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[GUIDE] Attributes, Stats and Mechanics


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#301
LexXxich

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I wonder if "Heal Bonus" affects "Heal on Kill".

#302
zeypher

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EDIT: wrong info new testing shows heal bonus only affects heal on kill and potions. Does not seem to affect devour or death siphon.



#303
Klod91

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Just got a Hidden Blades proc on a Chain lighting proc. Both from crafted items.



#304
DIXI

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Oh god. This is so hard for me to understand. I give all my repects to the guy who tested all this stuff. BUT... is there a simple way to tell us (me), what are the best stats/attributes for crafting? 

 

Like mages: willpower/magic/const

warrior: const/str/cunning... etc.

 

I'm really lost lmao. Halp!



#305
zeypher

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The OP tells you that, what each stat does etc. I think you can figure out the rest,



#306
PapaCharlie9

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Oh god. This is so hard for me to understand. I give all my repects to the guy who tested all this stuff. BUT... is there a simple way to tell us (me), what are the best stats/attributes for crafting? 

 

Like mages: willpower/magic/const

warrior: const/str/cunning... etc.

 

I'm really lost lmao. Halp!

 

Here's an extremely dumbed-down version, but like @zeypher said, it would be way better if you invested the time to figure out what everything means for yourself. Relying solely on this dumb-downed advice will mean you might optimize something you end up not needing.

 

Refer to OP Primary Attributes section. Have it in front of you as you go through this.

 

First decide what role you are optimizing for: tank (warrior, Iron Bull), melee damage dealer (warrior or stabby rogue) or ranged damage dealer (mage or archer rogue). The healer role is distributed and doesn't seem to be directly connected to stats anyway.

 

For a tank (warrior that attracts enemy aggro and can take a lot of damage), Strength first, then Constitution, then Cunning, then Willpower, then the rest. If you just stick with Strength and Constitution, you'll be fine.

 

For a melee damage dealer, if Warrior, Strength first. If stabby Rogue, Dexterity first. Then whatever damage bonus you think you'll need most, like if you tend to have a hard time against Pride Demons or bosses with massive regenerating guard, take Strength for Guard Damage Bonus. If in doubt, take Constitution for Melee defense. Cunning is also good to have to get your Crit Chance up sooner rather than later.

 

For a ranged damage dealer, if archer Rogue, Dexterity first. If Mage, Magic first. Then take defenses over damage bonuses, so Constitution, Cunning or Willpower.

 

Again, this is very dumbed-down and doesn't take into account skill tree ability buffs, crafting supply rarities, unique items that you'll likely have, role playing, etc. Your mileage may vary and I'm sure there will be plenty of disagreement.



#307
Kaigen42

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Oh god. This is so hard for me to understand. I give all my repects to the guy who tested all this stuff. BUT... is there a simple way to tell us (me), what are the best stats/attributes for crafting? 

 

Like mages: willpower/magic/const

warrior: const/str/cunning... etc.

 

I'm really lost lmao. Halp!

As far as primary attributes go, I use this priority for Warriors and Mages:

 

Willpower first, because it provides just as much Attack as your primary offensive attribute does and has the secondary benefit of improving Magic Defense, which is a lot more important than the small bump to Guard/Barrier damage those stats provide.

 

Second priority is your primary offensive attribute for more attack.

 

Third is Cunning to improve crit chances and increase ranged defense. Maybe Dexterity if you already have really high crit chance.

 

If you're a Mage and you're stuck with Metal Utility slots, then I guess you can throw some Constitution in, but the extra health is negligible next to the barriers you should be throwing up.

 

For Rogues, you want Dexterity and then Cunning (possibly the other way around if you really need your Crit chance as high as possible), because you're probably crit focused regardless of your build. Put Willpower in Cloth Utility slots for more Attack and Constitution in Metal Utility slots, though that's as marginal for Rogues as it is for Mages.


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#308
DIXI

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Okay. Right now I was doing:

 

Mages: Magic first, then willpower.

Tank: Const first, then Str.

Rogue: Cunning first, then dex.

 

Mostly only 2 stats per characters. I'm gonna read the whole thing I guess, it's just really hard to understand from time to time.



