Is Aim supposed to do this?
#1
Posté 17 janvier 2010 - 04:18
3% Base
1.6% Tier 7 Bonus
3% Far Song
5% The Long Site
2% Longbowman's Belt
7.8% Song of Courage @ 58 cunning
5% Shale's Rock Aura
27.4% ranged critical chance total
after aim: 53.2% ranged critical chance i.e. 25.8% more
Aim also functions like many of sustains with scaling bonuses in that removing one or more sources of the stat it scales from does not remove the bonuses so, in the above example, taking Shale out of the party reduces ranged critical chance by 5% but if Aim is then turned off and back on again it goes down another 5% for a total of 10%.
Has anyone else seen this behavior? 25.8% crit is a lot for one 5% fatigue sustain...
#2
Posté 17 janvier 2010 - 05:38
#3
Posté 17 janvier 2010 - 06:00
#4
Posté 17 janvier 2010 - 06:05
#5
Posté 17 janvier 2010 - 06:35
tetracycloide wrote...
in the above example, taking Shale out of the party reduces ranged critical chance by 5% but if Aim is then turned off and back on again it goes down another 5% for a total of 10%.
I have never came across this situation but I am guessing since you found a way to decrease crit% in this manner, you probably on-route to finding a way to getting crit% up to 100% consistently without Pinpoint. 100% crit is sexy.
Modifié par mosspit, 17 janvier 2010 - 06:37 .
#6
Posté 17 janvier 2010 - 06:47
#7
Posté 17 janvier 2010 - 11:10
#8
Posté 17 janvier 2010 - 02:48
#9
Posté 17 janvier 2010 - 03:14
Modifié par Trystz, 17 janvier 2010 - 03:15 .
#10
Posté 17 janvier 2010 - 03:40
#11
Posté 17 janvier 2010 - 03:45
#12
Posté 17 janvier 2010 - 03:47
#13
Posté 17 janvier 2010 - 04:16
tetracycloide wrote...
Do you have any items or buffs on with "+x% ranged critical chance" on them? I think this might be why some report Aim's critical chance bonus as non-funcitonal. On a PC archer without any items or buffs on there's nothing for Aim to double. Or it could be your platform or version number.
No my Rogue is level 12 and doesn't have any +crit items at the moment. I'm on PC. The thing is, I have the improved tooltips mod and that doesn't show anything about Aim increasing crit chance either. I'll test it with + crit as soon as I find some.
#14
Posté 17 janvier 2010 - 04:22
#15
Posté 17 janvier 2010 - 04:50
Ranged critical chance 1.20%, with belt 3.20%, with Aim 5.20%, without belt with Aim 1.20%.
#16
Posté 17 janvier 2010 - 04:53
#17
Posté 17 janvier 2010 - 04:55
#18
Posté 17 janvier 2010 - 04:56
#19
Posté 17 janvier 2010 - 04:58
Ingahootz wrote...
Yes it is supposed to do this.
http://dragonage.wik...om/wiki/Aim#Aim
Yeah.... I wrote that shortly after discovering it and posting it here. I'm tetracycloide there too.
#20
Posté 17 janvier 2010 - 05:00
Well I did some testing and it's certainly behaving the way you mentioned it there. Easily got Leliana above 50% crit.
#21
Posté 17 janvier 2010 - 05:02
#22
Posté 17 janvier 2010 - 05:08
Oh well I suppose Aim is good enough.
#23
Posté 17 janvier 2010 - 05:23
It seems that Aim scales very nicely with %crit and crit-damage. I've never played an archer but it seems like with enough crit chance and crit damage, Aim might actually be a worthwhile sustain.
#24
Posté 19 janvier 2010 - 05:01
#25
Posté 19 janvier 2010 - 06:09
Dexterity: 30 before gear
Cunning: 89 before gear (assuming level 25 and both stat books)
Cunning Gear:
Helm of Honnleath 2
Andruil's Blessing 2
Dusk ring 3
Key to the City 2
Duncan's Sword 3
Dead Thaig Shanker 5
cunning from gear 17
Total cunning for Song of Courage prebuff: 106
Total crit from Song of Courage: 12.6%
Critical gear:
The Long Sight: 5%
Cadash Stompers: 2%
Longbowman's Belt: 2%
Far Song: 3% (could have used whitewood but damage would have been much worse)
Crit from gear: 12%
Party (just for Aim buffing, could switch to anything afterward):
Leliana Bard @ 60 cunning: 8%
Zevran Bard @ 60 cunning: 8%
Shale with ranged aura: 10%
Total Pre-Aim Crit: 50.6% + 1.6% from bow's base
Total Post- Aim Crit: 102.8%
The bard party members could, if built correctly and pre-buffed, have much more than 60 cunning but that seemed a resonable number. Since I have not actually built a character I don't know how the character screen would handle this, roll over to 2.8%? Show 100% after capping? Show the full 102.8% value?
Also some good questions this build could answer through play testing: Is there a hidden crit cap on the character screen or in actual gameplay? Does mob level affect critical hit chance?





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