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Is Aim supposed to do this?


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#1
tetracycloide

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I assumed from the description that it was supposed to add a fixed bonus to ranged critical chance and that master archer would increase this fixed chance.  I have slowly discovered through play testing that this is not the case.  The ability appears to double ranged critical chance from all sources, including the 3% base that NPCs get, except the critical chance from weapon tier.  For example, Leliana has the following:
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
High Magus

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So, equip a rapid aim bow and go to town then?

#3
tetracycloide

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I was interested in hearing from other players if they had experienced the same behavior on their platform or version number. This was also on a party member, not the warden, so I don't know how it works for the warden either.

#4
Eragondragonrider

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no clue im running on xbox360 so dex is broken for us, so longbow damage isn't correct and shortbows and xbows are not working at all.

#5
mosspit

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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
tetracycloide

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I don't know of a method to stack it to 100% crit. It doesn't seem possible given the mechanics. If you readd shale you just get the 5% back again and if you turn aim off and then on again at that point you loose 25.8% then gain it all back again. All it really does is encourage stacking ranged critical chance items and auras, activating aim, then switch to the gear you really want to use. Cadash stompers are a good example, put them on, flash aim, take them off.

#7
Timortis

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Aim increases critical chance? My tooltip only mentions damage and armor penetration, nothing about crit %, I also don't see an increase in crit on the character sheet when I turn it on. My character is a Rogue with a longbow equipped, he doesn't have Master Archer yet.

#8
tetracycloide

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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.

#9
Tryst

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It's definitely buggy for my pc. With Master Archer, 4.6% with no gear, 7.6% with Aim. 6.6% with ranged crit belt, turn on Aim, up to 11.6%. Turn on SoC, 17%. Turn off and back on Aim, 22.4%. Take off the 2% ranged crit belt, 20.4%, turn on/off Aim, down to 18.4%. Of course, this could just be that the display is buggy as well. That'll take a bit more testing.

Modifié par Trystz, 17 janvier 2010 - 03:15 .


#10
tetracycloide

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4.6% with no gear sounds like 1.6 from a tier 7 bow + 3% base (which I didn't think the PC got, is this a mod?) or possibly the 3% from Far Song? 7.6% would be doubling the 3% portion. 6.6% would be the above + the 2% belt, activating aim would double the 3% and the 2% for 5% which matches the total of 11.6%. The rest of those numbers follow the same pattern.

#11
Tryst

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Oh, that's with Leliana.

#12
Tryst

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Yeah, sorry, that's with Leliana.

#13
Timortis

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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
tetracycloide

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If I may suggest the belt from bohdan that adds 2% ranged critical chance. It's fairly inexpensive as well, a couple gold if memory serves.

#15
Timortis

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Yes, just tested with an earlier save.



Ranged critical chance 1.20%, with belt 3.20%, with Aim 5.20%, without belt with Aim 1.20%.

#16
Ingahootz

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Yes it is supposed to do this.



http://dragonage.wik...om/wiki/Aim#Aim

#17
LightSabres

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Since you have looked at it closely - does Rapid Fire eliminate ALL Crit chance or only the 3% base? I can live with losing 3% crit chance thanks to item stacking but eliminating all crit chance blows chunks...

#18
Ingahootz

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Yes Rapid Fire eliminates all non-special criticals.

#19
tetracycloide

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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
Ingahootz

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Ah I see... :)



Well I did some testing and it's certainly behaving the way you mentioned it there. Easily got Leliana above 50% crit.

#21
tetracycloide

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I'd like to see what could be done with a max cunning PC, two bard party members with everything in cunning, and shale. I suspect it's possible with the right items to get on of the party members, at least, to 100% ranged critical chance. Would be a good way to see if there's a crit cap on the character screen or in combat too.

#22
Ingahootz

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Hmmm... when I'm not busy I'm certainly going to try to do that. It's a shame dexterity doesn't increase crit chance. Why don't archers get a stat to increase their crit? :(



Oh well I suppose Aim is good enough.

#23
WillieStyle

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What exactly is the attack speed penalty of Aim?

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
LightSabres

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With Aim on my Leliana is constantly pulling aggro from the Tank. Before it was only the ones that survived the AoS...

#25
tetracycloide

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As a tought exercise (possibly a future build) a cunning based rogue archer could have:



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?