#309
TheInvoker

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Can you explain me how i get attribute points?

 

Female Elf no equipment no points spent in abilities (all other attributes are "10")

 

Level 2
DEX 11
CUN 10

 

Level 9
DEX 14
CUN 11

 

Level 15
DEX 17
CUN 11
 

Level 16

DEX 18

CUN 11

 

Level 19

DEX 19

CUN 11

 

Level 21
DEX 20
CUN 11
 

Level 22
DEX 21
CUN 21
 

Level 23

DEX 21
CUN 21
 

So it seems that after level 3 i got 1 Dex point every 2 levels (4 6 8 10....) but i don't understand how did i get the first point in cunning and then those 10 points between lvl 22 and 23

the points from the fade are not considered because i got them at lvl 24 (yes i delayed that mission more than i could and then i went straight to the end)



#310
zeypher

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The 10 points you got from that haunted mansion in emerald graves.



#311
swk3000

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Attribute points are tied to passives and gear now. Look at any passive, and in addition to it's normal effect, it will also give as all stat boost. So the Rogue's Evasion passive (in the Subterfuge tree) also gives +3 DEX when you take it, in addition to it's 5% chance to dodge attacks.

#312
Bruuntuun

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Do passive stats show up in Attributes tab?  IE.  Passive 25% Armor Penetration (Assassin Subclass) doesn't show in my stats.  Is it multiplicative with Armor Penetration on gear?

 

Another thing I noticed which contradicts attributes section is the way Dexterity affects Crit Damage bonus.  I have 24 Dex on my wep but when I remove and add it it only shows Dex adding 0.5% Crit Damage Bonus instead of the 1% per Dex that was stated.

 

I really appreciate the fine work Ghoxen.



#313
Exalus

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Okay. Right now I was doing:

 

Mages: Magic first, then willpower.

Tank: Const first, then Str.

Rogue: Cunning first, then dex.

 

Mostly only 2 stats per characters. I'm gonna read the whole thing I guess, it's just really hard to understand from time to time.

 

 

 

 

It is actually all rather simple once you distill the essentials: basically go WP on everyone except rogues and ignore magic/str/cunning in all cases. Magic defense is king in nightmare followed by ranged defense followed by melee defense. 

 

 

From an optimization standpoint on NM, you should never invest in str/magic or cunning unless you need the latter to trigger crit based procs like looked like it hurt or flashpoint.

 

 

Mages: stack willpower on armor/arms/legs - defensively go either ranged defense or magic defense - this means aim for utility:cloth or defense:cloth or defense:leather
stack attack%->crit%>willpower on weapons

 

rogue: stack dex on armor/arms/legs or willpower if you prefer magic defense to crit damage , defensively go ranged or magic defense - this means aim for utility: leather or defense:cloth or defense:leather

stack attack%->crit%->dex=willpower on weapons

 

tanks: stack willpower/cons on armor/arms/legs - again, the reason you stack WP is for magic defense which is the only thing that can hurt tanks on nightmare - this means aim for utility:cloth or utility: metal and defense:cloth

weapon: stack constitution/willpower 



#314
TheInvoker

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after understanding my elf rogue was getting 1dex every 2 levels and 1 random poin in cunning i would like to know how this work for Mage and Warriors too and if this is race based



#315
actionhero112

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Doesn't having significant crit chance matter more endgame when you consider the Heroic Tonic? 



#316
Exalus

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Doesn't having significant crit chance matter more endgame when you consider the Heroic Tonic? 

correct, theres little reason to build crit damage on any gear slot.



#317
Gavin

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Quick clarification

 

1)Does skill ring add 30% to base% of skills or 30% of the % modifier on skills. Example: 1000% skill becomes 1030% or 1300%?

 

2)If I had 10 guard left on my character, and an enemy deals 100 dmg to me. Would I take 10 guard dmg (thus 0 guard left) and 90 hp dmg or would the 10 guard block the entire 100dmg, then leave me open to further dmg?

