Introduction
Due to a severe lack of precise information on what the various attributes do in-game, I've resorted to testing and theory-crafting. The goal of this thread is to discover what each and every primary, offensive and defensive attribute does. A future goal is to also find out the soft & hard caps for each attribute, if one is present.
This guide will be updated overtime as more tests are done and more information is discovered. The first post will contain the specific functions of the attributes, while the second post will contain the methods, assumptions and results of various tests used to determine information provided in the first post.
The guide will be written to show what "1 attribute" provides. Further, primary attributes will only have an effect for points above the base value of 10. E.g. "Strength" would indicate what "1 Strength provides for each point above 10".
Primary Attributes
Strength
- 0.5% Attack (Warrior only)
- 1% Guard Damage Bonus
Dexterity
- 0.5% Attack (Rogue only)
- 1% Crit Damage Bonus
Magic
- 0.5% Attack (Mage only)
- 1% Barrier Damage Bonus
Cunning
- 0.5% Crit Chance
- 0.5% Range Defense
Willpower
- 0.5% Attack
- 0.5% Magic Defense
Constitution
- 5 Health
- 0.5% Melee Defense
Offensive Attributes
Attack %
- Increases damage of basic attacks and most* abilities by 1%.
- Damage bonus applied after deduction by enemy armor.
- (Weapon - Armor) * (1 + Attk%), NOT Weapon * (1 + Attk%) - Armor.
*Note: some abilities may calculate damage differently and fail to apply the bonus properly. So far, Longshot's bonus damage based on range is not affected by attack %. I'll test more abilities in the future, as a lower priority task. Please let me know if you find any ability that doesn't benefit or doesn't benefit fully from attack %.
Guard Damage Bonus %
- Increases damage of an attack against Guard by 1%.
- Applies before damage reduction by armor.
- Stacks multiplicatively with other damage bonus attributes.
Armor Penetration %
- Ignores 1% of target's armor rating when dealing physical damage.
- Example. 20% AP would penetrate 10 armor, if the enemy has 50 armor in total.
- For enemies, 1 armor rating decreases their damage taken by 1 point. If 10 armor ratings are penetrated, then they'd take 10 extra damage when attacked.
- Abilities' damage multipliers apply, so an ability that deals 300% weapon damage would inflict 30 extra damage even though only 10 armor ratings are penetrated.
- Does not stack with bonus damage attributes (crit, flank, etc.). I.e. AP gives the same amount of extra damage on both a critical and a non-critical hit.
- Does not affect non-physical damages.
- Does not affect targets with 0 armor (i.e. mage) or barriers, and works poorly against low armor targets (i.e. archer, assassin, shade, terror, etc.).
- Has a fairly complex non-linear comparison to Attack %. May be superior than Attack % on dagger rogues, and to a lesser degree bow rogues, when fighting dragons. Full spreadsheet here: https://mega.co.nz/#...16cRqS4Gqaalg2g
Barrier Damage Bonus %
- Increases damage of an attack against Barrier by 1%.
- Stacks multiplicatively with other damage bonus attributes.
Critical Damage Bonus %
- Increases damage of critical attack by 1% more than non-critical attack.
- I.e. default bonus of 40% means critical attacks hit for 1.4 times the damage of non-critical attacks.
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Applies before damage reduction by armor.
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Stacks multiplicatively with other damage bonus attributes.
Critical Chance %
- Increases chance to inflict a critical attack on every target hit by 1%.
- When attacking multiple targets, each hit is independently capable of triggering critical hits.
- No internal cooldown.
Weapon Damage
- Base damage per hit.
- Every attribute applies to weapon damage, which serves as the base damage.
- Generally a more useful indicator of overall damage output than DPS. DPS shows only base damage output of basic attacks, while weapon damage affects ability damage output.
- Expressed as "Mainhand Damage" or "Offhand Damage".
Bleed on Hit %
- BUG: This stat does not work. Will test again when it's patched.
Stagger on Hit %
- Increases chance to stun an enemy for 3 seconds on hit by 1%.
- The stun allows triggering of combos.
- No internal cooldown.
- No "Stunned" floating text like stuns from abilities.
