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April 4th Update: NIGHTMARE: Will>Str Hybrid, Pure Str & Pure Will Warrior Builds! Abilities & Stat allocation included


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#1
Julius Caesar

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Thanks, MrAFK.



Contents

1.   Introduction

2.Explanation: Willpower>Strength Hybrid Berserker
Warrior & Pure Strength Non-Berserker Warrior build


3.  
Stat & Abilities allocation (builds)

4.  
Explanation & Mechanics: The ‘Unorthodox’
Pure-Willpower Warrior build


5.   Party
Setup/Combinations & Tactics


6. Additional info





The purpose of the explanation is to help you understand the concepts behind the 2 main different builds & the mechanics & explanation behind the 'unorthodox' type of Warrior - so you can compare & contrast and decide which one will fit your preferences more - ignore what anyone says, the way to enjoy a game is to play it the way you want to - smartly however.

Hence this post is made, you're welcome.



Introduction


Basically, there are 2 main warrior builds in terms of attribute allocations:
Strength & Willpower berserker, ( I prefer to call it Willpower Hybrid due to the fact that it's a hybrid, and later on in the game your priority switches to the willpower stat - meaning it's the higher stat)
Full strength (100 str) Warrior (then moving onto dex for crit rate) non-berserker

Just a little note: With the Willpower Hybrid you want to stay AWAY from sustainables, yes - might, control, bravery etc. Any type of sustainable that consumes stamina stay away from - it'll caps your stamina bar; stamina influences your base damage and therefore your damage output. Non-Beserkers feel free to use your sustainables, just don't go crazy as you don't have a large stamina pool so if you like your bust damage stick to 2 sustainables. An advantage with the Willpower/Str Hybrid is that you end up with a large stamina pool so you can auto-hit high damage, and use burst damage for really split-second ownage.

Explanation:
The strength-willpower berserker method involves increasing strength to a respectable level (up to 42) in order to get attack-ratings ~100% (against normal enemies) and to be able to equip end-game weapons, then putting the rest of the attributes into willpower. With upgraded berserk, willpower provides more base damage than strength, as long stamina is kept over 66% full.
note: It would help to have items that are +strength it means you can get closer to/attain 42 without actually investing too much of your actual attributes. You also want to know the benefits of using Anders: His Heroic Aura (&upgraded version - Valliant Aura) will give you 15% attack, 10% crit rate and then some so it'll be valuable to you.

The full strength-dex non-berserker method involves increasing strength to 100, then moving to increasing dex to increase crit rate. Although the berserker build has a higher base damage, the non-berserker can achieve a higher crit-chance and crit-damage from sustains. It also has the advantage of not having to worry about stamina levels.

Pre-patch these builds were about equal, but post-patch the berserker build is considerably more powerful.

In both methods it's advantageous to use elemental weapons and equip as much +%elemental damage and +%critical damage/chance as possible. So in both builds it's worth looking out for these weapons and items:

The Anderfel Cleaver, Bloom, The Celebrant, Sundering, Dragon's Breath
The Edge of Night, The Mountain-Father's Haft, Desdemona's Blade, Sataareth, Glandivalis, Baron Arlange's Sword
Smite, Four-fingered Eddie's Lucky Talisman
Ring of the Ferryman, Puzzle ring of the black fox, Etched ring of the twins, The Graven circle 
Seven Deadly Cinch, Master Wyvern Hunter's Belt

For berserkers it can be worthwhile investing a few points into magic in order to equip the robes of unblemished cleanliness for the +%elemental damage, however it probably isn't worth investing the magic and willpower needed for a non-berserker.

That's not to say those are the only item-options - the dogs of war and several other physical weapons make very good alternatives to elemental weapons.


As a very specific, muck-around build, it's possible to have a FULL-willpower build. It has the highest possible base damage, however it has horrendous attack-ratings so it's only good with abilities (which auto-hit) or specific weapons with the special property "Enemies cannot dodge attacks" (Baron Arlange's Sword and The Vague Blade). I personally think that this build is more about doing amusing things like one-shotting the Arishok than a proper build.

While it's always nice to do ridiculous amounts of damage, most of the dps from warriors comes from increasing attack-speed (haste, barrage, fervour, primeval lyrium rune), and the spike damage from abilities should already be high enough to kill most elite enemies.


Abilities

I
would advise starting off with S&S – if you’re really into burst damage
that much you will most likely stick with it through to end-game, however if
you’re a fan of 2H then you can always switch, and respec via Makers sigh to
get 2h skills, I only say that because S&S burst damage wise has better
capability. See for yourself.



I
say this because I find that it’s useful to actually get attacking abilities
that do damage at the beginning of your play-through – I find getting damage
boosting skills such as might or cleave help little as it is not multiplying
anything significant – and so your returns will too will be miniscule, rather
than resorting to low damage auto attacks you’d be better off with some burst
damage (even if small) to get rid of enemies quicker.



