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[GUIDE] Attributes, Stats and Mechanics


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#276
Rynas

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Am I reading that right...150k damage?  Wtf...



#277
Quixim

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Yep! What I figured out so far is that his crit% is at about 100%, so all of his attacks are crits. Every hit he gets back 10 stamina, and he's triggering hidden blades for even more damage, as well as throwing the ability himself for big damage. At 100% crit, most of his multi-hit skills recover as much stamina as they use. The Mark fo the Rift seems to casue a slwoing effect, extending the time on the Mark of Death while he attacks.

 

The big damage comes in that the mark of Death can, itself, critical. So not only does he get bonuses to all of his attacks by having them all be criticals, but the sum total of all that damage is, itself, multiplied by a critical again. Considering how much health comes off at the end of the video, it looks like he -also- has a very high critical multiplier. I'm not sure the exact mechanics that let him recover stealth (Probably it was just the damage done), but besides that it just seems to be the slow effect from the mark of the rift. Having Dorian with you to use the necromancer focus attack would also extend the time used to do damage.



#278
huilun02

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He probably had the Royale Sea Silk, Halla Leather, or Golden Halla Hide as his other masterwork.

 

It provides a 10% chance on hit to proc Fade Cloak, the Knight Enchanter skill to turn invulnerable for 2s.

 

Its not stealth, but looks like stealth. In fact he doesn't need stealth since every hit crits.

 

It works in his favor, notice he didn't even flinch when the dragon moved over him. Fade Cloak allows him to clip through enemies.



#279
Quixim

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ohhhh. Huh! Interesting that he'd have that on. Impressed he got to 100% crit though.

 

 

Oh hey: Does anybody know how Mark of Death determines if you crit? If you land it from behind does it use your sneak attack bonus? if you land it from stealth is it always a crit, or do you have to be in stealth when you fire it off?



#280
Araedros

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Hello i am thinking of making a Templar 2 hander and I also want to keep Cassandra in my party too.

Can someome who has tested confirm if the passive abilities from 2 templars stack?

For example if both my inquisitor and Cassandra have there is no darkness, will the overall resistance be 20%?



#281
LexXxich

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Since Hidden Blades proc an animation on enemy and you can't have next proc from the same item while animation for previous is still running, does it means that having Hidden Blades master craft on two different characters can interfere with it's procs? I.e. if it procs on one it can't proc on another for the animation duration? What about proc Hidden Blades and ability Hidden Blades?

#282
Dabrikishaw

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Excellent work TC.


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#283
Gaz83

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Nothing to add. Just wanted to say that this is the most helpful thread on the entire site.  :)


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#284
Squeets

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That video above just looks like a cheat or something... Mark just duplicates what has already been done... He got the boss down like 10% and then it just gets one shotted... It doubles damage... It doesn't nonuple it (lol i googled what multiplying something by nine was).



#285
konfeta

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Maybe it quintuple dips on AoE limb hits or something?



#286
Bregmar

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Great Work



#287
guest

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Thank you for the awesome post.

It just annoys me that all the bugs and issues aren't addressed in the recent patch.

#288
Amnar

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Thank you for the awesome post.

It just annoys me that all the bugs and issues aren't addressed in the recent patch.

well its a single player game balance issues are not a priority as they are in multiplayer games. most people wont even realize that half the abilities either dont work at all or not as discribed. clumsy gameplay and graphic problems area a much bigger concern, as those actually effect sales.

balance issues will propably only be adressed if multiplayer becomes a thing - or when the community starts making mods to address the issue (remember origins? to this day the skills are a bigger mess then they are in inquisition, if you dont play with the rules fixpack)



#289
UniformGreyColor

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top 5 thread on this forum IMO.



#290
Quixim

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Hey, out of curiosity, does anybody know if the artificer "status effects last longer and do more damage" buff applies to Walking Bomb from the necromancer?



#291
DigitalSignalX

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Great guide, just a quick note: Ranged and Melee defensive % both say Melee.



#292
Swin

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I noticed your guide states that the 15% of damage received heal masterwork does not work on damage to guard or barrier. This is incorrect. I've been using armor with this effect recently and have noticed that it is topping my health up to full, which wouldn't be possible if it was only working on health damage. I only noticed this because I don't have any other heal on kill or hit items.

 

I did a test today by taking a single hit from a lvl 19 Bronto and running away with my tail between my legs :)

 

Starting health: 688

Damage received under full guard, guard still intact: 112

Final health: 717

Healing received: 29 (25.9%)

 

Reloaded

Starting health: 688

Damage received under barrier, barrier still intact: 306

Final health: 766

Healing received: 78 (25.5%)

 

Oddly, this was using a tier 1 heal 15% of damage received masterwork (sigh, nothing is right in this game).