Heal on Kill %
- Increases healing received on landing a killing blow by 1% of max health.
- E.g. 25% Heal on Kill would heal your character for 25% of their max health on every kill.
- Must land the killing blow personally via abilities (including DoT) or otherwise.
- No internal cooldown.
Flanking Damage Bonus %
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Increases damage of flank attack by 1% more than non-flank attack.
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I.e. default bonus of 25% means flank attacks hit for 1.25 times the damage of non-flank attacks.
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Applies before damage reduction by armor.
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Stacks multiplicatively with other damage bonus attributes.
Cooldown Modifier % (WIP)
- Will test if it stacks multiplicatively with abilities.
Defensive Attributes
Magic Defense %
- Reduces final damage taken from magical attacks by 1%.
Melee Defense %
- Reduces final damage taken from melee attacks by 1%.
- Applies after damage reduction from armor.
Ranged Defense %
- Reduces final damage taken from melee attacks by 1%.
- Applies after damage reduction from armor.
Cold Resistance %
- Reduces final damage taken from cold attacks by 1%.
Electrical Resistance %
- Reduces final damage taken from electrical attacks by 1%.
Fire Resistance %
- Reduces final damage taken from fire attacks by 1%.
Spirit Resistance %
- Reduces final damage taken from spirit attacks by 1%.
Guard
- Functions as extra health. Enjoys damage mitigation, unlike Barrier.
- Max Guard = 25% of Max Health.
- BUG: Vanguard's "Untouchable Defense" does not increase max guard at all, contrary to the stated 25%.
- Certain abilities confer extra bonus, e.g. 20% armor, when Guard is present.
- Guide on how to generate Guard here: http://forum.bioware...generate-guard/
Armor Rating
- Reduces damage by X points when attacked by melee or ranged physical attacks.
- X = 1 (MP); 2 (Nightmare) (will test Casual, Normal and Hard soon)
- Applies before Melee/Ranged Defense %.
- Some enemies may possess armor penetration properties.
- Note: for enemies' armor rating, 1 armor only decreases their physical damage taken by 1 point even on Nightmare.
Armor Rating Front
- Functions just like regular Armor Rating, but only used if attacked in the front.
- Armor rating on a shield increases this stat. Ergo, "armor rating" and "armor rating front" have identical values for all except shield users.
- BUG: Does not benefit from abilities giving +% armor ability buffs, unlike regular armor rating. However, + armor potion applies the bonus properly.
Bleed on Being Hit %
- BUG: This stat does not work. Will test again when it's patched.
Stagger on Being Hit %
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Increases chance to stun an enemy for 3 seconds when being hit by them by 1%.
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The stun allows triggering of combos.
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No internal cooldown.
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No "Stunned" floating text like stuns from abilities.
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Can trigger on ranged or direct magical attacks (i.e. staff), if the attacking enemy is within melee range.
- Should be straight forward. Low priority.
Mastercraft/Special Item Effects
Enhanced Ability Ring
- Increases the prescribed ability's duration or damage by 30%.
- Two identical enhanced ability rings do not stack.
Mastercraft Effect Stacking
- Identical mastercrafts do not stack!
- Different tiers of the same type of mastercraft do stack!
- E.g. +15 stam x2 will give only +15 stam; +15 stam and +10 stam will give +25 stam.
2% Chance Shield Bash (FT Serpentstone, variant)
- Casts a full-spec shield bash dealing 300% weapon damage as physical; capable of knockdown; bonus against Guard.
- Triggers on any type of weapon attack, including bow and staff.
- Operates exactly the same as a warrior's Shield Bash, including the damage multiplier.
- Due to the drastic low proc chance of 2%, other mastercraft procs provide greater damage output.
- This effect only exists on variant of FT Serpentstone. The other variant of FT Serpentstone has Berserk instead.
- Higher tiers increase proc %.
10% Chance to Cast Chain Lightning at 50% Weapon Damage (FT Onyx)
- Casts a chain lightning dealing 50% weapon damage as electrical; hits up to 4 enemies within 5m; inflicts Shock for 8s.
- Aside from the damage multiplier, the mastercraft operates exactly the same as a mage's Chain Lightning.
- Higher tiers increase damage multiplier, but not proc chance.
