Am I reading that right...150k damage? Wtf...
[GUIDE] Attributes, Stats and Mechanics
#276
Posté 10 décembre 2014 - 11:27
#277
Posté 10 décembre 2014 - 11:39
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
Posté 10 décembre 2014 - 06:53
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
Posté 11 décembre 2014 - 03:33
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
Posté 11 décembre 2014 - 07:29
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
Posté 12 décembre 2014 - 01:50
#282
Posté 12 décembre 2014 - 07:45
Excellent work TC.
- shazza53 aime ceci
#283
Posté 12 décembre 2014 - 10:56
Nothing to add. Just wanted to say that this is the most helpful thread on the entire site. ![]()
- shazza53 aime ceci
#284
Posté 13 décembre 2014 - 11:14
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
Posté 13 décembre 2014 - 05:57
Maybe it quintuple dips on AoE limb hits or something?
#286
Posté 14 décembre 2014 - 06:17
Great Work
#287
Posté 14 décembre 2014 - 09:48
It just annoys me that all the bugs and issues aren't addressed in the recent patch.
#288
Posté 15 décembre 2014 - 07:10
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
Posté 15 décembre 2014 - 07:57
top 5 thread on this forum IMO.
#290
Posté 16 décembre 2014 - 08:29
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
Posté 18 décembre 2014 - 10:21
Great guide, just a quick note: Ranged and Melee defensive % both say Melee.
#292
Posté 20 décembre 2014 - 02:40
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.
- Artagal aime ceci
#293
Posté 23 décembre 2014 - 03:26
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
Posté 23 décembre 2014 - 06:38
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
Posté 23 décembre 2014 - 07:23
#296
Posté 23 décembre 2014 - 11:43
I really wish they would fix the bugs. It makes me mad that Bioware or EA would let this happen.
#297
Posté 23 décembre 2014 - 02:28
So staves attack ignore armor, just like on the previous games, right?
#298
Posté 24 décembre 2014 - 02:22
you are my hero.
#299
Posté 24 décembre 2014 - 11:26
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
Posté 24 décembre 2014 - 02:53
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.





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