I
will be working off Arelex’s template:




Hawke - Two-Hander

Level 1: Maker's Sigh (remove Pommel Strike), Save talent
point

Level 2: Save talent point

Level 3: Mighty Blow, Giant's Reach, Might

Level 4: Control

Level 5: Scythe

Level 6: Cleave 

Level 7: Berserker Specialization, Destroyer, Sunder (Tome of
Physical Technique)

Level 8: Berserk

Level 9: Barrage

Level 10: Claymore, Adrenaline (Elixir of Technique)

Level 11: Endless Berserk

Level 12: Unrelenting Barrage

Level 13: Savage Berserk

Level 14: Reaver Specialization, Blood Frenzy

Level 15: Death Blow, Massacre  (Tome of Technique)

Level 16: Devour

Level 17: Sacrificial Frenzy

Level 18: Aura of Pain, Fervor (Elixir of Heroism)

Level 19: Bolster

Level 20: Second Wind

Level 21: Deep Breath

Level 22: Last Push

Level 23: Deep Reserves

Again
– I’ll point out this is just a template – as you will find out there are
skills that literally are the backbone of you as a warrior; they are of as much
importance as the stats, however this build isn’t mandatory. You can tweak it
here and there to suit your play-style
if you feel to do so.  







For
example I didn’t use much of the battle-master tree – dare I say I don’t think
I used it at all. The only reason it’s fresh in my mind is because I had
Aveline & Fenris use the tree for good ol’ rally.  Another skill which is fixed – SUNDER &
RALLY aren’t bugged anymore – so be happy.  Anyway so that’s 5 ability points there saved –
like I said it’s your choice (btw remember to put a point into Sunder for 10%+
crit chance) feel free to put extra points wherever you feel it will help ONCE
abilities of priority have been ticked off. The same goes for the S&S tree.
I
must also point out that it is wise to start off with the Reaver tree as your
first specialisation – if you do decide to go for strength before putting in
any willpower this would be the wisest choice – otherwise you can simply work
on str and willpower at the same time. I say this because the Berserker
specialisation drains a lot of stamina – and if your stamina pool isn’t high
enough (or you simply don’t kill enough for your Death Blow to be of any use)
then you’re just going to find yourself trouble most of the time, especially in
harder difficulties.



Hawke - Sword & Shield

Level 1: Maker's Sigh (remove Pommel Strike), Save talent
point

Level 2: Save talent point

Level 3: Shield Defense, Might, Control

Level 4: Perception

Level 5: Taunt

Level 6: Cleave

Level 7: Berserker Specialization, Destroyer

Level 8: Berserk

Level 9: Barrage

Level 10: Claymore, Adrenaline (Bonus from Act 1 Tome)

Level 11: Endless Berserk

Level 12: Unrelenting Barrage

Level 13: Savage Berserk

Level 14: Reaver Specialization, Blood Frenzy

Level 15: Death Blow, Massacre (Bonus from Act 2 Tome)

Level 16: Devour

Level 17: Sacrificial Frenzy

Level 18: Aura of Pain, Fervor (Bonus from Black Emporium
Tome)

Level 19: Bolster

Level 20: Second Wind

Level 21: Deep Breath

Level 22: Last Push

Level 23: Deep Reserves





Remember,
if you’re a non-berserker pure Str warrior, by all means make use of your
sustainables (although don’t go crazy) and utilise control/might and their
upgrades. You can be a little smart here and think about investment/returns in
regards to stat-point allocation, abilities and damage. For example invest some
points into willpower; acquire more stamina and therefore you won’t need to
waste a few points in the battle-master tree just to gain more control over your
stamina problems – in doing so you can use those attribute points to put into
the Warmonger tree and invest in the Bravery talent & it’s upgrades: the
more enemies you have surrounding you basically the more powerful you become –
crit rate and damage wise. Hey, in investing those willpower points you indirectly
increased your battle potential; you not only saved some talent points but you
got some more stamina to use another sustainable – that will increase your
damage in certain scenarios.






You
become very study (due to good armour/DLC armour) nearing end-game, nightmare
won’t be a problem should you use
smart tactics and have a good party setup. A little vulnerability never hurt
anyone though, with that Reaver skill you have there: Blood & Sacrificial
Frenzy your damage increases as your health goes down!

For
those non-berserkers feel free to invest into more trees or try out the Templar
tree - smite, silence and the like are not to be underestimated and are
actually very useful I’ve heard. I have used the tree before but have not
actually taken it upon myself to use it as a main tree or study it for that
matter, so I won’t pretend I know, what I do know is that it can be effective
so try it out at least.

Stat
Allocation


Pure Strength Non-Berserker: Pure
strength is just another term for full strength – which is 100, as the
attribute cap is 100 if I’m not mistaken. You then want to put any other
attribute points into dex to increase your critical chance, as well as getting
your hands on critical chance items to further boost your crit chance.

 

Willpower>Str Hybrid
Berserker: [/b]Was pretty much covered in the explanation. Basically
you want to get as close to 42 strength as you can, if not 42 – with any +str
gear on (we want to save as much points as we can for willpower). After that
point go crazy with willpower, and keep going, don’t look back.  You might want to mix it up whilst you’re levelling
up so you have a little more stamina to use berserker first if you do follow
the ability/skill build.

 
Mechanics and
tips regarding the Full Willpower Berserker Build (Unorthodox)



Here's from his(MrAFK) video: 
Link: 

"With a fully
upgraded berserk, each point into willpower gives 33% more base damage than
strength (0.75 base damage compared to 0.5)

By putting everything into willpower you can get a base damage more than 33%
higher (due to the base stamina pool). For example I think I had close to 100
willpower which gives 550 stamina (excluding +stamina from items)
(100+90*5=550), or in other words - 82.5 base damage at full stamina.
Additionally, there still is the base damage from strength (mostly from item
modifier's) and the weapon. This is a lot more than a full strength warrior
which has a maximum base damage of 45 + weapon base damage.