10% Chance to Cast Walking Bomb at 50% Weapon Damage (FT Cotton)
- Casts a walking bomb, damaging the enemy for 50% weapon damage every second for 5 seconds, and then explodes for 50% weapon damage in a 5m AoE; capable of knockdown.
- Aside from the shorter duration and lower damage multiplier, the mastercraft operates exactly the same as a mage's Walking Bomb.
- Higher tiers increase damage multiplier, but not proc chance.
Increase Max Stamina
- Increases max stamina and stamina regeneration by the prescribed amount.
- Works well together with reduced ability cost mastercrafts.
Heal X% Damage Over 10 Seconds
- Heals the prescribed % of the most recent health damage taken over 10 seconds.
- The heal triggers only on health damage, not damage to Barriers or Guard.
- Does not stack with itself, will immediately start healing the most recent damage and override healing from previous occurrences of damage.
- Example: If hit for 1000 dmg, will start healing 15 dmg/s. After only 3s, if then hit for another 200 dmg, will start healing for 3 dmg/s instead from that point onwards, until the 10s pass or until attacked again within 10s.
- The healing does not generate floating text.
- CritDmg%, FlankDmg%, BarrierDmg%, GuardDmg% and AbilityMultiplier% only apply when applicable.
- Armor applies only to physical attacks.
- Damage Calculator: https://mega.co.nz/#...16cRqS4Gqaalg2g (contains attack % vs AP % spreadsheet)
Enemy Formula:
[BaseDmg * (1 + CritDmg%) * (1 + FlankDmg%) - Armor * 2 *(1 - ArmorPen%)] * AbilityMultiplier% * (1 - Defense%) * (1 - ElementalDef%)
- Defense% can be melee, ranged or magic, where applicable.
- ElementalDef% & CritDmg% apply only when applicable.
- Armor applies only to physical attacks.
DPS Attribute Ranking
Assumptions:
- Weapon damage 150; enemy armor 50. Existing stats: 10% Attack, 0% AP, 40% Crit Dmg Bonus, 25% Flanking Dmg, 10% Crit Chance.
- A well-balanced party, with removals dedicated to Guard (Shield Bash, War Horn, etc.) and Barriers (Dispel).
- Ranking is for a pure DPS character. Not a tank/support who may want Stagger % to allow the party easy combos, or crit % to trigger party-wide effects.
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Willpower's auxiliary effect of magic defense is considered, since it's simply too vital on harder difficulties for all characters.
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The ranking applies to only very general situations. For specific party composition, enemies, locations, etc. It would be best to use the damage calculator (listed above) for more precise min-maxing.
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Flanking damage % is best stat If a DPS in a flanking position. Otherwise it's worthless.
Crafting Priority:
3% Flanking Dmg > 1.75% Attack > 3% Armor Pen > 1.75% Crit Chance = 1.75 Dexterity (rogue) >1.75 Willpower > 1.75 Magic (mage) = 1.75 Strength (warrior) > > 1.75 Cunning > 3% Crit Dmg > 3% Barrier Dmg > 3% Guard Dmg
Gear Equivalents:
- 0.67% Flanking Dmg
- 1% Attack (benchmark)
- 2% Armor Pen
- 1.6% Crit Chance
- 1.5 Dexterity
- 2 Willpower/Strength/Magic
- 3.2 Cunning
- 7% Crit Dmg
Base Attributes
The below stats remain fixed regardless of level. They will only be affected by equipment bonuses and ability passives. Health increases marginally with level, and in terms of base health warrior > rogue > mage.
- Primary Attributes: 10 in all attributes. Strength increases by 0.5/level for warrior, Dexterity increases by 0.5/level for rogue, Magic increases by 0.5/level for mage.
- Crit Chance: 5%
- Crit Damage Bonus: 40%
- Flank Damage Bonus: 25%
- Armor: 38 (WIP)
Note: since in this game it's not possible to fight with fists, if no weapons are equipped the character will fight using "default weapons" that don't take item slots. These default weapons distort base stats. Namely, rogue's default dual daggers confer 18% crit damage bonus, while warrior's default sword & shield confer 3% attack.






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