 

3)Can I proc special effects (chain lightning, hidden blades etc.) on multiple opponents in the same hit? (AoE attacks, multi target attacks, etc)

 

4)Can I proc special effects (chain lightning, hidden blades etc.) on same opponent multiple times in the same hit/skill? (leaping shots, hidden blade *skill* etc)

4a)If yes, do they override or stack?

 

5)Do focus abilities proc special effects?



#318
Rivercurse

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I wish I knew as much about this game as the OP. 

 

I mean, i'm having a ton of fun, but it's clear you're having more :(



#319
Psyfun

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Quick clarification

 

1)Does skill ring add 30% to base% of skills or 30% of the % modifier on skills. Example: 1000% skill becomes 1030% or 1300%?

 

2)If I had 10 guard left on my character, and an enemy deals 100 dmg to me. Would I take 10 guard dmg (thus 0 guard left) and 90 hp dmg or would the 10 guard block the entire 100dmg, then leave me open to further dmg?

 

3)Can I proc special effects (chain lightning, hidden blades etc.) on multiple opponents in the same hit? (AoE attacks, multi target attacks, etc)

 

4)Can I proc special effects (chain lightning, hidden blades etc.) on same opponent multiple times in the same hit/skill? (leaping shots, hidden blade *skill* etc)

4a)If yes, do they override or stack?

 

5)Do focus abilities proc special effects?

1) From what I remember it's 1300, but I might be wrong, easy enough to test.

2) You take the full 100, 10 to guard and 90 to HP.

3/4) Mastercraft effects will only trigger once at a time due to not animating more than once, if I remember right. That's why more than 1 Hidden Blades proc doesn't help.

5) Yes/No? Most focus abilities don't directly harm the enemy, those that do will proc Hidden Blades or whatever. Thus Thousand Cuts killing dragons in seconds.



#320
Mageling

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GhoXen I'd really like to thank you for all the time and effort you have put into the researching, writing up and theory crafting the information in this thread. It's brilliant and I will definitely keep my eye on it (saved in favorites) so I can keep up to date with any new info.

 

I'd just like to verify a couple of things regarding the calculator so I can use it properly if I may. The Terms below are related to the calculator and the information I should be keying.

 

  • Weapon Damage - Is this the damage on the weapon (Not DPS)? and do I include things like "+X Lightning Damage" in this figure?
  • Enemy Armor - How do I actually know what enemy armor levels are? Does it scale with their level for all mobs?
  • Ability Multiplier - I just put the percentage weapon damage amount in here for a specific ability I may be looking at? For example, Paybackstrike = 200% weapon damage so 200% goes into that field.
  • Crit Chance % - Is this the total on the weapon only or the total on my character with said weapon equipped (inc any other crit chance buffs).

The only other thing I am unsure of is surround Crit Chance itself. I've read earlier in the thread that Willpower is king. Are there any classes that we should be stacking Crit Chance for? Did I see earlier that Rogues are supposed to for the stamina regain passive?

 

I'm totally hooked on this game - New Years Eve and I'm on here gaming it up! haha.

 

Thanks again.



#321
WJC3688

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Artificer has a passive that reduces CDs by 0.5 each time someone in your party crits. So yea, stuff like that is when you build crit chance, but it's more of an exception than the rule since you don't do it until/unless you have those passives. IIRC you can use leaping shot which has 12 separate hits, each of which can crit, to basically reset all your CDs at will with this setup. Saw a video somewhere of Varric killing a dragon in under 20 secs by himself with this.



#322
teks

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There are other passives that work on crit chance which are worth considering. Warriors have one which weakens enemies they crit. It was broken before, but they said they fixed it in patch 2. I really enjoy stacking all the crit bonuses for an all crit, all day party.



#323
schall_und_rauch

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It'd be nice if a mod stickied this thread.

Or put it into the game manual.



#324
Sevazinho

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It seems that Constitution Points is not raising HP in mutiplayer, can someone confirm it for me and please report to bioware if it is bug?

Other question, there's a max cap for base atributes? because if i gain 0,5% CC from 1 Cunning point, if i got 200 Cunning ill have 100% CC?



#325
HTTP 404

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so what I am getting from this, is that I should be getting willpower amulets for everyone?  (btw, thank you OP for your post)