The main problem with a full will berserker is horrendous attack-ratings.
However, Baron Arlange's Sword (MotA) has the nifty property of 'Enemies cannot
dodge attacks', which effectively gives you an automatic 100% attack rating.

It has a level dependent electricity base damage (and +%attack speed), bringing
the total base damage close to ~120.5 (82.5+28+~10=120.5); I can't exactly
recall.




==Other Factors==

In order to deal the most damage possible it is essential to increase damage
modifiers as much as possible. Unfortunately, in Act II there is no access to
The Robes of Unblemished Cleanliness or The Ring of the Ferryman (+48%
electricity) so it is necessary to make do just with increasing +%critical
chance/damage and +%damage.


In terms of abilities reaver is good for blood frenzy+ sacrificial frenzy
(which together can give up to +~100% damage) as well as providing useful
attack-speed bonuses and an extra +5% damage from the spec.

Vanguard is also nice with cleave (+75%), however sustains such as might (+10%
damage, +25% critical damage) take up too much stamina (base damage) to be
useful. There is also a +100% damage increase from elemental weakness (desire
demons, revenants, etc)



Items can be used to increase critical chance and critical damage; In terms of accessories
I think I had the puzzlering of the black fox (+10% critical chance), either
the etched ring of the twins or maybe graven circle or something (+critical
damage%), master wyvern hunter's belt (+8% critical chance), and the heart of
many (+4% critical chance). Armour-wise was the item pack gear (~+16% critical
chance).



This meant that although the critical damage% wasn't spectacular (only 60-70%
without might), there was a pretty solid critical chance, especially when you
included a heroic aura and a brand.





In order to deal lots of damage, now combine all that base damage and those
modifiers with an assault CCC. Ideally you would also get the enemy hexed and
branded but it's not always possible"

=======================================================================================

Party
Setup/Combinations & Tactics





Updated soon.


Additional
Info:


Tome & Elixer Locations (taken from Arelex's page) to help you out with getting those much needed attribute points.


Tome/Elixir Locations



Act I



Tome of Technique (+1 Skill)

(Hubert's Fine Goods, Hightown)



Avernus's Experimental Draught (+2 Attribute)

(Dark Epiphany, only if you spared him in Origins DLC)



Act II



Greater Tome of the Mortal
Vessel (+2 Attribute)

(Trinkets Emporium, Lowtown)



Tome of Technique (+1 Skill)

(Ilen's Crafts, Sundermount)





Elixir of Heroism (+1 Bonus
Level)

(Corpse, after meeting with Orsino during Qunari attack)



Act III



Arcane Tome of the Mortal
Vessel (+1 Attribute)

(Korval's Blades, Hightown)



The Black Emporium



Greater Tome of the Mortal Vessel (+2 Attribute)



Greater Elixir of the Mortal Vessel (+2 Attribute)



Elixir of Arcane Technique (+1
Skill, Mage)



Elixir of Physical Technique (+1 Skill, Warrior/Rogue


[b]

Modifié par Legit_Sync, 08 avril 2013 - 02:09 .


#2
Julius Caesar

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Modifié par Legit_Sync, 08 février 2013 - 03:55 .


#3
mr_afk

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Wait.. so have you tried out this willpower/cunning build at all or is this pure theory-crafting?
And is this for nightmare?


From what I can tell, the main issue with this build will be your attack-rating.
Without adequate strength (~40 by end-game), almost all your auto-attacks will be glancing blows. While willpower increases base damage 33% more than strength (0.75 vs 0.5), only your abilities will be able to take advantage of it (due to how they automatically hit). You can do some amusing things with a pure-willpower build, but overall, almost any warrior build will require strength.

The only work-around for a low attack-rating is using Baron Arlange's Sword from mark of the assassin. It has the special property of 'enemies cannot dodge attacks', which can make up for a low attack-rating.
It's a decent weapon but has the trouble of not scaling (so it's usefulness will depend on when you get it) and elemental resistances (it's useless against electricity immune enemies).
I did a brief experiment with it, but besides a minor novelty factor of 'the highest base damage possible', it's not really that noticeable a difference anyway.

The other issue of not having strength, as you mentioned, is weapon requirements (and non-dlc armour requirements). While you can get by using the item-pack dlc weapons and armour, I'm pretty sure the non-item-pack dlc has a strength requirement. So the Baron's sword still requires a degree of strength and may not be an option for your build.


As for pumping cunning; I think you'll find that increasing base damage (via strength) will increase dps more than increasing critical damage by 1% - Even if you somehow reach 100% crit chance. There's a spreadsheet somewhere where we calculated some of this stuff, but basically speaking, there's never a reason to pump cunning without the 'devious harm' passive (and ridiculously high base damage of rogues).

Basically, from a pure damage/number-crunching/min-maxing point of view, there are only two typical stat allocations for warriors.
For a non-berserker, it's best to go full strength then move to dexterity, using equipment that increases critical chance/damage (and/or elemental damage).
For a berserker, it's best to go with a mixture of strength and willpower, with enough strength to have a ~100% attack-rating, and the rest into willpower. I don't think it's possible to max willpower in such a build, (especially if you're planning on wearing robes), but increasing strength becomes the next priority rather than dexterity.
Cunning never really comes into play for warriors.


