Weapon Affects: flame weapons, frost weapons, and telakinetic weapons
#1
Posté 08 janvier 2010 - 05:32
Second question: If I have two mages and one casts the flame and the second casts frost...in that case would the warriors weapons carry both flame and frost.
#2
Posté 08 janvier 2010 - 05:46
If you have two mages, however, they can have one each. The bonuses are both added.
#3
Posté 08 janvier 2010 - 08:19
#4
Posté 10 janvier 2010 - 05:00
#5
Posté 11 janvier 2010 - 07:01
#6
Posté 11 janvier 2010 - 10:14
soteria wrote...
Also, flame and frost weapons are equal in power. Telekenetic weapons is superior to either if you're fighting enemies with high armor.
Nope, Flame Weapons are far stronger then Frost Weapons. The difference is quite huge. With Frost you might deal maybe 5 damage per hit and with Flame 20.
#7
Posté 11 janvier 2010 - 10:16
Telekinetic Weapons is useful when you're fighting Revenants and similar (boss) enemies.
I prefer Flaming Weapons when fighting Darkspawn.
#8
Posté 11 janvier 2010 - 01:03
#9
Posté 11 janvier 2010 - 06:15
Haplose wrote...
soteria wrote...
Also, flame and frost weapons are equal in power. Telekenetic weapons is superior to either if you're fighting enemies with high armor.
Nope, Flame Weapons are far stronger then Frost Weapons. The difference is quite huge. With Frost you might deal maybe 5 damage per hit and with Flame 20.
In another thread on this topic, someone suggested the disparity in damage is probably down to the caster's spell-power as according to the toolset, the formula for frost and flame weapons is identical.
#10
Posté 11 janvier 2010 - 08:36
There definately is a huge difference. Actually Wynne (with Flame) had less Spellpower then Morrigan (with Frost) on my playtrough. And was dealing x4-5 damage of Frost (don't remember the exact numbers now).
#11
Posté 11 janvier 2010 - 08:52
#12
Posté 11 janvier 2010 - 09:02
I don't think wolves or werewolves are resistant to cold at all. Other than rage demons, is there a case of a monster that might be more vulnerable to frost than fire? Because if not, it doesn't really matter if they're *technically* equal if most monsters in the game are vulnerable to fire.
#13
Posté 11 janvier 2010 - 09:48
I assume for your test the player doing the attacking didn't have any elemental runes or +x% damage enchantments on any of their gear?
To find a target's fire or cold resistances compare the damage they take from flam blast or cone of cold to the damage a party member with 0% fire and cold resistance takes.
#14
Posté 11 janvier 2010 - 11:00
#15
Posté 12 janvier 2010 - 12:06
Baseline damage against 0% resistance alistair:
Flame Blast: 26 per tick
Cone of Cold: 67 damage
Werewolf damage:
Flame Blast: 24 per tick
Cone of Cold: 61 damage
So, just from these numbers, that's roughly 9% resistance in both. Given that the engine rounds before displaying information we're looking at between 8-9% resist cold and 6-10% resist fire.
Werewolf weapon damage @ 60 spellpower, no % damage:
Flame: 13
Cold: 6
Adding % damage items to the caster had no effect. Adding % damage items to the attacker DID have an effect, 10% cold increased Leliana's damage from 6 to 7 with cold weapons.
Now the same test with 68 spellpower:
Flame: 17
Frost: 8
Now with 85 spellpower:
Flame: 19
Frost: 9
Given these results I think it's safe to say the wiki is completely wrong.
#16
Posté 12 janvier 2010 - 12:20
#17
Posté 12 janvier 2010 - 02:13
#18
Posté 12 janvier 2010 - 02:37
53 spellpower = 13 flame
54 spellpower = 13 flame
55 spellpower = 13 flame
56 spellpower = 13 flame
57 spellpower = 13 flame
58 spellpower = 13 flame
59 spellpower = 13 flame
60 spellpower = 13 flame
61 spellpower = 15 flame
66 spellpower = 15 flame
67 spellpower = 15 flame
68 spellpower = 17 flame
73 spellpower = 17 flame
85 spellpower = 19 flame
100 spellpower = 19 flame
104 spellpower = 19 flame
This would also seem indicative of a cap at 19 damage as well, before resistances at least. Given that they have resistances it's probably actually a cap of +20 before the resistances come into play. Debuffing with affliction hex and vulnerability hex at 67 spellpower resulted in 28 damage.
If there's a chance frost weapons can freeze I've never seen it proc and I'd think against white enemies it would proc often enough to have occured at least once in my tests if it did proc some kind of freeze. No noticable effect from frost weapons on attack speed or movement speed. It's possible it has an effect on enemy damage, crit rates, attack rates, or defense but it's impossible to tell that for certain without a lot more time and a combat log.
Modifié par tetracycloide, 12 janvier 2010 - 02:55 .
#19
Posté 12 janvier 2010 - 03:56
#20
Posté 12 janvier 2010 - 04:28
Modifié par tetracycloide, 12 janvier 2010 - 04:29 .
#21
Posté 12 janvier 2010 - 07:07
#22
Posté 12 janvier 2010 - 10:55
#23
Posté 12 janvier 2010 - 05:35
soteria wrote...
I considered the possibility that they made it weaker because winter's grasp and cone of cold are so good, but then, fireball isn't exactly weak, either.
That explanation doesn't really cut it because, as others have pointed out, the spells are coded exactly the same way in the game data. The difference in damage is not due to any intentional difference in how the spells themselves work.
#24
Posté 12 janvier 2010 - 06:37
EvilIguana966 wrote...
soteria wrote...
I considered the possibility that they made it weaker because winter's grasp and cone of cold are so good, but then, fireball isn't exactly weak, either.
That explanation doesn't really cut it because, as others have pointed out, the spells are coded exactly the same way in the game data. The difference in damage is not due to any intentional difference in how the spells themselves work.
According to the game code or according to the wiki? Is the wiki correct about what is actually coded?





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