardly find any items from loot, unlike DAO (still in act 1). Does this change later on? If not, don't see any point in enlarging the party's backpack.
- In most battles I hold position, setting tank in front and ranged in the back. If possible, I hold of choke points while ranged/area damage is done from behind. For whatever reason, it seems my tank never attacks nearby enemies. I have to explicitly do so. Am I missing something in the tactics? I don't want the tank to go after the target, but if hit or target is in melee range, attack should be initiated. Also, it seems like Merill never does range attacks with staff unless I instruct her to do so.
- I have a hard time understand spell damage. For example, Tempest: Electricity damage: 0.66x Base Damage every 4s Elemental force: 2x. What does that mean?
- For dual weilding rogue, does the combat system "roll the dice" for each hand for attack/damage/critical?
- Any difference between left/right hand weapon for dual weilding?
- How much damage does a critical hit do?
- What is the difference between backstab and critical hit?
- Elemental resistences: I can understand %40 fire resistance. But what does 106 fire resistence on a ring means?
- Regarding side quests which aren't completed by end of act 1 - will they be available in act 2?
- I have the following DLCs: legacy, exiled prince, mark of the assassian. Will playing them before completing the main quest overpower me or ruin the game in some way (getting too powerful equipment early on)?
- The Black Emporium offers a potion to respec a character's attributes and abilities. Generally speaking, in RPG games I find such a thing to be cheating, even if the game supports it. The choices you make should stay with you. However, when it comes to your companions, this is actually a different matter. Take Merill for example. As a blood mage, she should have had massive constitution to begin with and nothing in willpower. I think that new companions should be almost completely customized by the player when first met, apart for a few points in their main speciality - meaning, Varric should still be an archer, Fenris a two handed weapon warrior, etc. What are your thoughts?
Modifié par thementat, 15 août 2012 - 06:09 .





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