Don't let me discourage you though. Discovering/creating experimental builds can be one of the most interesting parts of a game, since you're basically thinking outside what the developers may have originally intended. It's kinda unfortunate you missed the golden days, where IN1 had just discovered the potential for cross-class builds (staff-wielding templars, dagger and shield rogues), Arelex's builds hadn't become completely mainstream, and bloodmage and reaver hadn't been completely nerfed..

But yeah, it'll be good if you could post your stat allocation/abilities/equipment. :)

Modifié par mr_afk, 08 février 2013 - 06:37 .


#4
Julius Caesar

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Thanks for replying, Mr "worst player" eh, yes just before I fell asleep I was went over Arelex comments in his mach5 build and I was wondering about attack rating. Also a big thank you to you for your crit-mage build!

Yeah I've tried it. It worked well, I still hit high, the only problem was I only crit up to 700, I lacked willpower and I needed to put slightly more dex in than normal to bring about the slight-regular crits.

Yup. Most if not all non-dlc items require strength, that's why the build required DLC. I thought perhaps vaddin and vaddi would work around it but unfortunately I don't think it gets DLC stuff? I could be wrong maybe it does?

Good point, perhaps strength might add some more, maybe it was a huge miscalculation on my part, I'll need to check again, but it was due to that moment when I respecced/switched to willpower I really felt like my damage was unaffected by no willpower/strength, this got to my head obviously and I started thinking all sorts, I did think about that, but then I thought well we have cleave, SF, and zerk, along with muscle upgrade, cunning should help at least abit right? I honestly didn't think anyone would reply to this fast enough for me to have to reply before finishing, once again thank you so much.

Yeah I'm really gutted I missed the times everyone was actually on and still giving each other advice and tips. I'll tend to these problems right away, if I can't at least deal with your points this build fails

#5
Julius Caesar

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****, I just noticed how that came across, I didn't mean "worst player" as in 'fck you' for the comment I just found that banter you 3 (Nad3r, Arelex and you) had during your speed runs thread hilarious haha, thanks alot for taking the time to read my long-ass boring story and at least give me a few pointers to consider.

Modifié par Legit_Sync, 08 février 2013 - 07:27 .


#6
Julius Caesar

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& That's another amateur mistake I should have considered before even making the build, if it's cut out for nightmare or not, where I may have tried a lesser version of it on nightmare, I'm not sure fully yet. But due to it's armour and aveline's bodyguard ( I actually had to take it off at times) I feel it should be okay for nightmare.

Worst case scenario perhaps the build takes a turn and I go strength/cunning instead? Even though it means less stamina and what not I get my attack rating.

While I see where you're coming from with cunning being obsolete for warriors (otherwise why the heck hasn't anyone made a crit-warrior build yet? I knew there was a reason) I feel obliged to somehow prove the effectiveness of cunning lol, I'll probably fail but even if there's a small chance I'd like to see how well willpower/cunning or at least str/cunning work out for the warrior.

#7
Julius Caesar

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Legit_Sync wrote...

Yeah I've tried it. It worked well, I still hit high, the only problem was I only crit up to 700, I lacked willpower and I needed to put slightly more dex in than normal to bring about the slight-regular crits.



Sorry that was during the Blood&Sacri Frenzy & Cleave combo + low health, and sorry for all these comments back I really need to get the hang of this forum thing and just message back, once. Lol

#8
Julius Caesar

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Right, I thought to speed things up I'd test using the char I tested with before, only thing he hasn't got as high crit rate as I plan to get in my current runthrough.

Atm his strengh is 23, and his attack is 99% (475) < perhaps I should look into why that's the case, I do have some attribute boosting equips I think, and I think I might have slapped a little into str ? Perhaps I took into account attack afterall...

Str - 23
Dex - 42
Willpower - 40

However this does not address the cunning issue, I'll try see if I got a load somewhere of me using cunning and willpower, if not I'll change it. So atm perhaps my attack won't be a problem (against normal rank enemies anyway) and take a look.


Right,
Strength - 23
Dexterity - 25
Cunning - 45
Willpower 25
Consti - 12
Magic - 11

Respeccing to just put in willpower and cunning, I'll just have to pay attention to whenever I crit to see how much I do. I still got 45% rate

Right, after respeccing my attack is still 99% 475,(strength is 23 still) is that still too low? I'm not sure where attack should be at to be adequate.

Dex, Mag, Cunning is at 10 and Willpower and Const is at 11 and 12 respectively

Okay after restatting - all stats are same before except cunning is 53 and willpower 32
6 hits so far haven't missed one, but it's too early in fight to talk lol.

Critting in the 250's atm

Health just over about 75% round about 80% after getting hit with backstab from assassin

Activated cleave just before backstab and SF after backstab, critting 750's to 800's. Normal damage went to about 400's

I did this without muscle, I want to see if the extra 25% is worth it or whether I should just take the extra crit rate I'll try this again with muscle, and then I'll try the scenario again with Willpower higher instead of cunning.

meh. Muscle didn't really help me that much I guess. I'll happily take the extra 10%
Alright now I'll try higher willpower than cunning this time 31 cunning 54 willpower

..I'll probably just add this under my testing section, save me alot of time lol..