 

Further more, I tried getting hit quickly twice in a row:

Starting health: 688

Damage received under barrier, barrier still intact: 310, 298 (Total: 608)

Final health: 843

Healing received: 155 (25.5%)

 

The successive hits were within the 2-3 seconds, shorter than the duration of the heal, this suggests that the healing received is stacking.

 

I don't know why my testing is differing from your own, unless there has been a recent change. Perhaps there is a limit to the number of stacks, that would be very hard to test.

 

This effect is very powerful under the effect of a barrier.


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#293
Exalus

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First off, thank you for this amazing analysis. It always annoyed me how useless magic and strength compared to willpower. 

 

 

Your listed formula is : 

[WeaponDmg * (1 + CritDmg%) * (1 + FlankDmg%) * (1 + BarrierDmg%) * (1 + GuardDmg%) - Armor *(1 - ArmorPen%)] * (1 + Attk%) * AbilityMultiplier%

 

Which for crafting optimization sake is going to be the following because were not going to build for armor penetration or guard/barrier damage anyways:

 

[WeaponDmg * (1 + CritDmg%) * (Crit chance%)] * (1+Attack%)

 

 

Testing this on two non-masterwork tier 3 bows:

 

knight commander longbow:

10.5 dex (5 attack 10 crit dam)

10.5 crit chance

10.5 attack

 

 

dps: 124.45

 

Templar longbow 

10.5 dex (5 attack, 10 crit dam)

10.5 dex (5 attack, 10 crit dam)

10.5 attack

 

dps: 124.12

 

 

The results validate the equivalency of 1.5 dex per 1.6 crit as the weapon with 10.5 dex squeezed a little more dps than the one with 10.5 crit and should(?) unquestionably prove that the strongest bow in the game is the masterwork spiked longbow which has the same parameters as the knight commander longbow but 14 dex instead of 10.5.
 

 

Meaning at least for a rouge you can choose between cunning vs dex (utility:leather) or attack%(offense:cloth/metal) vs crit%(offense:leather) vs critdmg%(offense:leather). After playing around with the calculator is there ever a case where it would be more beneficial to choose cunning over dex or either over attack%? Is the optimal dps setup really going to involve stacking attack% when ever possible and then dex over crit chance over crit damage over cunning?

 

This makes gear optimization a bit dull because it means as a rule of thumb for rogue at least, get [utility: leather] on chest/arm/leg/helm and use it for dex (not even the tier 4 dragon mats with dex/cunning win out).
For weapons, prioritize attack(offense:cloth/metal)>crit(offense:leather)>dex(utility:dex). Ignore crit damage, cunning, AP completely. For mages/warriors it comes down to pretty much the same [attack%>crit>willpower] Crit chance has some skill synergy but thats going to be a bit harder to analyze. Was this mostly accurate?



#294
zeypher

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Hey, out of curiosity, does anybody know if the artificer "status effects last longer and do more damage" buff applies to Walking Bomb from the necromancer?

would like to know as well. How does the tricks of the trade passive work? does it buff all our damage by 10%?



#295
swk3000

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A while back, I asked in the Weapons and Armor Customization forum how the damage bonus from Vitaar was calculated. I was informed that the damage was added to the base damage of your weapon, and the new number was used to determine the damage done by abilities and spells. Is this the case? I ask mainly because the forum I originally asked in was more about finding the look you want than stats. While I obviously like the answer I got, I just wanted to confirm it here, since this forum deals more with the mechanics of the game than the looks.

#296
gay_wardens

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I really wish they would fix the bugs. It makes me mad that Bioware or EA would let this happen.



#297
Cioby

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So staves attack ignore armor, just like on the previous games, right?



#298
DiscoGhost

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you are my hero. 



#299
IanLai

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try to do some test on whether critical chance vs attack%

seems pass though certain threshold of critical chance attack % is better choice

same red templar by save and load the same position, shoot with full draw

sometime he may facing or away from me , totally random

 

damage test lv19 red templar marksman 29 armor

archer weapon 162 dps

 

2 different mod  t3 bow mod

 

attack | critical damage bonus |critial chance

34%                                58%               39%

9%                                  58%               60%

 

mod A

25 % attack 11 % critial chance3081 1964 2955 1884 1805 3145 1825 2923 1844 1825 1984 1765 3113 3081 3145

 

mod b

49% critial chance

2488 2545 1767 2488 2659 1761 2744 2488 1695 1785 1749 2716 2602 2687 1606

 

 

mod A critial chance 7/15  average damage 2422

mod b critial chance  9/15 average damage 2252



#300
gay_wardens

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So I'm guessing Heal Bonus only works for abilities that heal you, or potions? And that it applies the same way in multiplayer?

 

I was trying my Reaver and noticed I wasn't healing, then I realized it might just be a bonus to abilities like Rampage.