Right:
(Btw so far haven't had any problems as far as attack is conerned, I've never seen as warrior to finish off a higher rank enemy with auto attack aswell, mostly skill usage right? I should be alright then as far as attack goes?)
So far I seem to hit the same.. but I'll try again
Right I crit in the 150-200's a little lower obv, due to like half cunning this time.
When I hit cleave and sf (assasins backstab failed so full health still) I crit in the 400's

I had pressed adrenaline once though and damage spiked to 800 once when I crit but i'll ignore that happened, lol.
On the 3rd try I activated barrage to lower dmg resistance prior to the assassin backstabbing and aura of pain, this time health dropped to round 50% I managed to crit round 800-1k
I'll give it a few more goes I don't think it really matters, but the potential for higher damage I think comes from the 2nd variation. Higher willpower than cunning.
600-1k Anywhere from 60% health and below
But it was a controllable number of enemies, and I killed them off extremely quick, potential for higher damage is there.

But conclusion (so far at least):

Willpower:Cunning 2:1 > Cunning 2:1 Willpower although they were very close in damage.
Attack wasn't a problem
Suprisingly even with 50-60% I crit alot, and without bravery/bravado so perhaps I'll reconsider the heavy acc investment into crit chance items but tbh in this case more crit rate the better right?
The only crit damage thing of note I wana get my hands on is the graven circle ring.

I'll add this into the testing section: Note when I was like 70 str and some willpower I hit 200-300's with beserk on too. 100-200 with beserk off.

#9
mr_afk

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Haha no worries.

The main reason why I was asking about nightmare was actually because I'm pretty sure the attack-ratings get changed based on difficulty. While this build might work on normal/hard difficulties reasonably well, I'm not so sure about nightmare.
Also, attack-ratings are further reduced against higher ranked enemies - so while you might be able to hit the basic pleb enemies, elites/bosses may prove troublesome.
As for how much strength is necessary, it depends on your level. The enemies scale up with you, so you need to consistently increase your strength to maintain your attack-rating. The strength level that works at level 10 won't work at level 20.

But you should be able to get by on nightmare without constitution or fortitude relatively easy post-patch (since stun-locks are no longer an issue), so survivability shouldn't be a problem.


You can get a fair amount of attack-rating (and critical chance) via heroic aura and the control sustain, however sustains take a huge chunk out of a berserkers stamina/base damage. That's the main problem with the Might/muscle sustain as well - even though it gives a pretty hefty damage bonus (10% damage, 25% crit damage), it also reduces your stamina by 20% - which is effectively reducing your base damage by ~20%.


Rather than constantly testing your build, you can probably just dump some numbers into a spreadsheet. It might save some effort and make things a little more definite. There's a pre-made spreadsheet lying around somewhere in these forums, or you could just create your own.

Basically, just note down columns for strength, willpower/stamina, dexterity/critical chance, and cunning/critical damage.
For every point into strength above 10, you get 0.5 base damage.
Every point into willpower above 10 gives 5 stamina. With an upgraded berserk this is the equivalent of 5*15%=0.75 base damage. You also get an initial 100 stamina.

Adding up the base damage with your base weapon damage gives you your total base damage. This number is used to determine the damage of basic auto-attacks and the amount of damage abilities deal. Also note that this is only looking base damage at max stamina - and that the base damage bonus from berserk will drop as your stamina drops.

Next you calculate your actual critical damage. That is, how much damage you will actually deal when you crit. You do this by multiplying the base damage by your critical damage%.
Each point into cunning above 10 will give 1% critical damage. Taking into account any critical damage% modifiers, you can find out how much damage you'll deal with a normal crit. So with a critical damage% of 100%, you would deal double the base damage on a crit.

Finally, you work out dps by considering critical chance.
Every point into dexterity above 10 gives 1% critical chance. Taking into account any critical chance modifiers, you can determine how often you crit.
I work out dps with the idea of the average of one hundred attacks:
average DPS = [base damage*(100-critical chance)+actual critical damage*critical chance]/100


I probably made it seem more complicated than it really is, but basically by plugging in numbers you can optimise for various things.
In terms of dps, there's no point having a really high critical chance if your crits deal no damage - thus increasing your actual critical damage is paramount.
Since increasing base damage (with the exception of end-game rogues) tends to increase actual critical damage more than cunning (as well as increasing damage in general), the focus moves to strength or willpower.
Once your actual critical damage is high enough, it can become beneficial to start increasing your critical chance. Thus at a later stage (especially for non-berserkers), the emphasis moves to increasing dexterity.

However, if you're just looking for the largest numbers possible, you can optimise for actual critical damage. I think you'll find that increasing base damage is still the most important contributor, but at a later stage it might be beneficial to start pumping cunning - even if those crits are relatively rare.


Basically, when it comes down to the willpower/strength debate, it boils down to:

Posted Image


Modifié par mr_afk, 09 février 2013 - 05:11 .


#10
Blazomancer

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I was having this same willpower/strength dilemma recently while playing as a 2H warrior reaver/berserker/vanguard. Not knowing what to do, I just decided to put everything into strength after the commencing of Act 3. By endgame I ended up with 300 stamina and 71 strength, along with 53% crit chance(including Valiant aura) and 68% crit damage. I wanted to go full willpower, but the last time I played an SnS version of the same build, it was real irritating while dealing with lieutenants and above because of poor attack rating. Even this time, by endgame, I had 99% for lieutenants and only 84% for bosses, my problem being not being able to decide where to stop improving attack rating and then pump into cunning or willpower.

#11
Julius Caesar

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Blazo, I appreciate you checking this out too.
I see, interesting point, so what - even with 99% attack rating FOR luitenants you still had trouble fighting them, I'd probably just stick to burst damage with skills though.
I'm considering sacrificing some cunning/willpower to put into strength. You think it would be beneficial Afk & Blazo?

#12
Julius Caesar

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mr_afk wrote...

Haha no worries.

The main reason why I was asking about nightmare was actually because I'm pretty sure the attack-ratings get changed based on difficulty. While this build might work on normal/hard difficulties reasonably well, I'm not so sure about nightmare.
Also, attack-ratings are further reduced against higher ranked enemies - so while you might be able to hit the basic pleb enemies, elites/bosses may prove troublesome.
As for how much strength is necessary, it depends on your level. The enemies scale up with you, so you need to consistently increase your strength to maintain your attack-rating. The strength level that works at level 10 won't work at level 20.

But you should be able to get by on nightmare without constitution or fortitude relatively easy post-patch (since stun-locks are no longer an issue), so survivability shouldn't be a problem.


You can get a fair amount of attack-rating (and critical chance) via heroic aura and the control sustain, however sustains take a huge chunk out of a berserkers stamina/base damage. That's the main problem with the Might/muscle sustain as well - even though it gives a pretty hefty damage bonus (10% damage, 25% crit damage), it also reduces your stamina by 20% - which is effectively reducing your base damage by ~20%.


Rather than constantly testing your build, you can probably just dump some numbers into a spreadsheet. It might save some effort and make things a little more definite. There's a pre-made spreadsheet lying around somewhere in these forums, or you could just create your own.

Basically, just note down columns for strength, willpower/stamina, dexterity/critical chance, and cunning/critical damage.
For every point into strength above 10, you get 0.5 base damage.
Every point into willpower above 10 gives 5 stamina. With an upgraded berserk this is the equivalent of 5*15%=0.75 base damage. You also get an initial 100 stamina.

Adding up the base damage with your base weapon damage gives you your total base damage. This number is used to determine the damage of basic auto-attacks and the amount of damage abilities deal. Also note that this is only looking base damage at max stamina - and that the base damage bonus from berserk will drop as your stamina drops.

Next you calculate your actual critical damage. That is, how much damage you will actually deal when you crit. You do this by multiplying the base damage by your critical damage%.
Each point into cunning above 10 will give 1% critical damage. Taking into account any critical damage% modifiers, you can find out how much damage you'll deal with a normal crit. So with a critical damage% of 100%, you would deal double the base damage on a crit.

Finally, you work out dps by considering critical chance.
Every point into dexterity above 10 gives 1% critical chance. Taking into account any critical chance modifiers, you can determine how often you crit.
I work out dps with the idea of the average of one hundred attacks:
average DPS = [base damage*(100-critical chance)+actual critical damage*critical chance]/100


I probably made it seem more complicated than it really is, but basically by plugging in numbers you can optimise for various things.
In terms of dps, there's no point having a really high critical chance if your crits deal no damage - thus increasing your actual critical damage is paramount.
Since increasing base damage (with the exception of end-game rogues) tends to increase actual critical damage more than cunning (as well as increasing damage in general), the focus moves to strength or willpower.
Once your actual critical damage is high enough, it can become beneficial to start increasing your critical chance. Thus at a later stage (especially for non-berserkers), the emphasis moves to increasing dexterity.

However, if you're just looking for the largest numbers possible, you can optimise for actual critical damage. I think you'll find that increasing base damage is still the most important contributor, but at a later stage it might be beneficial to start pumping cunning - even if those crits are relatively rare.


Basically, when it comes down to the willpower/strength debate, it boils down to:

Posted Image



I see, cheers for taking the time out to advise me again, I appreciate it a lot. 

Yeah I knew willpower was worth a little more but you putting it like that makes me appreciate stamina a whole lot more now, it even makes me consider bothering with might/control if it means I lose 20% base damage!

The spreadsheet - So I can just do this on excel or something? I 'should' be able to pull it off? Ha, it doesn't sound too bad.

You're right I feel like my investment in cunning isn't high enough to be wasted on cunning, it helps that I've got the graven circle now, using muscle & have put some in cunning but without the SF & Cleave boosts I really see no difference in investing in cunning & investing in willpower or strength for those same crits, infact it's pretty much the same even with the SF & cleave boosts, perhaps I should abandon cunning? I can't see how I could invest enough/get high enough crit dmg% equipment to make the investment worthwhile, I see why without the 'devious harm' Assasin skill cunning isn't really the way to go, especially at the expense of attack rating. 

I just feel like the warrior has so much potential; reaching 70/80% crit rate I feel is a waste to be ignored, I guess investing even more into cunning wouldn't be a smart idea ?

You mentioned working on base dmg stats might actually help me more than my investment in cunning?
Is that because my base dmg would affect your dmg more than the cunning for crit dmg? 

Looks like cunning is slowly losing it's credibility as a secondary attribute! Strength is there I guess..

Why not both indeed?! - I'm curious would this lead to my base dmg benefitting from both 0.5 & 0.7 per point of str and willpower?

I think perhaps I could ditch some willpower and str and try to attain 100% crit? After I could just put some in strength for some more attack and then top it off with more willpower? 
Or would you suggest the prioritising of at least decent attack rating over 100% crit? Which leads me to another question that I've been meaning to ask: Does 100% crit negate poor attack rating? Would you indeed crit all the time - or can you 'miss' crits? 

Cheers!

#13
Blazomancer

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Legit_Sync wrote...

Blazo, I appreciate you checking this out too.
I see, interesting point, so what - even with 99% attack rating FOR luitenants you still had trouble fighting them, I'd probably just stick to burst damage with skills though.
I'm considering sacrificing some cunning/willpower to put into strength. You think it would be beneficial Afk & Blazo?


What I meant was that on an earlier playthorugh, I was playing an SnS, where I concentrated mostly on Willpower, and as such I was having attack rating issues.

But trying the same build with a 2Hander, I intially focussed on Willpower and then shifted to Strength, which ensured 99% and 84% attack ratings for Lt. and bosses, respectively, by endgame. And I didn't had any trouble with this build facing higher level targets.

My point is that probably I could have maintained around say, 75-80% attack for bosses, which would have allowed me some 10 or more points to invest in Willpower and/or cunning.
                                                                                                   

Hmm, I think sacrificing some points into strength would be a nice idea. May be at least maintain around 75% for bosses with all buffs sustained. I mean, critters and normal enemies are never a problem, but it's always satisfying to bring down bosses and lieutenants just as fast.

I think it's better to prioritize attack rating over critical chance, as using gear and stuff you'll cross 50% crit chance anyway, which means you'll crit every once in a while. 100% crit chance wouldn't negate poor attack rating - 'You crit only when you hit', otherwise glancing blow. Abilities would hit anyway though, regardless of your attack rating, as afk already mentioned above.

#14
Julius Caesar

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Blazomancer wrote...

Legit_Sync wrote...

Blazo, I appreciate you checking this out too.
I see, interesting point, so what - even with 99% attack rating FOR luitenants you still had trouble fighting them, I'd probably just stick to burst damage with skills though.
I'm considering sacrificing some cunning/willpower to put into strength. You think it would be beneficial Afk & Blazo?


What I meant was that on an earlier playthorugh, I was playing an SnS, where I concentrated mostly on Willpower, and as such I was having attack rating issues.

But trying the same build with a 2Hander, I intially focussed on Willpower and then shifted to Strength, which ensured 99% and 84% attack ratings for Lt. and bosses, respectively, by endgame. And I didn't had any trouble with this build facing higher level targets.

My point is that probably I could have maintained around say, 75-80% attack for bosses, which would have allowed me some 10 or more points to invest in Willpower and/or cunning.
                                                                                                   

Hmm, I think sacrificing some points into strength would be a nice idea. May be at least maintain around 75% for bosses with all buffs sustained. I mean, critters and normal enemies are never a problem, but it's always satisfying to bring down bosses and lieutenants just as fast.

I think it's better to prioritize attack rating over critical chance, as using gear and stuff you'll cross 50% crit chance anyway, which means you'll crit every once in a while. 100% crit chance wouldn't negate poor attack rating - 'You crit only when you hit', otherwise glancing blow. Abilities would hit anyway though, regardless of your attack rating, as afk already mentioned above.


Oh right, I understand ya now. 

Yeah, I guess it would be wreckless to neglect attack rating against bosses and lt's and think you could take em out solely with burst damage from skills, you'd need some filler damage inbetween the cool downs which would come from your auto-attack, I understand.

Ah I see... so even with 100% crit chance there's no guarantee you won't hit glancing blows, you must land to crit simple way of putting it and it makes sense. Yeah I attempted to take advantage of crit rate but so far I only got the four fingered talisman for 10% and puzzle ring for 11% 

The armour I'm wearing now is pretty much all dlc but perhaps I could trade my boots of faith and golden gauntlets for some crit gear? That way I can reach 80% at least. 

So perhaps this build should be changed - still a crit warrior, but instead of cunning as a secondary attribute, strength takes 2nd place. So you get your willpower & str boost to dmg, your attack rating, and your crit rate from items, sounds appealing at least.

Continuing from what AFK was saying, it bugs me now - knowing I lose out on 20% damage by having the control/might sustainables on, perhaps I'll see if I lose out on that much; I'll deactivate might and see if I notice any beneficial gains to dmg, or perhaps I should just knuckle down and get this spreadsheet done that AFK was talking about, sounds daunting! 

Either way whatever new info I get I'll put up on here.

Thanks again Blazo.

#15
mr_afk

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Yeah, excel works fine. I think I uploaded a spreadsheet once upon a time, but the link seems to have expired. The formulas I used were something like this:

dmgin100hits=(base damage)*(100-crit chance)+(actual critical damage)*(critical chance)
average damage=in100hits/100

base damage=(base attribute-10)/2 +weapon base damage
crit chance=dexterity-10 +abilities/item properties
crit damage(%)=50+(cunning-10) +abilities/item properties
actual critical damage=(base damage)*(100+critical damage(%))%

In the case of berserkers, base damage becomes a little more complicated - so you might have to use:
base damage=(strength-10)/2+(((willpower-10)*5+100)*15%)+weapon base damage


It's kinda tough to optimise for 'dmgin100hits' since there's three variables (my maths sucks and I can't remember how we did it), but if you plug in the range of possible values for the number of stats you have, you create something like this:
Posted Image
Which basically allows you to determine the best balance between base damage and critical chance for your given critical damage.

Since people have already done most of the grunt work, I think it's safe to just work on the assumption that it's better to increase strength and/or willpower rather than cunning.

However, that's not to say that crit modifying items aren't useful - items that boost your critical chance or critical damage are probably the best in the game, (tied between some of the elemental gear). I did a full strength crit-reaver build pre-patch using crit-items, which worked pretty well. I preferred it to berserkers due to how you could stack on sustains without reducing damage.

Two-handed qunari invasion
S&S qunari invasion

The newer item pack dlc further increases the potential of crit-warriors - with sunder working, crit-equipment, and maybe some runes of striking, you should be able to get a beastly crit chance. However, despite this, I think you'll find it better to pump strength than cunning.


Anyway, good luck with whatever you end up doing! :)

Modifié par mr_afk, 09 février 2013 - 03:06 .


#16
Julius Caesar

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I see, I liked the maths behind it to be honest. Pretty thing ya got there too, colourful! ^^
It'll probably have to be willpower and strength then. You've convinced me, so far I'm at the beggining of your Two-handed qunari invasion vid & I'm loving the pwnage (and the track)
I'm shocked at how much you're hitting despite no beserker?!

I'll check this chart thing out and give it a go, (or a try at least) xD
Thanks a lot AFK.

#17
Julius Caesar

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2nd video Are ya using desdemona? Also, is it the same build as your 2h vid?
I can't believe how strong you were hitting when you applied SF and cleave at low health, serious re considerations for this build need to take place.

Perhaps I will let go of cunning after all; simply not enough to neglect strength and willpower.
What I will do is try a certain something, if not then I will finally let go of my love for beserker and spend points elsewhere; perhaps more in the 2h/s&s tree or simply just put some in the templar tree.

#18
Julius Caesar

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 Also in the 7th section before crit chance what does it say? Crit Dmg/Hit? 

#19
Julius Caesar

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Ah right nevermind I'm guessing the crit dmg/hlt or hit w,e it is refers to the "actual crit damage" you were speaking about.

#20
Julius Caesar

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Nvm scratch that, looks low for the numbers I'd expect you to be critting being a crit mage, confuzzled, well leme know when you're on, cheers.


Might I also ask what 2h where you using in the video? 

Modifié par Legit_Sync, 10 février 2013 - 08:19 .


#21
Julius Caesar

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Wow. You were right; missing out on 15% damage from having might/control sustainables activated during berserk is on was actually detrimental to the damage output - I saw no difference in crit damage between having muscle on and having it off with berserk! It also means my build is pretty much obsolete now. I guess I could keep it up for the sake of having an all willpower/crit warrior, because I don't think that many people know how to use this adrenaline, I'm struggling with it myself I think IN1 was the only one I saw use correctly.

Perhaps if that dmg boost + the 0.7 per point of willpower (as opposed to 0.5 from str) means you can churn out slightly more damage then say an all str warrior then I'll prolly stick to it.

I'll test that out (physically, as I haven't quite the hang of the spreadsheet yet :P ) and I should be able to see some more results. Finally I'm getting somewhere

Cunning indeed is useless for a warrior though, you were right!

#22
mr_afk

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Yeah, the maths/table is for my crit-mage. It's from the old less optimised pre-patch early-game build - I think I found some justification for pumping dex and cun a little bit (in order to wear rogue items). The crit damage probably just seems a little low since it's in reference to level 14 mage autoattacks.

However, with the item-pack armour providing greater bonuses and not requiring any willpower, I think a pure magic mage using crit-gear turned out to be optimum - kinda like the deal with warriors. Calculating stuff for berserkers is considerably harder, since they effectively have two primary attributes (str/will). Although I think it's still mostly a question of the str/will ratio.


And yeah, I was using the same sort of build for my 2H that i use for my S&S. Basically I stacked up on sustains, using might (and control), bravery, to reach rather high levels of damage and critical chance when surrounded - which is when I used my spike damage.

I'm not sure if such a build will be as effective post-patch since they nerfed reaver quite heavily and I kinda relied on sacrificial frenzy.

And yeah, I use desdemona's against qunari for the elemental weakness (double damage) and force effects. Physical weapons tend to knock enemies around too much for my tastes.


I'm not sure if you saw my two willpower vids, but a high willpower berserker is definitely more powerful than a high strength berserker. As long as you take some counter measures for attackrating, the more willpower the better.



#23
Julius Caesar

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I see, alright 'actual crit damage' gotchya.

Yeah I'm kinda annoyed evrything got nerfed wth... thanks for the advice though. Yeah I'm looking forward to completing the spreadsheet but I'll just need to work my way round calculating str & willpower for dmg like you said rather than just one attribute.
Should I ditch the primeval rune for anther rune of striking on my dlc 2h? I've already got 1 rune of striking on it.

And finally nice pwnage on Arishok, very very nice.
Your 2nd vid is pretty much the build I intended to change this too! Haha thanks for having it up though I learned a bit reading it, and indeed it is encouraging to see the difference between a willpower and strength warrior.

Knowing about Baron's sword I think I might return to s&s ...hrmm

#24
Julius Caesar

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Ugh now I know what you mean, it's harder to calculate base dmg because of will/str

The result of base dmg for str and willpower do I just add the two together for my answer?

#25
Julius Caesar

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Ah not to worry saw your formula for willpower + str in your earlier reply, cheers